Effectiveness of a Mystic Theurge build…..

dagger

Adventurer
Effectiveness of a Mystic Theurge build…..

Wiz 3 / Clr 3 / MT 10 42 Point DMG buy , all WoTC and FR books allowed…



How do you think this character will fare above 10th level?

With Practiced Spellcaster for both classes? How about without it?
 

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42 point buy? Wow.

At the risk of reviving the age-old "Is the MyTh over/underpowered?" discussion, the answer is: It depends. What's your party make-up? IMHO, if you already have a primary caster, your role (Mr. Buffmaster) will be rather boring. If you don't have either a cleric or wizard in the party, then an MT is practically a requirement.

In any case, the big hurts to an MT with Practiced Spellcaster (which is a must-have feat) are a) the reduced number of feats and b) the loss of highest-level spells. A Wiz3/Clr3/MT 10 gets three fewer feats compared to a straight wizard (four if you factor in Practiced Spellcaster) and can't cast 8th-level spells. He also has 1-2 7th-level spells, compared to the Wiz16's 3-4, and no familiar (if that matters). In return, he gets 13 levels of cleric spellcasting, meaning that he has a vast number of utility spells.

If your expected role is to buff the party and provide auxiliary healing (thus freeing up the straight cleric to be a combat machine), I'd say it's a worthwhile trade. If your goal is to engage foes in direct combat: No way. Assuming that a primary caster lobs all of his highest-level spells in direct combats, you can engage in such combats no more often than a 16th-level single-classed caster can, as you have roughly the same number of 6th-8th-level slots available. Moreover, you don't have the same number of feats to use on fancy metamagic, FWIW. Your real asset is the diversity of spells at your command, but in D&D combat, it's the specialists who are the true combat powerhouses, not the generalists. You can drastically reduce the percentage resources your party spends on a given encounter, which is an effective way of contributing, but you will not be a front-line showboater.

After MT 10, BTW, you should probably go for archmage, although the requirements are awfully hard.
 

If you don't mind a little more focus, True Necromancer (from Libris Mortis) is a good PrC to take after MT10 as it gives another +3 caster levels to both wizard and cleric spellcasting over the next 4 levels. However, the PrC requires you to be non-good, have access to the Death domain and rebuke undead, so it may not be to everyone's taste.

One minor point about familiars. You can have a familiar, it just won't be very powerful (abilities as a 3rd-level wizard's familiar). You can improve its abilities by taking the Summon Familiar feat (from Complete Arcane).
 

With such a high point buy at least you won't suffer from the MAD syndrome. ;)

Practiced Spellcaster is pretty much a must-have.

Even with it, the Mystic Theurge will be rather bad until you hit double digit levels, when it starts to get better. I think at the point when you get 5th level spells, things start to be good. At really high level, the character will most likely be quite powerful even (especially if you improve your wizard spellcasting after you are through with Mystic Theurge).

Bye
Thanee
 

I will be the primary arcane caster, but apparently there is already a cleric. Its looking like I willl probably just stick to being a single class wizard. Since I will be rolling up a 7th level character, starting out with 4th level spells is much nicer than 2nd level, even with cleric.
 
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I agree with ruleslawyer. The MT is definitely going to feel on the weak side until your character hits at least 10th level.

You probably should go straight Wizard. Go straight Druid if you want something with a little more punch and sex appeal than a Cleric -- it is a very flexible and fun class.
 

If you are set on MT don't try to lob direct damage spells at foes, instead focus on battlefield manipulation spells (walls, fogs, evards black tentacles) to cut down on the number of foes you have to fight at once. Summoning spells can also add some oomph to the battle, sure you can't get a SMVIII but you will have access to lots of bodies from the VII and VI list. Plus you can access summon spells as a wizard and a cleric.
 

42 point buy - sweet ...

For Mystic Theurge, I'd make my abilities something like: STR 10, DEX 14, CON 16, INT 16, WIS 16, CHA 12.

For straight Wizard, I'd make my abilities something like: STR 10, DEX 16, CON 16, INT 18, WIS 10, CHA 10.
 

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