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GEOMANCER: It's Cheezetastic?
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<blockquote data-quote="akbearfoot" data-source="post: 5554465" data-attributes="member: 33560"><p>I don't think it does work that way, since I agree Mystic theurge does not grant spells, but rather enhances spells from other classes.</p><p></p><p>Even if it did work that way, it wouldn't be particularly good. I'd still rather play a Wizard3/Druid3/MT4/Arcane Heirophant10. Which ends up caster level 17 on both sides without resorting to 'fuzzy' rules. It has armored casting, and also gets an animal companion with familiar abilities, and 13th level wild shaping, along with a few other neat abilities.</p><p></p><p>Playing the Dual-progression classes usually goes something like this:</p><p></p><p>Step 1 person goes "Wow, this guy can cast 9th level spells in 2 classes! I totally want to do that!.</p><p></p><p>Step 2 player rolls up first level character</p><p></p><p>Step 3 player enjoys said character to 3rd level, then multiclasses</p><p></p><p>Step 4 player realizes giving up a caster level is pretty much the worst thing a caster can do to himself. He'll constantly be thinking to himself things like "Hrm, if I had gone straight wizard I could be casting Fly or Haste right now." Or "Man I sure wish I could cast dimension door to get out of this grapple!* or "Dang, we can't use teleport until 12th level now, CRAP!"</p><p></p><p></p><p>I am speaking from experience. I am really fond of Arcane Heirophants. It is just plainly weaker compared to a straight caster, until the very pinnacle of the game, where having more total spell levels per day makes very little difference. You can still only normally cast 2 spells per round with quicken.</p><p></p><p>I've never played a dual-class caster to the top levels because it stops being fun to play after a while. I haven't tried an arcane trickster or a Fochlucan lyrist yet, but I have heard stories from folks who have. They are strikingly similar to my own experience.</p></blockquote><p></p>
[QUOTE="akbearfoot, post: 5554465, member: 33560"] I don't think it does work that way, since I agree Mystic theurge does not grant spells, but rather enhances spells from other classes. Even if it did work that way, it wouldn't be particularly good. I'd still rather play a Wizard3/Druid3/MT4/Arcane Heirophant10. Which ends up caster level 17 on both sides without resorting to 'fuzzy' rules. It has armored casting, and also gets an animal companion with familiar abilities, and 13th level wild shaping, along with a few other neat abilities. Playing the Dual-progression classes usually goes something like this: Step 1 person goes "Wow, this guy can cast 9th level spells in 2 classes! I totally want to do that!. Step 2 player rolls up first level character Step 3 player enjoys said character to 3rd level, then multiclasses Step 4 player realizes giving up a caster level is pretty much the worst thing a caster can do to himself. He'll constantly be thinking to himself things like "Hrm, if I had gone straight wizard I could be casting Fly or Haste right now." Or "Man I sure wish I could cast dimension door to get out of this grapple!* or "Dang, we can't use teleport until 12th level now, CRAP!" I am speaking from experience. I am really fond of Arcane Heirophants. It is just plainly weaker compared to a straight caster, until the very pinnacle of the game, where having more total spell levels per day makes very little difference. You can still only normally cast 2 spells per round with quicken. I've never played a dual-class caster to the top levels because it stops being fun to play after a while. I haven't tried an arcane trickster or a Fochlucan lyrist yet, but I have heard stories from folks who have. They are strikingly similar to my own experience. [/QUOTE]
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GEOMANCER: It's Cheezetastic?
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