Is Mystic Theurge a balanced P. class?

Storm Raven said:
Realistically, you don't get that many useful net spells out of the combination. For example, take a typical 9th level Mystic Theurge (Cleric 3/Wizard 3/Mystic Theurge 3) vs. a 9th level single classed Cleric. Let's give them both a 20 Wisdom (accounting for a reasonable initial score, plus magic items and level adjustments), and just to make it interesting, we'll give the Mystic Theurge a 20 Intelligence.

Their spells, by level:

Cleric

Divine - 0th: 6, 1st: 6+1, 2nd: 5+1, 3rd: 4+1, 4th: 3+1, 5th: 2+1

Mystic Theurge:

Arcane - 0th: 4, 1st: 5, 2nd: 4, 3rd: 3
Divine - 0th: 5, 1st: 5+1, 2nd: 4+1, 3rd: 3+1

So, let's net this out


Cleric - 0th: 6, 1st: 6+1, 2nd: 5+1, 3rd: 4+1, 4th: 3+1, 5th: 2+1
Theurge - 0th: 9, 1st: 10+1, 2nd: 8+1, 3rd: 6+1

Net Theurge: 0th: +3, 1st: +4, 2nd: +3, 3rd: +2, 4th: -4, 5th: -3

Actually, you gave the MT a third level divine domain spell he doesn't get.

Net Theurge: 0th: +3, 1st: +4, 2nd: +3, 3rd: +1, 4th: -4, 5th: -3

For all intents and purposes, he is giving up 7 4th/5th level spells to gain 8 1st/2nd/3rd level spells.
 

log in or register to remove this ad

irdeggman said:
As echoed before the real reason the class won't work is because of the house-rules used (the 3.0 spells make it really overpowering) - and so for your game it definitely seems to be broke. But I would caution you on using any 3.5 feats or PrCl since many of them were predicated on the nerfing of the spells for 3.5.

Actually, even with the use of the 3.0 spells, it isn't that great of a class. Using 3.0 haste seems like it would be great, but since you only have a tiny handful of net spell slots gained (and those are really low level), it isn't that big of a deal. And you give up lots (hit points, Fort saves, BAB and so on), it is just that what you give up isn't "sexy", like being able to cast fireball and remove curse.

Of course, while you are fooling around with 3rd level spells, the full progression cleric is casting righteous might and raise dead. I hope the extra +2 1st level spells and +3 0th level spells are worth that.
 

KarinsDad said:
Actually, you gave the MT a third level divine domain spell he doesn't get.

Net Theurge: 0th: +3, 1st: +4, 2nd: +3, 3rd: +1, 4th: -4, 5th: -3

For all intents and purposes, he is giving up 7 4th/5th level spells to gain 8 1st/2nd/3rd level spells.

No, he gets the domain spells for the progression. The domain spells are tied to his spellcasting level, not his cleric level.
 

irdeggman said:
As echoed before the real reason the class won't work is because of the house-rules used (the 3.0 spells make it really overpowering) - and so for your game it definitely seems to be broke. But I would caution you on using any 3.5 feats or PrCl since many of them were predicated on the nerfing of the spells for 3.5.
Indeed. The game is properly classified as 3.0+, not 3.5 with old spells. So far we're using the 3.5 ranger, the 3.5 monk, the 3.5 paladin, 3.5 damage reduction to make the abilities of the 3.5 monk useful, and precious little else. I'm very careful about which 3.5 rules that differ from 3.0 core are allowed for just this reason. Sorry I didn't make that clearer with my initial post.
 

I said before in other topic what one of my players did with a MT in the 21st level... it was a monster... a think that this class is very over at high levels...
 

styker said:
I said before in other topic what one of my players did with a MT in the 21st level... it was a monster... a think that this class is very over at high levels...

If I'm not mistaken, wasn't the build you mentioned incorrect?
 

I assume that if you ban the MT then you will also want to ban the Leadership feat, as a wizard with a cleric cohort, or a cleric with a wizard cohort, can do everything that a MT can do, and has more (total) hp, and the cleric half can wear armor with no ASF chance.
 

A few comments about the MT:

He's terrible at the beginning and much better at the end. Take this into account when you pick out a level to compare to.

He works a lot better with 3.0 spells because of Haste, long buffs, and some more stacking stuff (like shield granting a cover bonus).

Many people mention what he loses compared to both cleric and a wizard. He really ought to be compared to a straight wizard, so he actually *GAINS* HP, BAB, saves, domain abilities, etc. Everyone always says that he loses these.

Taking a specialist wizard is a great help, cleric spells can cover the lost domains.


When analyzing the power of the class, do not just count the D6's on his fireball. Take into account what a huge benefit all the extra healing/buff/versatility spells may be to the rest of the party out of combat.
 

Garboshnik said:
Many people mention what he loses compared to both cleric and a wizard. He really ought to be compared to a straight wizard, so he actually *GAINS* HP, BAB, saves, domain abilities, etc. Everyone always says that he loses these.

Fair point, although it's self-defeating. Why not compare him to a straight cleric? He actually *LOSES* HP, BAB, saves, ability to wear armor and cast all of his spells, etc.

Compared to the straight Wizard, he loses casting levels, bonus metamagic feats, familiar advancement, and is 3 levels behind as far as aquiring spells.
 

Storm Raven said:
No, he gets the domain spells for the progression. The domain spells are tied to his spellcasting level, not his cleric level.

Yes. You are correct. Don't know what I was thinking when I wrote that. :o
 

Pets & Sidekicks

Remove ads

Top