My Mystic Theurge Variant!


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Well, what I see is a character that can get 20 wizard spell levels, 5 cleric spell levels, all the wizard special abilities, a few clerical ones, AND a better HD than the wizard. IOW, I don't see a downside.
 


Moe Ronalds said:
Well, what I see is a character that can get 20 wizard spell levels, 5 cleric spell levels, all the wizard special abilities, a few clerical ones, AND a better HD than the wizard. IOW, I don't see a downside.

Who ever said I designed it to have a downside. I'm asking for feedback, I.E. suggestions for changes.
 

My changes would be:

HD: d4.
Lose the armor and shield proficiencies, but keep simple weapons.

Special Abilities:
Level 1 - Domains.
Level 2 - Summon Familiar.
Level 3 - Craft Single-Use Item (allows you to create potions, scrolls or other use once and throw away magic items, which replaces Brew Potion, Scribe Scroll and Craft Talisman IMC, it's in Green Ronin's Plot & Poison Drow book).
Level 5 - Turn Undead.
Level 10 - Bonus wizard or cleric feat
Level 15 Bonus wizard or cleric feat
Level 20 - Bonus wizard or cleric feat
 
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Here's my modified version that spreads its abilities out over several levels, adds domain powers and reduces Turn Undead effectiveness while eliminating spontaneous casting.

Mystic Theurge Variant (Core Class) By Jeremy Summers
(Iron_Chef variant)


Key Abilities: High Wisdom and Intelligence Scores are essential. High dexterity is useful since this class prefers to wear light armor, if any at all. A high constitution is useful, as they are not very sturdy.
Hit Dice: d4.
Abbreviation: MTv

Class Skills:
The (MTv’s) class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (any/all) (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), Spellcraft (Int).

Skill Points at 1st Level: (2 + Intelligence Modifier) x 4
Skill Points at Each Additional Level: 2 + Int Modifier.

Class Features:
Armor and Weapon Proficiency: (MTv)s are proficient with all simple weapons. They are not proficient with any armor nor with shields.
If the MTv chooses War as one of his Domains, she gains proficiency with her deity’s favored weapon, be it simple, martial or exotic, as well as the Weapon Focus Feat for that Weapon.

Spells: MTv's are capable of casting both divine and arcane spells, though neither will be as powerful as those of a Wizard or Cleric of equal level. At first level, the MTv gains spells per level as both a Wizard and a Cleric, and every level thereafter she can choose to increase her spells per day as either a Cleric or a Wizard; and every 5 levels, (starting with 5th) the caster gains spells per day as both Cleric and Wizard. However, no matter how many spells per day the caster has in either divine or arcane magic, their (MTv) level is used to determine caster level for both Divine and Arcane magic. Intelligence modifier is used in relation to Arcane Spells, and Wisdom in relation to divine.

One downside to this is that the caster must take time at the beginning of each day to both study/memorize her arcane spells and pray for divine spells.

Familiar: At 3rd level, an MTv can summon a familiar in the same fashion that a wizard can.

Chaotic, Evil, Good, and Lawful Spells: Identical to the Cleric, though this also applies to arcane magic.

Turn or Rebuke Undead: As Cleric, using the MTv level as their cleric level.

Bonus Languages: The MTv’s list of bonus languages includes Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, and Terran in addition to those available due to race.

Craft Single-Use Item: At 3rd level, the Mtv can create any one-
shot magic item (potion, scroll, talisman).

Bonus Feats: Every five levels, the MTv chooses a divine, item creation, or metamagic feat.


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells Per Day
1 +0 +0 +0 +2 Domains, Turn Undead As LVL 1 Wizard & Cleric
2 +1 +0 +0 +3 +1 LVL Divine or Arcane
3 +1 +1 +1 +3 Summon Familiar +1 LVL Divine or Arcane
4 +2 +1 +1 +4 +1 LVL Divine or Arcane
5 +2 +1 +1 +4 Bonus Feat +1 LVL Divine & Arcane
6 +3 +2 +2 +5 +1 LVL Divine or Arcane
7 +3 +2 +2 +5 +1 LVL Divine or Arcane
8 +4 +2 +2 +6 +1 LVL Divine or Arcane
9 +4 +3 +3 +6 +1 LVL Divine or Arcane
10 +5 +3 +3 +7 Bonus Feat +1 LVL Divine & Arcane
11 +5 +3 +3 +7 +1 LVL Divine or Arcane
12 +6/+1 +4 +4 +8 +1 LVL Divine or Arcane
13 +6/+1 +4 +4 +8 +1 LVL Divine or Arcane
14 +7/+2 +4 +4 +9 +1 LVL Divine or Arcane
15 +7/+2 +5 +5 +9 Bonus Feat +1 LVL Divine & Arcane
16 +8/+3 +5 +5 +10 +1 LVL Divine or Arcane
17 +8/+3 +5 +5 +10 +1 LVL Divine or Arcane
18 +9/+4 +6 +6 +11 +1 LVL Divine or Arcane
19 +9/+4 +6 +6 +11 +1 LVL Divine or Arcane
20 +10/+5 +6 +6 +12 Bonus Feat +1 LVL Divine & Arcane

Going Epic:
The (MTv) when reaching epic levels continues to gain spells as normal, except when spells per day reach 20th Cleric, no more spells per day are gained(as normal for an epic cleric) and when spells per day reach 20th Wizard, the (MTv) can gain 2 spells per day of any level, as is normal for an epic Wizard.

Epic Bonus Feat list is a combination of those for Cleric and Wizard.
 
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Iron_Chef said:
My changes would be:

HD: d4.
Lose the armor and shield proficiencies, but keep simple weapons.

Special Abilities:
Level 1 - Domains.
Level 2 - Summon Familiar.
Level 3 - Craft Single-Use Item (allows you to create potions, scrolls or other use once and throw away magic items, which replaces Brew Potion, Scribe Scroll and Craft Talisman IMC, it's in Green Ronin's Plot & Poison Drow book).
Level 5 - Turn Undead.
Level 10 - Bonus wizard or cleric feat
Level 15 Bonus wizard or cleric feat
Level 20 - Bonus wizard or cleric feat

That sounds pretty good, actually, I don't know about the Craft Single-Use Item, but I think I'll just mess around with this a bit.
 
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Iron_Chef said:
Abbreviation: MTv

I want Iron Chef's . . . I want Iron Chef's MTv!

(all apologies to Dire Straits)

I'd been toying with my own MT-like core class long before Mystic Theurge came along. At the time, I considered it a sorcerer variant, playing off that little tidbit under the Sorcerer description that said they might have access to non-standard spells. Basically, it's spell progression was similar to the Bard's, and maxed out at 6 levels of spells. It allowed the PC to choose spells from the Sor/Wiz and Cleric spell lists, and cast as a sorcerer. You didn't get domains, but you got bonus feats at 2, 5, 8, 11, 14, 17, and 20th levels that could be spent on metamagic, item creation, or divine feats. You did get turning at 1st level, but it only went up every other level after that. So you ended up with better and more flexible feats than a wizard, simple weapons like a sorcerer, but your spells looked like a 12th/12th wiz/clr. I didn't think anyone would play it, and never introduced it.
 

Angcuru said:


That sounds pretty good, actually, I don't know about the Craft Single-Use Item, but I think I'll just mess around with this a bit.

Feel free to change it to Scribe Scroll or any Item Creation feat, if you prefer.
 
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I changed my variant (above) as follows:

Level 1 - Domains, Turn Undead
Level 2 - Removed Summon Familiar
Level 3 - Changed to Summon Familiar
Level 5 - Changed to Bonus Feat

Otherwise, everyrthing is the same. Opinions?
 

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