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Mystic Theurge build, plz help
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<blockquote data-quote="Ipissimus" data-source="post: 3241702" data-attributes="member: 41514"><p>NilesB: I did consider that option but the key to my build was caster levels over special abilities. In fact, the spell-like abilities of the True Necromancer are crud, so they didn't even factor into my equasions. As stated in many, many places before, True Necromancer is a terrible class. If you look at the caster level breakdown, going TN first doesn't give you 9th level spells by 20th level, which kills you for getting Epic Spellcaster at 21st. Plus, counting Practiced Spellcaster, you drop one caster level much earlier in the build when it particularly counts towards Spell Resistance checks.</p><p></p><p></p><p>Haniball: Yes, the True Necromancer, as a class, is terrible. I think the unofficial guide to necromancy on the DnD forums overstates the case, but they do have a few good points there. The special abilities are entirely useless (you get them all as a cleric anyway), why bother? However, when you couple the duel caster progression with the duel caster progression of the Mystic Theurge, you get something truely interesting as long as you're not actually hung up on becoming a real necromancer.</p><p></p><p>That is: 29 levels of both Cleric and Wizard casting ability over 30 levels.</p><p></p><p>That's what I want, it's what I'm aiming for in the build, and there is no other way to get it to my knowledge (and boy, have I looked).</p><p></p><p></p><p>Paradigm: Coolness! Voice of experience warmly welcome.</p><p></p><p>I know that turn/rebuke will go down the pit, I'm honestly fine with that. Divine Metamagic is an excellent idea, but not so useful when I don't have any metamagic feats to use it with. Good point on Globe of Invulnerability, I'll have to think about that one. Heighten Spell isn't generally on my list of desireable feat choices for spellcasters, considering that there are often better choices you and make for higher level spell slots, but you have a good point.</p><p></p><p>Spectral Hand to deliver all those Inflict spells? -chuckle- good idea. Though I wonder if it is the most efficient method of dealing damage once you have access to wizard spells.</p><p></p><p>Eh, i'd like to see that book and may indeed snap it up for my own edification, but my DM for this character is leery of 3rd party books.</p><p></p><p>Spontaneous Healer is definitely a must.</p><p></p><p>Triad spell I'll have to look up.</p><p></p><p></p><p>I had a look at the reserve feats from Complete Mage. Interesting concept, but I can't help feeling that there are better feat choices that I could make for the build. 9d6 points of damage a round seems a little pultry once you get to 16th level and start hurling about meteors and warping reality to your every whim.</p></blockquote><p></p>
[QUOTE="Ipissimus, post: 3241702, member: 41514"] NilesB: I did consider that option but the key to my build was caster levels over special abilities. In fact, the spell-like abilities of the True Necromancer are crud, so they didn't even factor into my equasions. As stated in many, many places before, True Necromancer is a terrible class. If you look at the caster level breakdown, going TN first doesn't give you 9th level spells by 20th level, which kills you for getting Epic Spellcaster at 21st. Plus, counting Practiced Spellcaster, you drop one caster level much earlier in the build when it particularly counts towards Spell Resistance checks. Haniball: Yes, the True Necromancer, as a class, is terrible. I think the unofficial guide to necromancy on the DnD forums overstates the case, but they do have a few good points there. The special abilities are entirely useless (you get them all as a cleric anyway), why bother? However, when you couple the duel caster progression with the duel caster progression of the Mystic Theurge, you get something truely interesting as long as you're not actually hung up on becoming a real necromancer. That is: 29 levels of both Cleric and Wizard casting ability over 30 levels. That's what I want, it's what I'm aiming for in the build, and there is no other way to get it to my knowledge (and boy, have I looked). Paradigm: Coolness! Voice of experience warmly welcome. I know that turn/rebuke will go down the pit, I'm honestly fine with that. Divine Metamagic is an excellent idea, but not so useful when I don't have any metamagic feats to use it with. Good point on Globe of Invulnerability, I'll have to think about that one. Heighten Spell isn't generally on my list of desireable feat choices for spellcasters, considering that there are often better choices you and make for higher level spell slots, but you have a good point. Spectral Hand to deliver all those Inflict spells? -chuckle- good idea. Though I wonder if it is the most efficient method of dealing damage once you have access to wizard spells. Eh, i'd like to see that book and may indeed snap it up for my own edification, but my DM for this character is leery of 3rd party books. Spontaneous Healer is definitely a must. Triad spell I'll have to look up. I had a look at the reserve feats from Complete Mage. Interesting concept, but I can't help feeling that there are better feat choices that I could make for the build. 9d6 points of damage a round seems a little pultry once you get to 16th level and start hurling about meteors and warping reality to your every whim. [/QUOTE]
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