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Mystic Theurge build, plz help
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<blockquote data-quote="Ipissimus" data-source="post: 3243298" data-attributes="member: 41514"><p>Someone asked to have a look at the build, so I supplied. I should have known better.</p><p></p><p>Quartz: Read it again. I double checked it, +1 attack bonus starts at 21st level. Epic Level Handbook, pg.6. And Monk levels would just be dead weight to my spellcasting, you NEED those caster levels for the SR of high-level monsters, besides, I can get all the same abilities by wearing a Monk's Belt.</p><p></p><p>Vuron: -shrugs- I'm too lazy to code tables.</p><p></p><p>Jack Smith: Yessss, I could do that. But there's a big problem with the build... it gives you druid spellcasting levels rather than Cleric. Now, I like Druids as Driuds, you get a ton of cool special abilities but you pay for those by having a terrible selection of spells, half of which aren't useful in 90% of the situations you're likely to face. eg Call Lightning. Oh, not to mention that the other 10% of the spells are only good if you have animal companions and such that I don't want to have to deal with. Besides, if I wanted to play a Druid/Wizard, I'd have created one.</p><p></p><p>And I hate familiars. I don't care what they do for me, they are an utter waste of time IMO. 40% of the time they're dead weight, 40% you won't think about using them and the 20% of the time anyone actually remembers they're there and are useful, they die. At least, that's been my experience in the past.</p><p></p><p>NilesB: Well, I'll be blown, I've gone on thinking you got 9th level spells at 16th! Ah well, could happen to anyone. That said, I'll be a poor soul and just have to wait until 21st level for my 9th level spells... I'm devastated (yes, my 'voice' is dripping with sarcasm). And I still get Epic Spellcasting at the same time, AND my caster level doesn't actually suffer until 22-23rd level, YIPPIE!</p><p></p><p>And, uh, I don't know how you get up to 9th level spells with that build. The Geomancer I'm looking at in Complete Divine right now gives you only ONE spellcasting level every level, which makes your 20 level build a 15/15 caster... two levels shy, dude.</p><p></p><p>Um, and, by the way, I've never posted a build to this forum, or indeed any forum, ever before. This is my first one. I don't know who you think I am but... I'm not them, sorry.</p><p></p><p>Geomancer, however, I do agree is an excellent choice for Theurgic spellcasters... as long as you're willing to take that hit on caster level... which I just might be when I hit 30th level since my only other choice is alternating Archmage/Divine Disciple anyway!</p><p></p><p>Hate for the True Necromancer I can understand. We've been begging for a proper Necromancer class for three point five editions now and they've failed to deliver time and time again... however, there's such a thing as going too far. This build works, better yet it works for me. It's a little tooled up without being pure cheddar, it's nicely thematic, it ties in with campaign background, etc. And it gives me both cleric and wizard spells while still being relatively effective at the high end.</p><p></p><p></p><p>I have to say it's ironic that my longest rants here aren't about my actual question about feat choices. Really guys, giving me pet alternate builds of your own is not helping. Perhaps we can get back on track, please? Thanks to all those who have answered my question so far, I really do appreciate it and you have been a tremendous help.</p></blockquote><p></p>
[QUOTE="Ipissimus, post: 3243298, member: 41514"] Someone asked to have a look at the build, so I supplied. I should have known better. Quartz: Read it again. I double checked it, +1 attack bonus starts at 21st level. Epic Level Handbook, pg.6. And Monk levels would just be dead weight to my spellcasting, you NEED those caster levels for the SR of high-level monsters, besides, I can get all the same abilities by wearing a Monk's Belt. Vuron: -shrugs- I'm too lazy to code tables. Jack Smith: Yessss, I could do that. But there's a big problem with the build... it gives you druid spellcasting levels rather than Cleric. Now, I like Druids as Driuds, you get a ton of cool special abilities but you pay for those by having a terrible selection of spells, half of which aren't useful in 90% of the situations you're likely to face. eg Call Lightning. Oh, not to mention that the other 10% of the spells are only good if you have animal companions and such that I don't want to have to deal with. Besides, if I wanted to play a Druid/Wizard, I'd have created one. And I hate familiars. I don't care what they do for me, they are an utter waste of time IMO. 40% of the time they're dead weight, 40% you won't think about using them and the 20% of the time anyone actually remembers they're there and are useful, they die. At least, that's been my experience in the past. NilesB: Well, I'll be blown, I've gone on thinking you got 9th level spells at 16th! Ah well, could happen to anyone. That said, I'll be a poor soul and just have to wait until 21st level for my 9th level spells... I'm devastated (yes, my 'voice' is dripping with sarcasm). And I still get Epic Spellcasting at the same time, AND my caster level doesn't actually suffer until 22-23rd level, YIPPIE! And, uh, I don't know how you get up to 9th level spells with that build. The Geomancer I'm looking at in Complete Divine right now gives you only ONE spellcasting level every level, which makes your 20 level build a 15/15 caster... two levels shy, dude. Um, and, by the way, I've never posted a build to this forum, or indeed any forum, ever before. This is my first one. I don't know who you think I am but... I'm not them, sorry. Geomancer, however, I do agree is an excellent choice for Theurgic spellcasters... as long as you're willing to take that hit on caster level... which I just might be when I hit 30th level since my only other choice is alternating Archmage/Divine Disciple anyway! Hate for the True Necromancer I can understand. We've been begging for a proper Necromancer class for three point five editions now and they've failed to deliver time and time again... however, there's such a thing as going too far. This build works, better yet it works for me. It's a little tooled up without being pure cheddar, it's nicely thematic, it ties in with campaign background, etc. And it gives me both cleric and wizard spells while still being relatively effective at the high end. I have to say it's ironic that my longest rants here aren't about my actual question about feat choices. Really guys, giving me pet alternate builds of your own is not helping. Perhaps we can get back on track, please? Thanks to all those who have answered my question so far, I really do appreciate it and you have been a tremendous help. [/QUOTE]
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Mystic Theurge build, plz help
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