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Mystic Theurge build, plz help
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<blockquote data-quote="Ipissimus" data-source="post: 3279654" data-attributes="member: 41514"><p>Well, having played two more dungeons with this build and reached 8th level, both as a solo player and as part of a group, I have had alot of fun.</p><p></p><p>As a part of a group of four players (one Rogue/Ranger, one Warblade, one Monk) and the only spellcaster, we've all been surprised at how well the mix works.</p><p></p><p>If you've ever been a fighter and felt cheated out of half the fun by fireball-hurling mages and god-like clerics, having just one Mystic Theurge in the party solves the problem. Not having 3rd level spells, I didn't overwhelm every monster encounter that we faced but I was still able to contribute with a well-placed scortching ray or two. When I ran out of spells, or if something was proving tougher than expected, a Bless spell or such wasn't a chore as it can be if the Cleric is in melee combat.</p><p></p><p>I also always had something to do, particularly healing after the fights or buffing before the fights, not to mention making knowledge skill rolls. Division of magical items is also much clearer since I get all the wands and scrolls. Healing potions, we've found, are best divided among the fighter types to leave me free to blast the bad guys, which the fighters are enjoying since they're much more self-sufficient.</p><p></p><p>About the only thing we've missed so far is Dispel Magic. One encounter we had with some charmed guards was complicated by the fact that we had to keep Webbing and subduing them with a Wand until the effect wore off which got a little tedious. There has also been some concern about Raise Dead, or rather the lack of it, tho no-one has yet to die. To that end, party treasure has bought a few scrolls, so not a real problem.</p><p></p><p>Our first recourse in combat against multiple creatures has been the fighters, which I have to say is a great improvement. Not once have we simply opened a door and unleashed firey death and fights are lasting longer. They also involve more tactical thought. For example, several times the Monk has used her predigious movement rate and tumble skill to flank either the Warblade's or the Thief's opponents, or retreated to cover my butt. For the Rogue/Ranger, scouting has become a necessity, since we need the information in order to plan our method of attack. Though the Warblade's main job is hacking things to pieces and otherwise absorbing damage, it's a much more important job in this particular group.</p><p></p><p>Cure potions and wands are actually getting used rather than accumulating until they fill one of our bags of holding (I have one character who has 150 CLW potions... I had to dedicate a bag of holding to them).</p><p></p><p>Actually fighting undead rather than turning them all has also been a novelty.</p><p></p><p>All in all, we've agreed it's been the best game any of us have played in years.</p></blockquote><p></p>
[QUOTE="Ipissimus, post: 3279654, member: 41514"] Well, having played two more dungeons with this build and reached 8th level, both as a solo player and as part of a group, I have had alot of fun. As a part of a group of four players (one Rogue/Ranger, one Warblade, one Monk) and the only spellcaster, we've all been surprised at how well the mix works. If you've ever been a fighter and felt cheated out of half the fun by fireball-hurling mages and god-like clerics, having just one Mystic Theurge in the party solves the problem. Not having 3rd level spells, I didn't overwhelm every monster encounter that we faced but I was still able to contribute with a well-placed scortching ray or two. When I ran out of spells, or if something was proving tougher than expected, a Bless spell or such wasn't a chore as it can be if the Cleric is in melee combat. I also always had something to do, particularly healing after the fights or buffing before the fights, not to mention making knowledge skill rolls. Division of magical items is also much clearer since I get all the wands and scrolls. Healing potions, we've found, are best divided among the fighter types to leave me free to blast the bad guys, which the fighters are enjoying since they're much more self-sufficient. About the only thing we've missed so far is Dispel Magic. One encounter we had with some charmed guards was complicated by the fact that we had to keep Webbing and subduing them with a Wand until the effect wore off which got a little tedious. There has also been some concern about Raise Dead, or rather the lack of it, tho no-one has yet to die. To that end, party treasure has bought a few scrolls, so not a real problem. Our first recourse in combat against multiple creatures has been the fighters, which I have to say is a great improvement. Not once have we simply opened a door and unleashed firey death and fights are lasting longer. They also involve more tactical thought. For example, several times the Monk has used her predigious movement rate and tumble skill to flank either the Warblade's or the Thief's opponents, or retreated to cover my butt. For the Rogue/Ranger, scouting has become a necessity, since we need the information in order to plan our method of attack. Though the Warblade's main job is hacking things to pieces and otherwise absorbing damage, it's a much more important job in this particular group. Cure potions and wands are actually getting used rather than accumulating until they fill one of our bags of holding (I have one character who has 150 CLW potions... I had to dedicate a bag of holding to them). Actually fighting undead rather than turning them all has also been a novelty. All in all, we've agreed it's been the best game any of us have played in years. [/QUOTE]
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