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Mystic Theurge too good or not?
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<blockquote data-quote="Pax" data-source="post: 871970" data-attributes="member: 6875"><p><strong>Re: Re: Re: Mystic Theurge too good or not?</strong></p><p></p><p></p><p></p><p>Better than the above.</p><p></p><p>Wizard(5)/Red Wizard(8)/Archmage(3).</p><p></p><p>Total Spellpower +10 (the Archmage's Spellpwoer <em>currently</em> states it specifically stacks with ANY spellpower bonus form ANY source).  Which means, SR penetration checks are 1d20+26 for this fellow ... or 1d20+13 for the Wiz(3)/Cler(3)/Theurge(10).</p><p></p><p></p><p></p><p>A Cleric(13) is <strong>not</strong> going to have "a mess" of 4th to 6th level spells, especially not with a Wisdom of only 16.</p><p></p><p>Base (not counting domains) spells per day for a Cleric(13) would be 6/5/5/4/4/3/2/1.  Bonus spells for Wis(16) are -/1/1/1/-/-/-/-/-/-</p><p></p><p>So, total divine spellcasting for a Wisdom 16 Wizard(7)/Cleric(3)/Theurge(10) will be 6/6/6/5/4/3/2/1, plus domain spells of 1st through 7th level ... except, of course, the 7th level spells are LOST, due to insufficient Wisdom.  Oops.  <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin    :D"  data-smilie="8"data-shortname=":D" /></p><p></p><p>Anyway, including domain spells ... 3x6th, 4x5th, and 5x4th level spells ... I would not characterise as "a mess of spells", at 20th character level.</p><p></p><p>As for domain powers: the Theurge PrC doesn't stack with Cleric levels for that purpose, so, you'll only have Domain Powers based on a third level cleric.</p><p></p><p>As well, Turn/Rebuke undead will be based on a Cleric(3).</p><p></p><p>OTOH, looked at as a Wizard with clerical spellcasting "strapped on", consider: how many wizards put their second-best stat in Wisdom, normally?</p><p></p><p>None.</p><p></p><p>They put it in Dex (for ranged attacks, AC, and initiative), or in Constitution (for HP).</p><p></p><p>The Theurge doesn't; they need it in Wisdom.  That means the average theurge will be either easier to hit/slower/less-accurate at range than a standard Wizard, or, will have lower HP/lower Fortitude saves than the standard wizard.</p><p></p><p>Of course, the same holds true for characters that focus more on their divine casting than their arcane casting.</p><p></p><p></p><p></p><p>Do I detect someone who hasn't looked at the COSTS associated with beign a Red Wizard?</p><p></p><p>Methinks I <strong>do</strong> ... !</p><p></p><p>For starters, you <em>have</em> to be a Specialist Wizard.  Sorceror, bard, generalist mage -- all need not apply.</p><p></p><p>Why, you ask?  BEcause of one single prerequisite:</p><p></p><p>Tattoo Focus.  Which, in turn, requires you to be specialised in a school of magic to get it.</p><p></p><p>Further, you have to be HUMAN (not elf, not half-fiend, not anything but pure human), <strong>and</strong> be a native of Thay.  Along, of course, with the usual "cast spells of X level" and "spellcraft Y ranks" requirements one expects from a spellcasting PrC.</p><p></p><p>Now, once you gain your first level of the class, you gethit with an <strong>additional</strong> cost -- "Enhanced Specialisation" (which doesn't give you any enhanced BENEFITS, only increased COSTS.  Namely, you have to choose opposition schools all over again ... <em>in addition to the choices you made at 1st level!</em>).</p><p></p><p>For that, you get a bonus to saves vs your specialty school, and you get spellpower which applies ONLY to spells of your specialty school; a few bones are tossed in for good measure: Circle Leader / Great Circle Leader, which are only useful if there are multiple Thayan wizards in the party -- meaning, the vast majority ofPCs won't be <strong>able</strong> to benefit from them ... the ability to let otherpeople pick the Tattoo Focus feat, if they meet the prerequisites ... and one bonus feat, at 5th level.</p><p></p><p>So, I fail to see why people think the Red Wizard is so overpowered.  It costs a lot to get the benefits, and yes, youc an make good use of them.</p><p></p><p>But then, to do so on a frequent basis, you have to be a somewhat one-dimensional wizard; the benefits ONLY work with regards to yoru specialty school of magic.</p><p></p><p>For example, I have a character n an epic Arena game, Dhao.  He's a Red Wizard (among other things), designed primarily to carve through SR like a hot knie through warm butter.</p><p></p><p>And I admit, I cheesed out and got EVERY form of spellpower that could POSSIBLY apply (it is an ARENA game, after all), so this can be seen as a "worst case" scenario.</p><p></p><p>His classes are: Specialist Wizard(5)/Archmage(3)/Red Wizard(10)/Shadow Adept(7); he is specialised in Enchantment (I like the <em>Nybor's</em> spell chain, and since it's a Red Wizard-originated set of spells, it seemed kinda thematically appropriate).</p><p></p><p>Overall, he gets +14 spell power, and a couple similar-effect boosts from feats as well -- but he has TWICE as many Opposed Schools as a normal Enchanter. for starters.  And far fewer metamagic feats than if he'd stayed pure Wizard.</p><p></p><p>So, he's great at punching through SR with Enchantments, and his save DCs for them are quite high (0-level is DC 39 ...).</p><p></p><p>But as I said -- he's quite one-dimensional, which has it's own costs.  For example, if the enemy is undead, <strong>Dhao runs the @#$& away!![/i]</strong></p><p><strong></strong></p><p><strong>And he doesn't always win, either.  So far, he's 1-1.</strong></p></blockquote><p></p>
[QUOTE="Pax, post: 871970, member: 6875"] [b]Re: Re: Re: Mystic Theurge too good or not?[/b] Better than the above. Wizard(5)/Red Wizard(8)/Archmage(3). Total Spellpower +10 (the Archmage's Spellpwoer [i]currently[/i] states it specifically stacks with ANY spellpower bonus form ANY source). Which means, SR penetration checks are 1d20+26 for this fellow ... or 1d20+13 for the Wiz(3)/Cler(3)/Theurge(10). A Cleric(13) is [b]not[/b] going to have "a mess" of 4th to 6th level spells, especially not with a Wisdom of only 16. Base (not counting domains) spells per day for a Cleric(13) would be 6/5/5/4/4/3/2/1. Bonus spells for Wis(16) are -/1/1/1/-/-/-/-/-/- So, total divine spellcasting for a Wisdom 16 Wizard(7)/Cleric(3)/Theurge(10) will be 6/6/6/5/4/3/2/1, plus domain spells of 1st through 7th level ... except, of course, the 7th level spells are LOST, due to insufficient Wisdom. Oops. :D Anyway, including domain spells ... 3x6th, 4x5th, and 5x4th level spells ... I would not characterise as "a mess of spells", at 20th character level. As for domain powers: the Theurge PrC doesn't stack with Cleric levels for that purpose, so, you'll only have Domain Powers based on a third level cleric. As well, Turn/Rebuke undead will be based on a Cleric(3). OTOH, looked at as a Wizard with clerical spellcasting "strapped on", consider: how many wizards put their second-best stat in Wisdom, normally? None. They put it in Dex (for ranged attacks, AC, and initiative), or in Constitution (for HP). The Theurge doesn't; they need it in Wisdom. That means the average theurge will be either easier to hit/slower/less-accurate at range than a standard Wizard, or, will have lower HP/lower Fortitude saves than the standard wizard. Of course, the same holds true for characters that focus more on their divine casting than their arcane casting. Do I detect someone who hasn't looked at the COSTS associated with beign a Red Wizard? Methinks I [b]do[/b] ... ! For starters, you [i]have[/i] to be a Specialist Wizard. Sorceror, bard, generalist mage -- all need not apply. Why, you ask? BEcause of one single prerequisite: Tattoo Focus. Which, in turn, requires you to be specialised in a school of magic to get it. Further, you have to be HUMAN (not elf, not half-fiend, not anything but pure human), [b]and[/b] be a native of Thay. Along, of course, with the usual "cast spells of X level" and "spellcraft Y ranks" requirements one expects from a spellcasting PrC. Now, once you gain your first level of the class, you gethit with an [b]additional[/b] cost -- "Enhanced Specialisation" (which doesn't give you any enhanced BENEFITS, only increased COSTS. Namely, you have to choose opposition schools all over again ... [i]in addition to the choices you made at 1st level![/i]). For that, you get a bonus to saves vs your specialty school, and you get spellpower which applies ONLY to spells of your specialty school; a few bones are tossed in for good measure: Circle Leader / Great Circle Leader, which are only useful if there are multiple Thayan wizards in the party -- meaning, the vast majority ofPCs won't be [b]able[/b] to benefit from them ... the ability to let otherpeople pick the Tattoo Focus feat, if they meet the prerequisites ... and one bonus feat, at 5th level. So, I fail to see why people think the Red Wizard is so overpowered. It costs a lot to get the benefits, and yes, youc an make good use of them. But then, to do so on a frequent basis, you have to be a somewhat one-dimensional wizard; the benefits ONLY work with regards to yoru specialty school of magic. For example, I have a character n an epic Arena game, Dhao. He's a Red Wizard (among other things), designed primarily to carve through SR like a hot knie through warm butter. And I admit, I cheesed out and got EVERY form of spellpower that could POSSIBLY apply (it is an ARENA game, after all), so this can be seen as a "worst case" scenario. His classes are: Specialist Wizard(5)/Archmage(3)/Red Wizard(10)/Shadow Adept(7); he is specialised in Enchantment (I like the [i]Nybor's[/i] spell chain, and since it's a Red Wizard-originated set of spells, it seemed kinda thematically appropriate). Overall, he gets +14 spell power, and a couple similar-effect boosts from feats as well -- but he has TWICE as many Opposed Schools as a normal Enchanter. for starters. And far fewer metamagic feats than if he'd stayed pure Wizard. So, he's great at punching through SR with Enchantments, and his save DCs for them are quite high (0-level is DC 39 ...). But as I said -- he's quite one-dimensional, which has it's own costs. For example, if the enemy is undead, [b]Dhao runs the @#$& away!![/i] And he doesn't always win, either. So far, he's 1-1.[/b] [/QUOTE]
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