Requesting a Favour - Mystic Theurge

Mathew_Freeman

Adventurer
I'm going to be playing in a D&D 3rd edition game on Sunday, slightly unexpectedly. I've been told to bring a 10th level character, and I'd like to bring my old Elven Cleric. And he wasn't an Archer Cleric, either, no matter how tempting it is to stat one out just to show me how good they are.

However, I've been playing 4e since it came out, I don't have any 3.x books, and I'm a bit rusty.

Assuming basic point buy for stats, d20SRD rules (so a minimum of splat-book stuff), could someone post an Elven Cleric, focused on spell-casting, with standard levels of treasure? I'd prefer straight stat-boosts to complicated items or one-shot stuff, although at least one wand of healing is a must, I think. :) Sample spell lists would be fabulous, but I'm not expecting it.

I'm going to try and find time to sort this out for myself, but it'd be great to have someone give me a suggestion!

I'm willing to listen to talk of Prestige classes, or of feats from unnusual sources, but you're going to have to provide text in full in case I'm not sure what you're talking about.

A huge thank-you in advance.

Edit:
I've decided to make the character a Mystic Theurge. Before everyone starts talking about how it's a bad idea, please note the players are far from being optimisers or powergamers, so I don't think the power loss will be too bad. I'm also going to take Greater Spell Penetration to make up for the lower level.

I'm planning on loading up with Walls, utility spells, healing (duh), restoratoin and the like. Remembering I've only got access to the most basic books, please drop in with any hints and tips (or links to threads) you know for the Mystic Theurge.

Thanks!
 
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here is a basic build:

[FONT=&quot]ELF CLERIC(10)[/FONT]
[FONT=&quot]STR 10 +0
DEX 10 +0
CON 12 +1
INT 13 +1
WIS 19 +4
CHA 12 +1 [/FONT]
[FONT=&quot]FORT +1 +7 |+8[/FONT]
[FONT=&quot] REF +0 +3 |+3[/FONT]
[FONT=&quot]WILL +4 +7 |+11[/FONT]
[FONT=&quot]HP 54 [/FONT]
[FONT=&quot] AC 23 (11,23) [/FONT]
[FONT=&quot]INIT +0 [/FONT]
[FONT=&quot]BAB +7/+2[/FONT]
[FONT=&quot]ATTACK
Mwk Mace +8/+3 1d8 20/x2
Heavy Crossbow +7/+2 1d10 19-20/x2[/FONT]
[FONT=&quot]ARMOR/ITEMS
+1 Full Plate
+1 Heavy Steel Shield
Ring +1 (Ring of Protection)
Periapt of Wisdom +2[/FONT]
[FONT=&quot]CLASS FEATURES
Turn Undead (4/day)[/FONT]
[FONT=&quot]SPELLS
CLERIC 0 (6+1/day)
CLERIC 1 (5+1/day)
CLERIC 2 (5+1/day)
CLERIC 3 (4+1/day)
CLERIC 4 (4+1/day)
CLERIC 5 (2+1/day)[/FONT]
GOLD: 11500
the equipment is based on what the dmg provides to a level 10 npc cleric at page 115.

can you specify some things to help you ferther. is he going to be good or evil? deity?

i assumed you don't want to be a ranged attacker, if not you can take the zen archery feat and use your wisdom as bonus to your attacks.
since you want to focus on spell casting your role can be that of a buffer, healer and crowd controler so base your spell selection there. a good feat is spellcasting prodigy to provide you with more spells.
a good prestise class imo is contemplative
the build is not optimized, i just provided a basic build based on the core books
 
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here is a basic build:

the equipment is based on what the dmg provides to a level 10 npc cleric at page 115.

can you specify some things to help you ferther. is he going to be good or evil? deity?

i assumed you don't want to be a ranged attacker, if not you can take the zen archery feat and use your wisdom as bonus to your attacks.
since you want to focus on spell casting your role can be that of a buffer, healer and crowd controler so base your spell selection there. a good feat is spellcasting prodigy to provide you with more spells.
a good prestise class imo is contemplative
the build is not optimized, i just provided a basic build based on the core books

Thanks for the help, I appreciate it.

Deity is Correllon, definitely good-aligned. :) Would like to take Good as a domain, if possible, but I can't remember what domains he has.

Can someone also remind me of the amount of starting money I get?
 

Power wise, you will do fine as a straight cleric. Doesn't really matter what your feats or stats are, as long as you keep high wis and good con.

Now, your information is vague, so I'm going to ask what kind of cleric you want. Summoner, caster, fighting, hater of undead, or what?
 

Power wise, you will do fine as a straight cleric. Doesn't really matter what your feats or stats are, as long as you keep high wis and good con.

Now, your information is vague, so I'm going to ask what kind of cleric you want. Summoner, caster, fighting, hater of undead, or what?

Caster / healer / buffer (in that order).

There is plenty of arcane & psionic firepower in the group already, so the ability to mess with the enemy in ways other than damage would be a good thing, alongside decent healing abilities and some short-term buffs.

Looking at the d20 SRD it's all coming back to me really. Just need some advice on how much money I get and if anyone has any brilliant suggestions.
 

Lvl 10 cash is 49k.

For items I suggest:
2 wands of lesser, vigor or if you don't have acces to Spell compendium or complete divine, go with cure light. (maybe you can convince your Dm to let you get an command word cure minor wounds item. For 900gp, that's unlimited healing)This is for between combat healing. Use your spells for in combat. Alternativaly you could go with the feat Touch of Healing (a reserve feat (+1 CL for healing spells & can heal 3 HP per spell level for every 2nd lvl or higher healing spell still prepared). But this does mean you actually have to prepare a spell. I wouldn't suggest this unless you take the spontanious domain alternative class feature from PH2.
This plus your regular healing spells oughta make you a good enough healer.

Go with lesser rod of extend, there are plenty of buff spells that you want to last all dungeon or all day.

Fullplate +x, heavy shield +x, ring of protection x, periapt of wisdom x, cloak of resistance x and some scrolls to complement your spell list.
 

Note (reposted from edit in first post):

I've decided to make the character a Mystic Theurge. Before everyone starts talking about how it's a bad idea, please note the players are far from being optimisers or powergamers, so I don't think the power loss will be too bad. I'm also going to take Greater Spell Penetration to make up for the lower level.

I'm planning on loading up with Walls, utility spells, healing (duh), restoration and the like. Remembering I've only got access to the most basic books, please drop in with any hints and tips (or links to threads) you know for the Mystic Theurge.

Thanks for the tip about money, that makes a big difference. Now I can work out what I want...
 

Practiced Spellcaster (from Complete Arcane) might be better bang for your feat buck than Spell Penetration & Greater Spell Penetration. Practiced Spellcaster increases your caster level for a chosen spellcasting class by 4, to a max of your HD. In other words, if you were a Wiz3/Clr3/Mystic Theurge 4, you could take Practiced Spellcaster twice (once for Wiz, once for Clr), and your caster level for both classes would then be 10, rather than 7. That's almost as good as the +4 to beat SR that you'd get from Spell Penetration & Greater Spell Penetration, plus it also increases the range, damage, healing, and other caster level-based effects of your spells.

Heck, you could even toss Spell Penetration on top of it, if you were really worried about SR.

Edit: Gear-wise, I'll just point out the twilight armor property (from Magic Item Compendium, and other places, IIRC); it reduces arcane spell failure by 10% -- so a +x twilight mithral chain shirt has a 0% spell failure, or a +x twilight mithral breastplate has 5%.

Edit 2: A thistledown suit from Races of the Wild would increase ACP by 1, and decrease arcane spell failure by 5% -- bringing the mithral breastplate to 0%. Costs 250 gp and adds no weight; ACP would be -3. A mithral buckler or light shield also has 0% arcane spell failure.
 
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here is a build that i always wanted to play but i didn't have the chance:

CLERIC(3)/VARIANT DIVINER(3)/MYSTIC THEURGE(10)/INCANTATRIX(3)/ARCHMAGE(1)

Domains: undead, war
Prohibited school: i recommend illusion
cleric caster level : 17 (with practiced spellcaster)
wizard caster level : 20 (with practiced spellcaster)

this build actually is made for melee combat:p i don't know if it is efficient because i didn't have the chance to play with it but i'll provide some information and you can check if you like it.

his stratigy is simple: wake up -> buff yourself and your weapons for the whole day -> enter the battle whenever you like in the day and kill:P

first the feats:
extend spell
persistent spell
easy metamagic (persistent spell)
divine metamagic (persistent spell)
holy warrior
arcane strike
practiced spellcaster x 2
a couple of extra turnings if your charisma is not enough
if you are allowed you can take too flaws at the first level to gain 2 more feats

spells:
cleric 1: divine favor
cleric 2: divine insight
cleric 4: divine power
cleric 5: righteous might

wizard 1: wraithstrike, critical strike, shield
wizard 2: mechanus mind, bear's endurance, eagle's splendor, sonic weapon
wizard 3: greater magic weapon, greater mage armor, haste
wizard 4: ray deflection
wizard 5: greater blink
wizard 6: greater heroism

cleric 6/wizard 6: superior resistance

this is the basic selection of spells

every time you wake up:
1. you spend the apropriate number of turn undeads to persist (cast eagle's splendor to gain 2 more):
>divine favor (+5 luck bonus to attack & damage)
>divine power (bab 17 (4 attacks) +6 enhancment bonus to strength)
>righteous might (+8 size bonus to str, +4 size bonus to con, +4 enhancment bonus to natural armor)
2. cast greater magic weapon and superior resistance that last long
3. incantatric(3) gives you metamagic effect, i'll suppose you'll have an int of at least 19 so you can use it 7 times per day
you'll use it to persist 5 spells (shield, bear's endurance, sonic weapon, greater mage armor, ray deflection you can find other spells you like better but i give you the basic idea)
the highest spellcraft dc to persist those spells is 18 + (3 x 9) = 45
>spellcraft 23 ranks
>cast mechanus mind (+2 competence to int based skills)
>cast greater heroism (+4 morale to skills)
>cast fox's cunning (+2)
>cast divine insight each time you try to persist a spell because its effect ends after using it (+15 to a skill check)
so you have a spellcraft of 46 you miss the dc only with a critical miss

now you are ready for battle:p
there are more things you can do
if you have enough tus you can persist maybe death ward or freedom of movement
you can select to fight 2handed so you get more attack (damage = str (+7) + divine favor (+5) gmw (+5) + 7 holy warrior (reserve) +1d6 sonic + weapon = minimum 26 with each succesful attack) (x5 attacks with haste = 105 damage)
it won't be difficult to have all your attacks succesful with wraithstrike
you can take a ring of wizardry I and fill almost all your 1st level slots with wraithstrike or critical strike
+with arcane strike your attack and damage can be even higher
+you can take power attack and divine power

for protection you take +14 to your ac from spells + greater blink + ray deflection + items

righteous might and bear's endurance gives you a +8 to constitution = 80 hp

I almost forgot: the "heart of ..." spells from complete mage they last 20 hour and you can't be sneak attackedor take damage from critical hits + a bunch of other benefits

the archmage class is for counterspelling purposes, i haven't completed this part yet

that's all i can remmember now, i hope i helped:P

oh, you get 20 fire resistance from heart of (earth i think)
you can persist dragonskin on you for (+1 naturanl armor) and 20 resistance to an other energy type
and there is also the energy immunity spell to protect you from the remaining types:P
don't forget stoneskin...

again i say that he is meant for MELEE
hmmm i think thats all:P

the reason for the diviner variant is this:
Prescience (Ex): Gifted with extraordinary insight and perceptive
abilities, a diviner using this variant can add an insight
bonus equal to her Intelligence modifi er to any attack roll, saving
throw, skill check, or level check she makes. The diviner can
use this ability once per day (free action)
 
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