The Alt. Mystic Theurge Thread


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Here are mine :

1) The cleric/wizard PRC
This one is for those clerics who worship gods of magic.

Prerequisite :
*ability to cast 2nd level divine and arcane spell
*Spellcraft 9 ranks
*Knowledge arcana 9 ranks
*Skill focus Spellcraft
*Magic cleric domain

Class feature :
Hit dice : D6
Spell per day : + 1 level of divine spellcaster per level
*Divine magician : at first level, and each odd level thereafter, choose one school of magic : wizards/sorcerers spells from this school are added to the cleric spell list. These spells do suffer from arcane spell failure due to armor penalty.

2)The wizard/cleric PRC
Hummm... hallowed mage all the way. Or something like that.
 

Oops , I saw this one too late...
I really prefer using a game mechanics for "fixing" the spellcasters multiclassing problem.
BTW, I think your PrC looks like a feat (except sadly you can't reduce HD with a feat :)).
I think giving the whole schools is quite unfair to the arcane casters that have a limited list only (and have to pay for more).
Maybe swapping spells from the clerical list with arcane spells could almost be ok.
<knee-jerk reaction>Bad munchkins clerics, bad !</knee-jerk reaction>


Chacal
 

My likely version will be tuned to accomodate the few faiths with more arcane traditions in my game world, and pull a few levels out.

The MT is pretty weak, but gets pretty strong at levels 8-10. So what I'd likely do is make a progession like:

Good will save, poor all others, poor bab

Level / Ability
1 +1 divine caster / +1 arcane caster / Special Ability 1
2 +1 divine caster / +1 arcane caster
3 +1 divine caster / Special Ability 2
4 +1 divine caster / +1 arcane caster
5 +1 arcane caster / Special Ability 3
6 +1 divine caster / +1 arcane caster
7 +1 divine caster / Special Ability 4
8 +1 divine caster / +1 arcane caster
9 +1 arcane caster / Special Ability 5
10 +1 divine caster / +1 arcane caster

Where special abilities 1-5 are unique to each religion.
 

Chacal said:
Oops , I saw this one too late...
I really prefer using a game mechanics for "fixing" the spellcasters multiclassing problem.

My impression is that any such attempt to do so without a fundamental change to the system would be clunky.
 

Psion said:


My impression is that any such attempt to do so without a fundamental change to the system would be clunky.

There are some house rules that try to change the way spellcasting progression work, and I'm not sure they're breaking something fundamental to the game, because I don't think that the non-stacking of spellcasting progression is necessary to make DnD work.
If the only way to "break" some multiclassing hindrances that are considered too heavy is taking a specific PrC, then access to other flavorful PrCs is lost.

Chacal
 
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My own MT is pretty much like yours, Psion, except that I give nothing else than spellcasting levels...

BAB: puny
Saves: fort puny, ref puny, will puny (unless the stacking of +2s from first levels change with 3.5, in this case, good Will save).

Spellcasting:
1 +1 arcane spellcaster level, +1 divine spellcaster level
2 +1 arcane spellcaster level, +1 divine spellcaster level
3 +1 arcane spellcaster level, +1 divine spellcaster level
4 nothing, ahahah
5 +1 arcane spellcaster level, +1 divine spellcaster level
6 +1 arcane spellcaster level, +1 divine spellcaster level
7 +1 arcane spellcaster level, +1 divine spellcaster level
8 nothing, ahahah
9 +1 arcane spellcaster level, +1 divine spellcaster level
10 +1 arcane spellcaster level, +1 divine spellcaster level

On the other hand, I would add Use Magic Device on their skill list. Ehehe, they would nearly never nead it anyway.
 

Theurgist

My own version was bandied about the House Rules board a while ago. It's not a true C/MU mix, though, more of a prestige class appropriate for gods of magic.

IIRC, it went something like this:

Prereqs: 2rd level arcane spells, 3nd level divine spells, Magic domain, Arcana 10 ranks.

BAB, saves as wizard.

L1: Theurgy Domain: a do-it-yourself domain containing one arcane spell per level up to the highest divine level that you can cast. You have to make a spellcraft roll to gain the spell. Spells in this domain are divine spells for you.

Every level: +1 spellcasting level for your divine class.

L3,5,7,9: add 4th,5th,6th,7th level spells to Theurgy domain. (You can only advance to higher level spells in the Theurgy domain by improving this class; if you advance in cleric you're stuck with a domain that stops at 3rd level.)

L4: Improved counterspelling

There was a high-level special ability in there too, but I forget what it was.

--Ben
 

Gez,
Rather than have the two levels with nothing, why don't you split up when the divine arcane levels are earned? In other words, sometimes you get both, sometimes one or the other. It would amount to the same overall power but would be more interesting to play, IMO.
 

well, if I was forced to work with this class (God forbid)...........

//////////////////////////////////////////////////////////////////////

*I would remove all of its BAB advancement.

Thats right, your BAB does not improve at all for this PrC.

*Secondly, I would reduce the class skills to these four skills:

Concentration, Knowledge (Arcana), Knowledge (Religon), Spellcraft

* I would then make the prerequisites more difficult to meet.

//////////////////////////////////////////////////////////////////////

From there, I'm not sure what else I would do, although I know I need to do one more thing.
 
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