I was looking over the various theurge threads and thinking about what makes it powerful and what makes it weak.
Generally I see the wiz3/clr3/MT10 + taking levels in only one of the two as being the strongest option while going wiz5/clr5/MT10 to be the weakest.
Some may disagree, if so I'd love to hear why
But getting to the main point of this thread, I was hoping to make a balanced version that also had more flavor. So, here we go (also, if anyone knows a better format I would have no problem changing it to look better, I don’t know how to make the tables on this site).
Mystic Theurge
HD: d6
Prereqs:
Skills: at least 5 ranks in 5 different knowledges, two of these must be Knowledge (arcana) and Knowledge (religion)
Feats: Skill focus (knowledge(any))
Spells: Caster level 2 for both arcane and divine spells
Class skills: All skills on the list of the class you are using to pass the arcane spell requirement and all skills on the list of the class you are using to pass the divine spell requirement
Skill Points: 2 skill points
BAB: Poor
Saves: All poor
Level BAB Fort Ref Will Spells per Day
1st +0 +0 +0 +0 Attrition 1, Armored casting
2nd +1 +0 +0 +0 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
3rd +1 +1 +1 +1 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
Knowledge bonus
4th +2 +1 +1 +1 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
5th +5 +3 +3 +3 Attrition 2, 2 bonus metamagic feats
6th +3 +2 +2 +2 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
7th +3 +2 +2 +2 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
8th +4 +2 +2 +2 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
9th +4 +3 +3 +3 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
Mind over body
10th +5 +3 +3 +3 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
11th +5 +3 +3 +3 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
12th +6 +4 +4 +4
13th +6 +4 +4 +4 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
14th +7 +4 +4 +4 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
15th +7 +5 +5 +5 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
16th +8 +5 +5 +5 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
Attrition 1: If you had the ability to gain a familiar you lose this ability. If you had two separate abilites to gain a familiar you only lose one of them. This means that if you had levels of sorcerer and levels of wizard whichever you chose to fuel this class would no longer grant you extra ability for a familiar.
If you have any domains choose one and you lose access to it. You no longer gain its benefit nor have access to its spells.
Armored casting: Whenever you wear armor treat the arcane spell failure chance as being 10% lower than it actually is. If you are wearing no armor while casting spells then you gain a +2 dodge bonus to AC against anyone taking an aoo against you from your spellcasting.
Knowledge bonus: Your mind is trained to be incredibly sharp. On all knowledge checks you gain a bonus equal to half of your levels in Mystic Theurge. This bonus cannot exceed half of the ranks that you have in that skill (i.e. if you have 10 ranks in knowledge (religion) and are level 14 in mystic theurge then you could get up to +7 from level but are limited to +5 from ranks so you get a +5 bonus on that knowledge check).
Attrition 2: Your efforts at dual training has taken its toll on your body, your maximum hp is reduced by 1 hp/hd. This ability is retroactive and continuous.
Bonus metamagic feats: Choose any metamagic feat that you have the prereqs for and gain that feat.
Mind over body: Once per day per 4 levels of Mystic theurge you may convert some of the damage you have taken into nonlethal damage (or convert nonlethal damage directly into not being damage). This amount is: d20 + level of mystic theurge + modifier of prime stat for arcane spells + modifier of prime stat for divine spells. If your prime stat for each is the same you only get to add it once.
That is all I have at the moment. I would like a few more flavorful abilities tossed in there, preferably ones where the person gets to choose from a couple and/or depend on the classes used to qualify to get in.
I know it isnt a standard 5 or 10 level class, nor does it start at 6th or higher, but the idea behind it is solid enough.
Basically at level 5 one could take their first level of this class and it would take them all the way up to level 20 with final caster levels of 15/15.
Lots of drawbacks here, so there should be tons of room for good, flavorful abilities along with some extra power.
Generally I see the wiz3/clr3/MT10 + taking levels in only one of the two as being the strongest option while going wiz5/clr5/MT10 to be the weakest.
Some may disagree, if so I'd love to hear why

But getting to the main point of this thread, I was hoping to make a balanced version that also had more flavor. So, here we go (also, if anyone knows a better format I would have no problem changing it to look better, I don’t know how to make the tables on this site).
Mystic Theurge
HD: d6
Prereqs:
Skills: at least 5 ranks in 5 different knowledges, two of these must be Knowledge (arcana) and Knowledge (religion)
Feats: Skill focus (knowledge(any))
Spells: Caster level 2 for both arcane and divine spells
Class skills: All skills on the list of the class you are using to pass the arcane spell requirement and all skills on the list of the class you are using to pass the divine spell requirement
Skill Points: 2 skill points
BAB: Poor
Saves: All poor
Level BAB Fort Ref Will Spells per Day
1st +0 +0 +0 +0 Attrition 1, Armored casting
2nd +1 +0 +0 +0 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
3rd +1 +1 +1 +1 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
Knowledge bonus
4th +2 +1 +1 +1 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
5th +5 +3 +3 +3 Attrition 2, 2 bonus metamagic feats
6th +3 +2 +2 +2 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
7th +3 +2 +2 +2 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
8th +4 +2 +2 +2 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
9th +4 +3 +3 +3 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
Mind over body
10th +5 +3 +3 +3 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
11th +5 +3 +3 +3 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
12th +6 +4 +4 +4
13th +6 +4 +4 +4 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
14th +7 +4 +4 +4 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
15th +7 +5 +5 +5 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
16th +8 +5 +5 +5 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
Attrition 1: If you had the ability to gain a familiar you lose this ability. If you had two separate abilites to gain a familiar you only lose one of them. This means that if you had levels of sorcerer and levels of wizard whichever you chose to fuel this class would no longer grant you extra ability for a familiar.
If you have any domains choose one and you lose access to it. You no longer gain its benefit nor have access to its spells.
Armored casting: Whenever you wear armor treat the arcane spell failure chance as being 10% lower than it actually is. If you are wearing no armor while casting spells then you gain a +2 dodge bonus to AC against anyone taking an aoo against you from your spellcasting.
Knowledge bonus: Your mind is trained to be incredibly sharp. On all knowledge checks you gain a bonus equal to half of your levels in Mystic Theurge. This bonus cannot exceed half of the ranks that you have in that skill (i.e. if you have 10 ranks in knowledge (religion) and are level 14 in mystic theurge then you could get up to +7 from level but are limited to +5 from ranks so you get a +5 bonus on that knowledge check).
Attrition 2: Your efforts at dual training has taken its toll on your body, your maximum hp is reduced by 1 hp/hd. This ability is retroactive and continuous.
Bonus metamagic feats: Choose any metamagic feat that you have the prereqs for and gain that feat.
Mind over body: Once per day per 4 levels of Mystic theurge you may convert some of the damage you have taken into nonlethal damage (or convert nonlethal damage directly into not being damage). This amount is: d20 + level of mystic theurge + modifier of prime stat for arcane spells + modifier of prime stat for divine spells. If your prime stat for each is the same you only get to add it once.
That is all I have at the moment. I would like a few more flavorful abilities tossed in there, preferably ones where the person gets to choose from a couple and/or depend on the classes used to qualify to get in.
I know it isnt a standard 5 or 10 level class, nor does it start at 6th or higher, but the idea behind it is solid enough.
Basically at level 5 one could take their first level of this class and it would take them all the way up to level 20 with final caster levels of 15/15.
Lots of drawbacks here, so there should be tons of room for good, flavorful abilities along with some extra power.
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