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===Mystic Theurge=== {{Main|Mystic Theurge}} A ten-level class designed to combine arcane and divine casters into a single package. Infamous for being a [[trap]] despite sounding good on paper: the Mystic Theurge requires you to take levels in both an Arcane ([[Wizard]], [[Sorcerer]], [[Bard]] and so on) and a Divine ([[Cleric]], [[Druid]], [[Paladin]] and so on), then the Mystic Theurge allows you to keep gaining levels in BOTH classes. The downside to this is you are required to be able to cast Level 2 Arcane and Divine spells alongside 6 ranks in Arcana and Religion knowledge spells, putting you at level 6 while only being able to cast as a level 3 class. This means that you'll always lag behind when it comes to casting levels, AND you do not get the delicious class bonuses/feats you normally would receive for levelling up. This puts you at a supreme disadvantage when compared to other classes: your caster level will always be low, you'll struggle with SR, and for most of the game, you'll still be stuck casting Glitterdust while everyone else is getting Polymorph or Evard's Black Tentacles. You also suffer a bit from [[MAD]], generally needing to heavily devote to two mental stats to very little benefit. This class can be very good, but only if you use some sort of cheese to qualify early like the Precocious Spellcaster feat or the Alternative Spell Source feat (from Dragon Magazine) and get their first Mystic Theuge level at lv5. Then with the proper feats to increase your caster level and beat SR, you can make a spellcaster who's only missing one level of say, Wizard spells, but can also cast spells like a Cloistered Cleric of his level-3! In general, it performs best either very early (where any low-level spell can make a difference) or very late (once it's off the ground). Alternatively, it can be broken by using it to advance a prestige class or two that progresses faster than normal, like Ur-Priest or Sublime Chord: A Wizard 5/Ur-Priest 3/Mystic Theurge 6 can cast spells like an 11th level Wizard and 17th level Cleric at level 14. If magic being overpowered is due to always having the right spell to solve a problem, though, this class can get very overpowered. ====Arcane Hierophant==== {{Main|Arcane Hierophant}} Best put here to compare the differences between the two classes. This is a class from ''[[Races of the Wild]]'' that also combines Arcane & Divine functionality for ten levels, but this one is SIGNIFICANTLY improved over the Mystic Theurge. You still require the ability to cast level 2 Arcane and Divine spells, however you also need the Trackless step ability, which practically dictates that you have to have taken your divine levels in Druid ''(though funny combinations of other classes can bypass this)''. Compared to the Theurge, you still get normal progression with each spellcasting class, meaning you will still lag behind a few levels at top level spellcasting, however you do not sacrifice as many class features as a Hierophant. Your Druid animal companion becomes your familiar and gains the benefits of both, and you still continue improving your wild shape as if you were a druid. Additionally, your arcane spellcasting now ignores spell failure while wearing druidic armour. Finally, as you progress you gain the ability to ''Channel Animals or Plants''... all in all a much better choice than Mystic Theurge if you were already a druid caster. Also, you can take levels in both Mystic Theurge and Arcane Hierophant at the same time, which with the right build allows you to get 9th level Druid spells AND Wizard spells - Wizard 3/Druid 3/Mystic Theurge 4/Arcane Hierophant 10. Maybe not as strong as a straight build, but you have more spell slots than the party Rogue has daggers. Use them. ====Cerebremancer==== {{Main|Cerebremancer}} Also, put here for comparison's sake, this is basically the same concept: using Psionics instead of divine magic. However, unlike the Mystic Theurge this class actually kicks 20 kinds of ass. What's the difference? Well, you don't have any [[MAD]] problems since Wizard and Psion use the same attributes. Psionics is way more suited for raw damage powers due to the rules for enhancing powers, meaning you can save your spell slots for the less explosive but still game-breaking spells. And finally, if you're playing with the full or even half transparency rules (Psionics is not effected by anti-magic/dispel magic and vice versa) you can bypass them and set up the proper defenses. If there's a downside, it's the fact that this class takes a lot of time to build up power, but it's well worth the wait.
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