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negative energy exists and works. There is a feat that requires 13 charisma that allows channel energy (positive or negative) not to negatively impact friendlies. (Selective channeling). So sourcerer might be worth picking over wizard just so you get the charisma.
wiz/cleric/mt
You get your MT levels a bit faster and will get access to 15/15 divine/arcane by the end. Do understand that you will be LESS effective then a pure cleric or wizard since you are effectively losing 5 caster levels. But the sheer verstility is quite crazy, since you end up being abel to cast so many spells you can almost never run out. However this means your DC's are split between int and wisdom if you wanna be real min/maxer you do this
Empreal Sorcerer/Cleric/MT
Doing this means you can focus just on wisdom i'd also take the other archtype the summoner one i forget what its called. As you'll get 4 cleric and by doing so you get a free augument summoning feat which is super nice. That aside, i'm enjoying my MT it's not as bad as people thing it is... it really does give you some amazing versatility.
you seriously under estimate how many spells as an MT the combined spell feature is super nice, no i wouldn't run one as my main caster but makes for an interesting support class.
It's not only about 9th level spells, though. At 7th level, a Wiz 3/Cleric 3/MT 1 still casts only second level spells, whereas a straight Wizard or Cleric casts 4th level spells. At 16th level, a Wiz 3/Cleric 3/MT 10 has to stop progressing one of the classes, so never reaches 8th and 9th level spells in the second class.
If you choose sorcerer as arcane chassis, it's even worse, as you're another half level behind.
So although you do get more lower-level spells, you lose a lot of highter level spells, which are the ones that actually matter. Nobody cares about your burning arc and cure moderate wounds at level 7, when the straight wizard has 8 or more fireballs and controlled fireballs available to cast, 3 of them Empowered via rod, and the straight cleric rocks Divine Power at CL 7 and cures critical wounds.
Moreover, you lose Caster levels, so all your spells hit weaker compared to straight classes.
Furthermore, you lose most of the excellent class abilities, such as bonus Wizard feats, bonus damage from Evocation Specialization, Cleric Channel Energy damage and Domain powers.
The main Sorcerer Bloodline bonus (elemental damage) you can keep, but again Sorc is a bad candidate for Mystic Theurge, unless you go for a Divine 9 build.
Empyrean Sorcerer is a trap: you get Wisdom as casting stat, but you lose Bloodline Arcana, such as +1 damage per die for Draconic Bloodlines, which makes your Sorcerer side even weaker when it is already severely behind in spell levels and caster levels.
In PnP D&D, my personal ranking of MT builds vs other caster builds went like this (from strongest to weakest):
Top tier:
Full Wizard with two or three Powerful PrCs (Incantatrix, Red Wizard, Shadowcraft mage) / Wizard with Early Entry into Mystic Theurge on Ur-Priest chassis + partial Powerful PRC (5 levels of Red Wizard, 3 levels of Incantatrix etc.)
Mid tier:
Full Wizard with One Powerful PrC / Early Entry Mystic Theurge + Arcane Hierophant (double 9th level spells)
Low tier:
Full Wizard with no or weak PrC / Full Cleric with good PrC
Bottom tier:
Regular Entry Wizard/Cleric Mystic Theurge without additional dual progression (9th level Arcane / 7th level Divine spells)
Dirt Tier:
Mystic Theurge on Sorcerer chassis without additional double-progression PrC or with crap double-progression PrC (Yathrishnee).
Special mention (God Tier): A) Ultra-tuned builds (such as triple-9 in Arcane, Divine and Psionic) which are likely to be banned by DM; B) Extreme double-progression builds that compound caster level (not available outside obscure source books).
Of all these, only Bottom and Dirt tier MT builds are available. Whereas for the Wizard/Sorcerer, there is the excellent Arcane Trickster PrC (currently top DPS build in the game).
So frankly I see no need for MT in this game. You will feel underwhelmed compared to straight casters, and especially those with a good PrC.
If you still want to play a Necromancer with both divine and arcane spells, then here is my suggestion:
Ecclesitheurge with Negative energy channel and Death domain (so you can heal yoursel and your summons at the same time, and damage living enemies; top level domain spells should be good necromancy).
Choose the other domain depending on what Arcane spells you want to cast (e.g. Fire for Fireballs, Air for Chain Lightning etc.). Ecclesitheurge's class feature lets you cast domain spells from regular spell slots.
Pick standard Aasimar as your race (+2 Wis, +2 Cha).
This will solve your MAD issues (only 1 casting stat, + Charisma for channeling), spell progression is best in game, and you get both arcane and divine spells.
Unfortunately, last time I checked, Ecclesitheurge is bugged in terms of domain spellcasting. There's also a very limited list of deities in game, so none with Fire+Death or Air+Death. Yeah, it sucks I know... You could try Death + Magic (Pharasma), or Fire + Magic (Asmodeus)... Or just pick Death and fill your slots with Necromancy.
Yea it's not as strong as a pure arcane or divine caster... it's really not suppose to be, that's not what it's there for. But when your wizard runs out of spells, my MT still ready to fire away... that's a rather powerful class feature. You still get alot of really good spells, and while you won't get strongest undead you can summon hordes of undead far longer then your wizard counterpart...
if you just want the most powerful necromancer you probably wanna play a cleric...
If you want to be the master of magic then the MT is the way to go...it has it's flaws but it's a fun class to play! and i love it conceptually!
I had two question who came to my mind in the middle of the test :
- eldricht scion with undead bloodline can make melee necromancer right ? (( dont know if it's a good thing thought )
-The bonus of monster tactitian work with animate dead if the spell is available ?
Thanks again for your answer !
I can only comment on the Monster Tactician as I am currently doing a solo run with that class.
He does not gain access to Animate Dead or any other undead summoning spells (no elementals or nature summons either)
Even if you multiclass him.. his class feat of 1min/level summon durations will only apply to the summons he acquires via his levels in Monster Tactician. (So basically only the standard monster summoning spell tree)
TL;DR - Dipping a point into Monster Tactician will get you absolutely nothing useful and will probably harm your actual class progression.
you eventually become undead with this, and get some good touch spells, it's not bad though you will never get any spell level above 6. You could try an EK which CAN get level 9 spells and can be pretty decent melee wise, but lacks the spell channel. I'd say this build would be excellent if spells like chill touch and ghoul touch were in the game...