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Pathfinder - The Mystic Theurge Handbook

Disclaimer

I support a limited subset of Pathfinder's rules content. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance.

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Temporary Note: Paizo has recently discontinued support of their official SRD. From this point forward SRD links on RPGBOT.net will instead link to d20PFSRD.com. While Archive of Nethys is now Paizo's officially licensed partner for the purposes of serving the Pathfinder SRD, Archive of Nethys is a horribly designed website and it simply doesn't match d20PFSRD's ability to keep pace with published content and d20PFSRD's search functionality.

If you encounter any links which still point to the old SRD, please email me so that I can correct them. I also recently added a page explaining my supported content which you may find helpful. --September 15, 2018

Introduction

The Mystic Theurge is a popular concept which followed Pathfinder out of 3rd edition. The class saw significant improvements in the transition which make the class much more playable, but the Mystic Theurge is by no means simple.

Mystic Theurges handily address one major problem with spellcasters: the limited number of spell slots. You will have enough spell slots that you can comfortably cast spells every combat round all day long and will only rarely run out. However, this comes with its own problem: By splitting your focus you'll fall behind on both caster level and spell DC. Because of this, Mystic Theurges need to rely on spells which don't allow saving throws to make their huge pool of spell slots meaningful.

Mystic Theurge Class Features

Hit Points: d6 hit points means that you're very squishy. Most of the arcane spellcasting classes you'll use can't cast spells in armor, which further compounds your defensive issues.

Base Attack Bonus: 1/2 BAB, but don't expect to use a weapon at any point.

Saves: Only strong Will saves, but fortunately you're working from two base classes so you'll have strong save bonuses before you enter the prestige class.

Skills: 2+ skill points and a tiny skill list which you'll almost certainly already have as class skills.

Weapon and Armor Proficiency: You're not here for armor or weapons.

Spells per Day: This is why you play a Mystic Theurge. Remember that classes like Witch and Wizard will need to find other ways to learn new spells, typically by copying them from other spellcasters' familiars/spellbooks.

Combined Spells (Su): This is perhaps the greatest incentive to combine a prepared caster and a spontaneous caster class. If you use only prepared caster classes you can still prepare spells from one class using the other class's spell slots, but you gain very little by doing so.

Spell Synthesis (Su): Even with handicapped spell levels, this is more powerful than Quicken Spell and you can do it without raising the effective level of your spells.

Qualifying Classes

You need two base classes: an arcane class, and a divine class. Pathfinder's list of base classes is dizzyingly long, so you have a lot of options.

Combined Spells has some interesting interactions for combining spontaneous and prepared spellcasting, but beyond that the only significant difference is how quickly you can get into Mystic Theurge levels. Personally I prefer to stick to prepared classes because you can start Mystic Theurge at level 7, but there are some excellent reasons to wait until 8th or 9th level.

While you can qualify for Mystic Theurge using partial spellcasters like Bard and Magus, I do not recommend doing so. You'll already be several levels behind full casters in terms of your highest spell level, and using partial caster classes further compounds the issue. These classes typically get other class features instead of spellcasting, and your Mystic Theurge levels don't advance those features. I'll ignore all classes except 2/3 classes for these reasons.

Arcane Classes

Divine Classes

Abilities

Your ability scores are going to vary depending on your base classes. Generally you want to start with 16 or better in each of your spellcasting abilities, and put whatever you have left into Dexterity and Constitution.

Races

Your choice of race depends entirely on your base casting classes. If you can find a race which works well for both of your base classes, you've found a great race. If you find a race that works for at least one of your base classes, you've found a good race.

Mystic Theurge is among the only builds where I recommend the Human variant racial trait which gives you two flexible +2 ability score increases. There are very few races with +2 to two mental ability scores, which is what you want most from a race.

Traits

Skills

Your skill options vary too much for me to meaningfully address. Your list of skills and your ranks will vary wildly depending on your choice of base classes. Skills are secondary to the class's function, and I fully believe that you are capable of sorting out your skill ranks based on what you know of your base classes.

Feats

Weapons

Stop. Put that down. You need your hands for spellcasting.

Armor

Armor is presented in the order in which you should acquire it, rather than alphabetical order.