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Angel Path - Empyrean Sorcerer / (Insert divine merge spell book class) / Mystic Theurge Build Core- Last Azlanti - Sadistic Game Design - Possible shift to Legend at end.
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Hello again friends! Looking for some feedback on my next venture! I wish to run a twin caster class on my next run with a Mystic Theurge because I love the concept and want a powerful SAD caster. I feel the merged spell book makes this extremely viable and allows for you to play a superb support caster in the game, allowing for the formation of the rest of your party to be uniform combat monsters. The concept I am running into is whether I wish to go through as a Shaman or Cleric, although I can be convinced to go druid.

Advantage of Shaman at level 1 allows me to be a good support caster with hex and debuff enemies early game with Ember and allow for Camellia to take on more straightforward damage role. Evil Eye, Sleep hex, and/or Protective Luck would shield/support the party as a whole and combined with Ember would dramatically allow for the rest of the party to waylay targets with relative ease. Shamans have a multitude of support and control spells from the Druid spell list that make encounters relatively easier throughout the day and at higher level spells bring out powerful elemental damage spells that scale well into the holy focused spells at higher level. Disadvantage would be the lack of support clerical spells in the list naturally (can take healing spirit to alleviate some of this). Hex's have higher in combat viability vs domains out of combat viability.

Advantage of Cleric at level 1 would be access to two domain abilities xxx number of times a day to support the party in more skill focused/combat support abilities (luck re-roll ability boost, Law always taking 11), straight gaining movement/mobility/static abilities (Travel for movement boost and agile feet or Trickery for gaining skills Stealth and Trickery), or healing support (community domains healing and removal of negative buffs). All of which are not bad, but I do not expect to be in cleric long enough to hit level 8 for the respective boons for them individually. Desna with Luck and Travel domains and Abadar with Law and Travel are both coming in strong to me to mix with angel path Empyreal sorcerer. Disadvantage to cleric is the domains are really not useful outside of domain slots and the abilities gained at level 1. Law and Luck are two examples of non-scalable 1st level domain powers that are quite useful for normalizing rolls but most of the other domains are not useful in this configuration. Out of combat, the domains are a bit stronger with luck and law vs hex's in combat viability.

Druid advantage at level 1 would be access to one domain and a mix of druidic abilities and weird boon you get instead of hexes and domains from Cleric and Shaman respectively. No animal companion as Mystic theurge will eat up the levels devoted to it for the build to be viable at higher levels or survive. Of the domains available weather would be the best one of the "blasty" type to start out with and be viable while most of the others would be resisted by most of the totally not demons that occupy half of the enemies. It includes a natural de-buff built into the attack. Of the three, this one is clearly the weakest. While druid spells are nice, we can get all of that from Shaman to begin with and have access to hexes, since Animal companion is right out the window, and we get mediocre domain choices for spells and support.

Core of the build is going to be support, control, and de-buff spells for the party. Starting Wisdom of at least 19 and raise to a 24 by games end. Sorcerer gains me the spells I need from Arcane without needing Nenio running around with me all the time while Cleric Spells means I can get by without Sosiel or Daeren tagging along all the time. Haste, Communal Mind Blank, Sirocco, and a stack of spell slots to cast my 1-5 cleric prepared spells respectively (including angel spells). Alternatively, I could run with a crazy wide-open concept of caster party with Nenio, Sosiel, Daeren, Ember, and Camellia and absolutely caster our way out of every situation we run into. Who needs Archers, Swordsmen, or Skill focused characters with a party full of full casters to do it all? If I go full caster party, Law and Travel (or Nobility?) with Abadar might be the choice I take given I am granted Luck and Good from Sosiel. Desna with Luck and Travel (Liberation is powerful but cannot justify it w/o 8th level ability) still sings (ha) to me none the less. Shaman with sleep hex early game is quite powerful as well. Double Slumber hex does crazy things for controlling the battlefield.

Thoughts? Am I completely off base here and is this viable at all? I have a feeling am going to get encouraged to do "Battle/Ancestor Oracle with dip in CHA Monk 1/Paladin 2 to curb stomp the game" which my answer would be "Yes, but what if I played something more interesting?". 1 level dip in monk might be required to help me survive... AC is kind of important for survival without an animal companion.

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1 year ago