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Warlockdmb 18.09.21 07:47 pm

Mystical-Theurge, need help, how to get it? (Pathfinder: Wrath of the Righteous)

Can you please tell me how to get the Mystic Theurge? I took the "sorcerer - the radiant sorcerer". All but one requirement has been met, the "second-level sacral spell" has not been fulfilled. I can’t find it, please tell me.
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Xmax1234 18.09.21

Warlockdmb
Sacred magic is the magic of priests, paladins and chaplains. To take the Theurge, you need to select a couple of levels in the priest class. But regarding the class itself, I can say that he is a pure support with an incredible amount of spells, but very low attack power, although in general it is a very interesting archetype.

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Xmax1234 18.09.21

I will add that, ideally, the Mystic-Theurgist build will be as follows: 5 levels of the Radiant Sorcerer, 5 levels of the priest (any archetype) and 10 levels of Theurge (this is the maximum development of this class). As a result, the slots of the spell circles tab until the sixth circle will be completely filled, but beyond the eighth they cannot be lifted.

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Warlockdmb 18.09.21

Xmax1234
Thank you very much, I liked the description of the class that it can use both divine (in my opinion , this is something very powerful and godlike spells) magic and just magic.
Tell me, please, then a strong magician, I will be very grateful!

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Xmax1234 18.09.21

Warlockdmb
Well, in my understanding, there are two options for a strong magician.
The first: Mage Architect - Tesilon Specialist (maybe a little differently called, but oh well) - His trick is that he has two slots for his favorite school of magic and almost doubled bonuses to the chosen type of magic. The disadvantage is that spells need to be prepared in advance and the excluded schools are not at all (the spells of the excluded schools are severely cut). So he can be made a narrowly focused magician of one school, that is, a damage dealer or a support.
Second: This is a sorcerer. But his trick is that you need to clearly know what spells you need. So if you choose a legacy or an archetype, then you need to look at which spells will be opened in the process of development. Personally, my choice is the Sorcerer-Thinker: the main characteristic of Intelligence, its default legacy "Mystical" cannot be changed (the most basic spells that it gives this, a door in space, spell breaking, exile, true sight, word of power: shock, colliding blocks - principle is the most for the magician). Further, the choice of spells, the first three circles we focus on the magic of illusion and divination (this is our main protection and buffs), on the third circle we choose an attacking spell (fireball, lightning strike, force charge - any of these, but you can learn little spells so that choose thoroughly), from the fourth to the seventh circle we study the spells of destruction and obstruction (attack and defense, it is important to study collective protection against the elements of the 4th circle, this is necessary for a number of reasons), we begin to study summoning spells only not lower than the sixth rank and up to the highest ninth, summoned creatures can inflict very serious damage and provide not weak support in any battle. Next, you need to look for yourself what is needed and what is not. The sorcerer knows very few spells and he will no longer be able to learn new ones, but he does not need to worry about their preparation and his legacy makes much more tangible passive bonuses than a pure magician can get, besides, it is much more convenient to control the sorcerer in battle, sometimes you need an extra one once to hit the spell, and sometimes one call is enough. it is important to study collective protection from the elements of the 4th circle, this is necessary for a number of reasons), we begin to study summoning spells only at least at least sixth rank and up to the highest ninth, summoned creatures can cause very serious damage and provide not weak support in any battle. Next, you need to look for yourself what is needed and what is not. The sorcerer knows very few spells and he will no longer be able to learn new ones, but he does not need to worry about their preparation and his legacy makes much more tangible passive bonuses than a pure magician can get, besides, it is much more convenient to control the sorcerer in battle, sometimes you need an extra one once to hit the spell, and sometimes one call is enough. it is important to study collective protection from the elements of the 4th circle, this is necessary for a number of reasons), we begin to study summoning spells only at least at least sixth rank and up to the highest ninth, summoned creatures can cause very serious damage and provide not weak support in any battle. Next, you need to look for yourself what is needed and what is not. The sorcerer knows very few spells and he will no longer be able to learn new ones, but he does not need to worry about their preparation, and his legacy makes much more tangible passive bonuses than a pure magician can get, besides, it is much more convenient to control the sorcerer in battle, sometimes you need an extra one once to hit the spell, and sometimes one call is enough. the summoned creatures can inflict very serious damage and provide not weak support in any battle. Next, you need to look for yourself what is needed and what is not. The sorcerer knows very few spells and he will no longer be able to learn new ones, but he does not need to worry about their preparation, and his legacy makes much more tangible passive bonuses than a pure magician can get, besides, it is much more convenient to control the sorcerer in battle, sometimes you need an extra one once to hit the spell, and sometimes one call is enough. the summoned creatures can inflict very serious damage and provide not weak support in any battle. Next, you need to look for yourself what is needed and what is not. The sorcerer knows very few spells and he will no longer be able to learn new ones, but he does not need to worry about their preparation and his legacy makes much more tangible passive bonuses than a pure magician can get, besides, it is much more convenient to control the sorcerer in battle, sometimes you need an extra one once to hit the spell, and sometimes one call is enough.
By the way, the sorcerer also turns out to be one of the best summoners, taking the elemental heritage the sorcerer will gain access to the 9th circle spell "Swarm of Elementals", which summons over fifty elementals from the smallest to the most powerful. And since the sorcerer can cast at least ten such spells in a row, you can imagine the effect by yourself.
I advise you to focus on the development of the Incarnation school, since it is the most flexible both in damage and in support, and choosing it in the column of your favorite school will give you access to the Strengthened Summoning and Perfect Summoning skills. Well, the most powerful spells in terms of damage also belong to this school "Colliding Boulders" and "Tsunami". The rest of the schools also have offensive, defensive support spells, but they are more specialized.

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Warlockdmb 18.09.21

Thank you very much for the detailed description!

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mefiro 18.09.21

Warlockdmb
I can also suggest, if you want to beat painfully, then pump the mystical trickster, you will need 1 level of the robber. It will be possible to play with hidden attacks. Although I am a lover of magicians, try a magus, minus 6 circles of spells, plus you can survive no worse than any tank, fight a war, and conjure a magician in places, + here mystical ways give good development, and 2 legacies give you some fun ...)

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Xmax1234 18.09.21

mefiro
Trickster, although good in damage, but cutting the number of spells for him is dumb, especially hoping for crits that are triggered once out of ten.
As for the magus, this is a very good class. He is in the party as a plug for every hole, but he needs to be developed not as a magician using weapons, but as a warrior using magic. In skills, you must choose not handling wands, but spell boosts (strengthening, overcoming, accelerating, maximizing), since they can all be applied at once, then the level of the spell of the 6th circle will hit like the ninth. In this part, the mystical level really decides =)
In general, at high difficulties, multiclass and subtypes die too quickly and everything is decided only by a narrowly focused group with a clear balance and distribution of roles.

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St_Slave 18.09.21

mefiro
Magus to play - only through turn-based combat. In real time - while the magus is casting his spell (and the casting animation is at the beginning of the magus's attack), he will scrape off all enemies.

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St_Slave 18.09.21

Xmax1234 wrote:
Although the trickster is good at damage, it is dumb to cut the number of spells for him, all the more hoping for crits that are triggered once out of ten.
Dear, the trickster retains the progression of the magician's spells, this is one of his "chips". The main feature is that you don't need a weapon. The hidden attack will be delivered by the spell. You can autocast a 1 circle conspiracy and deal 7d6 damage from a hidden attack). One level of the thief - "the weather will not spoil".
But there is already a trickster in the game - this is "Coal".

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Xmax1234 18.09.21

St_Slave
For your information, dear, by removing one level from the caster, you lose at least six spell slots above the seventh circle, and one two spells cannot make the 9th circle of weather. And besides, try using this formula to calculate the damage of a spell of the first circle, taking into account the enemy's resistance, element resistances, magic of defense skills ... There, even with constant crits, the damage will be like a mosquito. It's another matter if the spells are enhanced by metamagic, but then their circle will be much higher than the first one, and such spells already need more slots. Also, the progress of the mage does not develop, but breaks off in the middle, class skills that maximize spell skills are lost. Trickster is a good start, but sad at the end. I've always found it funny to look at people who tried to maximize the power of characters at the expense of their roles in the group, after all, if you pump a class to level 15, and he does not have any further skills or abilities according to the development tree, this does not mean that after taking a couple of initial levels of another class, the character will become at least in something better, rather, he will lose access to advanced skills , which could have been obtained simply by bringing the work started to the end. At one time I spent dozens of hours playing with multiclass and comparing them with pure representatives of my professions, testing them in battle, and therefore I can safely say that this is a waste of time (unless your goal is prestige class).
PS
Conspiracy of the first circle or a pseudo spell of zero? Because some are magic (limited), while others are pure physics (infinite).

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Xmax1234 18.09.21

St_Slave
Regarding the tactics of the battle of the magus: before the start of any battle, any self-respecting magician ALWAYS casts protection spells on himself, therefore, even in rags, a pure caster will not die right away, and a magus in armor even more so.