|Unofficial rules compendium|
The theurge is a divine spellcaster class that is supposed to be versatile enough to compete with arcane casters like the wizard. Theurges cast cleric spells and domain spells, they have a huge number of spells per day from a wide variety of domains. The power of the class is not only in the strength of its spells. Theurges can channel their spells into powerful ray and area attacks instead of normal spellcasting.
Theurges are focused miracle workers, completely absorbed with service to their patron and community. This makes them very powerful spellcasters. Unlike regular clerics, theurges are not fighting men. Still, they need not be peaceful - they work towards their goals by inspiring and influencing the faithful or invoking miracles rather than by physical action. Their mastery of domains exceeds even that of clerics, letting them delve deeply into the specific powers of their faith.
Theurges generally come from families of clergy or gentry. They are students of divine knowledge, delving both deep and widely into the mysteries of their faith. The theurge is an educated class and starting age is in the oldest category.
Theurges tend to worship organized, civilized gods of lawful alignment, working their way up through the hierarchy of the church. Many work as priests, teachers, or religious academics. Some serve entire pantheons of gods, or have their own views of the divine that they try to propagate. Yet others serve spirits or other less-than-divine patrons, often several at once.
A theurge's alignment must not be opposed to that of his deity. That is, he may not be good if his patron is evil, he may not be lawful if his patron is chaotic, or vice-verso. A theurge often serves a pantheon or several deities, and must have an alignment not opposed to any of them. Theurges tend toward lawful and neutral alignments, having studied many ethical viewpoints but making none of them their own. Chaotic religions rarely have theurges, but they are not impossible.
A theurge that changes to a non-allowed alignment loses any domains that are no longer allowed. The theurge must do without these abilities for one full level, but can then choose replacements allowed by his new alignment.
Each adventuring theurge has his own reason for doing so. Those who are part of a church may be sent into the world on various missions, those who strike out on their own might be banished for their free-thinking ways or forced to support themselves. Either way, theurges easily fit into most adventuring groups, their wide repertoire of spells and powers making them useful spellcasters and good support for all other classes.
Theurges are very high-brow and theoretical. They tend to find physical tasks demeaning, and look down their noses at the physical classes - while still appreciating the service and security they provide, they would never dirty their own hands with physical labor or exercise. This and their theoretical approach to alignment and faith often puts them at odds with clerics and oracles, who feel they have a practical understanding of the divine as opposed to the theurge's theology. On the other hand, theurges can also clash with wizards and other academic classes, competing for academic credibility. Still, everybody realizes that cooperation is of primary importance, so rivalries are usually saved for classrooms and debates.
A theurge needs a high Intelligence score for his spells and skills. A healthy Constitution gives a measure of security, high Dexterity helps to strike true with their channeled rays.
Hit Die: d6.
The theurge's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Heal (Wis), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (Planes) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier.
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
All of the following are class features of the theurge.
Weapon and Armor Proficiency
Theurges are proficient with the club, dagger, and quarterstaff but not with any type of armor or shield. A theurge with one single patron is also proficient in the patron's favored weapon. A theurge that wears armor or uses a shield risks arcane spell failure even on divine spells from the theurge class, see advanced spells below.
A theurge casts divine spells, which are drawn from the cleric spell list and from clerical domains. His cleric spells and domain spells make up two different spell lists, and a theurge prepares spells from each category separately. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells, below. A theurge must choose and prepare his spells in advance.
To prepare or cast a spell, a theurge must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a theurge's spell is 10 + the spell level + the theurge's Intelligence modifier.
Like other spellcasters, a theurge can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Theurge. In addition, he receives bonus spells per day if he has a high Intelligence score. A theurge prepares this many cleric spells each day and this many domain spells each day; in effect, the theurge has two sets of spells and receives Intelligence bonuses to both.
Example: A third level theurge with a Intelligence of 14 can prepare three first-level spells and two second-level cleric spells, and the same number of domain spells from among those listed for his domains.
Theurges meditate for their spells. Each theurge must choose a time at which he must spend 1 hour each day in quiet contemplation to regain his daily allotment of spells. Time spent resting has no effect on whether a theurge can prepare spells. A theurge may prepare and cast any spell on the cleric and domain spell lists respectively, provided that he can cast spells of that level, but he must prepare the proper type of spell in cleric and domain slots and choose which spells to prepare during his daily meditation.
Theurges studying the divine do not adapt their spells to practical use the way most divine spellcasters do. Their study of the divine is deeply theoretical and has just as exacting requirements as arcane spells. This includes somatic components. When casting divine spells with somatic components while wearing armor, a theurge is subject to arcane spell failure just like an arcane caster.
Theurge spells are harder to learn than normal divine spells. A prestige class that improves the casting of arcane spells works for a theurge, but a prestige class that improves only divine spells does not.
Theurges can prepare a number of orisons, or 0-level cleric spells, each day, as noted on Table: Theurge under "Spells per day". These spells are treated like any other spell, but they are not expended when cast and may be used again. A theurge has no level zero domain spells.
A theurge's deity influences his alignment, what magic he can perform, his values, and how others see him. Some theurges serve an entire pantheon or have no patron at all. Whatever the source of their powers, theurges have access to clerical domains, even more so than clerics.
Theurges study the divine in unique ways, achieving both a breath and depth unavailable to clerics. Beside divine spells from the cleric list, they also have access to a number of domains and a separate (but equal) daily limit on domain spells they can prepare. Combine all the spells granted by the theurge's domains; these become his domain spell list. In addition, all theurges know mage armor as a 1st level domain spell.
A theurge with a patron learns to use all the domains belonging to his deity. Some gods give more domains than others. A theurge who serves a monotheistic deity, a dualistic deity, or a pantheon can only receive five domains in this way, selected among those available to the gods of his pantheon. A theurge striking out on his own, with no patron or pantheon to guide him, has any four domains of his choice.
To pick an alignment domain, the theurge must share that alignment.
Each domain gives the theurge access to a domain spell at each spell level he can cast, from 1st on up. The theurge gets no granted powers from his domains. Optionally, a GM may allow a the theurge to choose an oracle revelation for spells instead of a domain, in which case he adds the spells from the revelation to his domain spell list, but gains no other benefits.
Chaotic, Evil, Good, and Lawful Spells
A theurge can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
A theurge's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Channel Spells (Su)
A theurge can release a wave of harmful energy by channeling the power of his spells through his divine focus.
Channel spells always inflicts damage, and deals damage to any kind of target; living, unliving, undead, or object. This is not subject to energy resistance and death ward offers no protection. It does full damage to incorporeal creatures. The type of energy channeled is only relevant for channeling feats. A good theurge (or a neutral theurge who worships a good deity) channels positive energy. An evil theurge (or a neutral theurge who worships an evil deity) channels negative energy. A neutral theurge of a neutral deity (or one who is not devoted to a particular deity) can channel either positive or negative energy as he chooses, deciding which to use when he uses the ability.
To use this ability, the theurge spends a standard action and sacrifices a theurge spell of level one or higher. Orisons cannot be channeled. This can be a normal or domain spell and is expended as if it was cast, but has no effects besides powering the channel spells ability. The amount of damage dealt is 1d6 points per level of spell. At level 2 and each even level thereafter add another d6 damage, to a maximum of 10d6 additional damage at level 20. Damage from channel spells is force damage and does full damage to incorporeal creatures. Channel spells can take two forms, a burst or a ray.
A burst affects all creatures in a 30-foot radius centered on the theurge. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + the level of the spell channeled + the theurge's Wisdom modifier.
As an alternative, the theurge can convert the energy into a ray with medium range (100 ft. + 10 ft./level). This is a ranged touch attack that only affects a single target, but there is no saving throw for half damage.
It is possible to use channeling feats with the channel spells ability. This counts as the cleric's channel energy ability of the same type (positive or negative), but always to inflict damage. Channeling feat abilities that allow saving throws still do so when used as rays and the DC this save is the same as above. A successful save against a ray does not reduce the damage, it only changes the effect of the channeling feat.
A theurge must be able to present his divine focus to use this ability.
At level 3 and every 4 levels thereafter (at 3rd, 7th, 11th, 15th, and 19th level) a theurge gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or a channeling feat. The theurge must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
At 5th level, the theurge learns to manifest his channeled spells ability in new ways. Select one of the following manifestations at 5th level. Every four levels after 5th (level 9, 13, 17) add another manifestation. Unless otherwise noted, a particular manifestation can only be selected once and cannot be changed once it has been decided.
- A ray with long range (400 ft. + 40 ft/level) affecting a single target.
- A split ray, affecting two targets at short range (25 ft. + 5 ft./2 caster levels). Roll to hit each target separately. This cannot strike the same target twice.
- A 60 ft. line. This manifestation can be selected several times, each additional time adds 60 ft. to the line.
- A 20 ft. spread, centered on a point within medium range (100 ft + 10 ft./level). This manifestation can be selected twice, the second time it gets long range (400 ft. + 40 ft/level).
- A cylindrical spread (10-ft. radius, 10-ft. high per level) within medium range (100 ft + 10 ft./level). This manifestation can be selected twice, the second time it gets long range (400 ft. + 40 ft/level).
- A snake shape that can expand into a number of continuous squares equal to half your level; the snake shape can have any form and begins in a square next to you.
All area manifestations allow a saving throw in the same manner as the basic burst.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+0||+0||+2||Advanced spellcasting, aura, channel spells, domains, orisons||3||1+1||—||—||—||—||—||—||—||—|
|2nd||+1||+0||+0||+3||Channel spells +1d6||4||2+2||—||—||—||—||—||—||—||—|
|4th||+2||+1||+1||+4||Channel spells +2d6||5||3+3||2+2||—||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Channel spells +3d6||5||3+3||3+3||2+2||—||—||—||—||—||—|
|8th||+4||+2||+2||+6||Channel spells +4d6||6||4+4||3+3||3+3||2+2||—||—||—||—||—|
|10th||+5||+3||+3||+7||Channel spells +5d6||6||4+4||4+4||3+3||3+3||2+2||—||—||—||—|
|12th||+6/+1||+4||+4||+8||Channel spells +6d6||6||5+5||4+4||4+4||3+3||3+3||2+2||—||—||—|
|14th||+7/+2||+4||+4||+9||Channel spells +7d6||6||5+5||5+5||4+4||4+4||3+3||3+3||2+2||—||—|
|16th||+8/+3||+5||+5||+10||Channel spells +8d6||6||5+5||5+5||5+5||4+4||4+4||3+3||3+3||2+2||—|
|18th||+9/+4||+6||+6||+11||Channel spells +9d6||6||5+5||5+5||5+5||5+5||4+4||4+4||3+3||3+3||2+2|
|20th||+10/+5||+6||+6||+12||Channel spells +10d6||6||5+5||5+5||5+5||5+5||5+5||4+4||4+4||4+4||4+4|
In addition to the stated number of spells per day for 1st- through 9th-level spells, a theurge gets an equal number of domain spells for each spell level, starting at 1st. The "x+x" in the entries on this table represents these extra spells. Bonus spells the theurge may receive for having a high intelligence score apply to both regular spells and domain spells separately and is thus applied twice.
- Domains - List of complete domains and subdomains
- Animate Dead
- Overcoming Arcane Spell Failure
- Polymorph Guide - Wild Shape Guide useful to all polymorphers.
- Polyharmony Guide - Futher polymoph guidance.
- Shadow Conjuration - Shadow Evocation
- Summoning guide
- Summon Monster
- Touch Spells, Spellstrike, and Spell Combat
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