Mystic Theurge (Apath)

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Unofficial rules compendium
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Mystic theurges place no boundaries on their magical abilities and find no irreconcilable paradox in devotion to the arcane as well as the divine. They seek magic in all of its forms, finding no reason or logic in denying themselves instruction by limiting their knowledge to one stifling paradigm, though many are simply hungry for limitless power. No matter what their motivations, mystic theurges believe that perception is reality, and through the divine forces and astral energies of the multiverse, that perception can be used to manipulate and control not only the nature of this reality, but destiny itself.

Class Information

This is a merged prestige class.

Prestige Class: mystic theurge.

Build Classes: cleric, wizard.

Role: The mystic theurge is a powerful component for any party, supplying magic for attack, defense, and healing. Mystic theurges travel the world in search of arcane and holy artifacts, magical lore, or divine revelations, and most have no qualms about teaming up with groups of adventurers so long as that group's goals do not directly conflict with their own.

Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline.

Hit Die: d6.

Class Skills

The mystic theurge's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Class Abilities

Spells

An oracle casts arcane spells drawn from the cleric/oracle and sorcerer/wizard spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. The oracle picks these spells from either the cleric/oracle and sorcerer/wizard, but the first spell selected of each level must be from the cleric/oracle spell list. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystic Bloodline

At first level, the oracle selects a bloodline available to sorcerers. The mystic gain the class skill, bloodline arcana and bonus feats of this bloodline, but does not gain any bloodline powers.

Cantrips and Orisons

Oracles learn a number of cantrips and orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells can be picked from either the cleric/oracle or sorcerer/wizard table and are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials

An oracle gains Eschew Materials as a bonus feat at 1st level.

Blood Mystery

At 2nd level, an oracle picks a mystery from those available to oracles. She gains the bonus spells and class skills from this mystery, but not any revelations. If the skills granted by the mystery are already class skills for the oracle, there is no additional advantage.

Blood’s Curse

Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the curses available to oracles.


Mystery Spells

At 2nd level, an oracle picks a mystery from those available to oracles. She does not gain any revelations from this domain, but gains

Bloodline Spells