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

A cleric casts divine spells which are drawn from the cleric spell list and arcans spells drawn from the sorcerer/wizard spell list. The two are prepared separately and have separate pools of spells per day.

Divine Spells

A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

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

Clerics meditate or pray for divine spells from the cleric/oracle spell list. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of divine spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

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

Arcane Spells

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells: A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At any time, a wizard can also add spells found in other spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

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.

Mystic Ties

At first level, a mystic theurge must choose his mystic ties. Each choice confers certain class abilities of the cleric or wizard class.

  1. Mystic Bond: The mystic theurge gains the arcane bond ability of the wizard. If choosing a bonded object, the object can be a holy symbol in addition to the other choices, and in addition to its normal benefits, it can be used to cast any one spell from the cleric spell list per day as long as that spell is of a level the mystic theurge can cast. If the mystic theurge picks a familiar, he gains Improved Familiar as a bonus feat at 7th level.
  2. Mystic Channel: The mystic theurge gains the channel energy and spontaneous casting abilities of the cleric.
  3. Mystic Domain: The mystic theurge gains the domains of the cleric. He has one domain spell slot per level that is strictly for domain spells. Domain spells are divine spells.
  4. Mystic School: The mystic theurge gains the arcane school abilitity of the wizard.

Spell Synthesis (Su)

At 20th level, a mystic theurge can cast two spells, one from each of his spellcasting classes, using one action. Both of the spells must have the same casting time. The mystic theurge can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The mystic theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. A mystic theurge may use this ability once per day.

Table: Mystic Theurge

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0+1 1st 2nd 3rd 4th 5th 6th 7th 8th
1st +0 +0 +0 +2 Aura, cantrips & orisons, mystic ties 3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 4 3 1
5th +2 +1 +1 +4 4 3 2
6th +3 +2 +2 +5 4 3 2 1
7th +3 +2 +2 +5 4 3 3 1
8th +4 +2 +2 +6 4 3 3 2
9th +4 +3 +3 +6 4 4 3 2 1
10th +5 +3 +3 +7 4 4 3 3 1
11th +5 +3 +3 +7 4 4 3 3 2
12th +6/+1 +4 +4 +8 4 4 4 3 2 1
13th +6/+1 +4 +4 +8 4 4 4 3 3 1
14th +7/+2 +4 +4 +9 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 3 3 1
17th +8/+3 +5 +5 +10 4 4 4 4 3 3 2
18th +9/+4 +6 +6 +11 4 4 4 4 4 3 2 1
19th +9/+4 +6 +6 +11 4 4 4 4 4 3 3 2
20th +10/+5 +6 +6 +12 Spell synthesis 4 4 4 4 4 3 3 2 1