Theurge (Apath)

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Unofficial rules compendium

Teurges are members of a clerical hierarchy, completely focused on service to their patron and community. They study the divine from both an arcane and a spiritual viewpoint, combining both types of magic in one class. This makes them very powerful spellcasters. Unlike regular clerics, teurges 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.

Background

Teurges come from educated backgrounds, generally from families of clergy or gentry. They are students of divine knowledge, but apply the methods of arcane study to divine sources. This diverse view is sometimes censored and frowned upon, which forces some teurges to disguise their studies. Teurge starting age is in the oldest category.

Religion

Theurges tend to worship organized, civlized gods of lawful alignment, workin their way up through the hierarcy of the church. Many work as local or temple priests, or as teachers or religious academics. Not all teurges have a patron deity – some view the divine from an entirely theoretical viewpoint. These scholars of the divine sometimes call themselves astral magicians.

Alignment

A teurges alignment must be within one step of his deity's (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). Chaotic religions rarely have teurges, but they are not impossible. A teurge that lacks a patron tends to be true neutral or chaotic, an independent thinker and free-willed explorer of the higher realms.

Abilities

A theurge needs a high Wisdom score to develop his mystic powers, and a decent score in Charisma to carry their message through persuasion, channeling, and domain powers. Most theurges tend to select Intelligence as their third stat to develop their religious knowledge, but others swear by a healthy Constitution or seek to emulate their patron and focus on the attributes their patron expresses most strongly.

Hit Die

d6.

Class Skills

The teurge's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

Table: The teurge

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Channel energy, domain powers 3 1+1 — — — — — — — —
2nd +1 +0 +0 +3 4 2+2 — — — — — — — —
3rd +1 +1 +1 +3 4 2+2 1+1 — — — — — — —
4th +2 +1 +1 +4 Bonus feat 5 3+3 2+2 — — — — — — —
5th +2 +1 +1 +4 5 3+3 2+2 1+1 — — — — — —
6th +3 +2 +2 +5 5 3+3 3+3 2+2 — — — — — —
7th +3 +2 +2 +5 6 4+4 3+3 2+2 1+1 — — — — —
8th +4 +2 +2 +6 Bonus feat 6 4+4 3+3 3+3 2+2 — — — — —
9th +4 +3 +3 +6 6 4+4 4+4 3+3 2+2 1+1 — — — —
10th +5 +3 +3 +7 6 4+4 4+4 3+3 3+3 2+2 — — — —
11th +5 +3 +3 +7 6 5+5 4+4 4+4 3+3 2+2 1+1 — — —
12th +6/+1 +4 +4 +8 Bonus feat 6 5+5 4+4 4+4 3+3 3+3 2+2 — — —
13th +6/+1 +4 +4 +8 6 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — —
14th +7/+2 +4 +4 +9 6 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — —
15th +7/+2 +5 +5 +9 6 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 —
16th +8/+3 +5 +5 +10 Bonus feat 6 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 —
17th +8/+3 +5 +5 +10 6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1
18th +9/+4 +6 +6 +11 6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2
19th +9/+4 +6 +6 +11 6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3
20th +10/+5 +6 +6 +12 Bonus feat 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 teurge 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 teurge may receive for having a high wisdom score apply to both regular spells and domain spells separately and is thus applied twice.

Class Features

All of the following are class features of the teurge.

Weapon and Armor Proficiency

Teurges are proficient with the club, sling, and staff but not with any type of armor or shield. A teurge with a patron is proficient in his patron's favored weapon. A teurge that wears armor risks arcane spell failure on his arcane (domain) spells.

Aura (Su)

A teurge of a chaotic, evil, good, or lawful alignment has a particularly powerful aura corresponding to that alignment.

Spells

A teurge casts both divine and arcane spells, which are drawn from the cleric spell list and from clerical domains respectively. 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 teurge must choose and prepare his spells in advance (see below).

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

Like other spellcasters, a teurge can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The teurge. In addition, he receives bonus spells per day if he has a high Wisdom score. A teurge prepares this many cleric spells each day and this many domain spells each day; in effect, the teurge has two sets of spells and receives Wisdom bonuses to both.

Example: A third level teurge with a Wisdom of 14 can prepare three first-level spells and two second-level divine spells from the cleric list, and the same number of arcane spells from among those gained from his domains.

Teurges meditate for their spells. Each teurge 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 teurge can prepare divine spells, but to recover arcane (domain) spells, the teurge must first rest 8 hours. A teurge may prepare and cast any spell on the teurge spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Orisons and Cantrips

Teurges can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Teurge 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 teurge has no access to cantrips (level zero arcane spells).

Deity, Domains, and Domain Spells

A teurge's deity influences his alignment, what magic he can perform, his values, and how others see him. Some teurges have no patron at all. Whatever the source of their powers, teurges have access to clerical domains, even more so than clerics.

Teurges study the divine in unique ways, combining sacred and methodical approaches in their studies. Beside divine spells from the cleric list, they also have access to a number of domains and a separate (but equal) daily limit on arcane domain spells they can prepare. Combine all the spells granted by the teurge's domains; these become his arcane spell list. In addition, all theurges know mage armor as an arcane spell. Teurges do not keep these spells in a spellbook, instead they are granted all these spells directly by study and inspiration. When casting arcane spells, teurges are subject to arcane spell failure just like any other arcane caster.

A teurge with a patron learns to use all the domains belonging to his deity. Some gods give more domains than others. A teurge who serves a monotheistic deity, a dualistic deity, or a pantheon can only receive five domains in this way, and the selection is not an individual matter; it is decided by the sect you are a part of. Decide upon which domains to take together with the DM. A teurge striking out on his own, with no patron or sect to guide him, has 4 domains of his choice.

Each domain gives the teurge access to a domain spell at each spell level he can cast, from 1st on up, as well as granted powers. The teurge gets the granted powers of all domains he knows.

Channel Energy (Su)

A good teurge (or a neutral teurge who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil teurge (or a neutral teurge who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral teurge of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the teurge. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two teurge levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the teurge's level + the teurge's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total — all excess healing is lost. A teurge may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A teurge can choose whether or not to include herself in this effect.

A teurge must be able to present her holy symbol to use this ability.

Bonus Feats

Every four levels (at 4th, 8th, 12th, 16th, and 20th level) a teurge gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or a channeling feat. The teurge 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. The teurge is not limited to the categories of item creation feats, metamagic feats, or channeling feats when choosing these feats.

Bonus Languages

A teurge'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.

Ex-Teurges

A teurge who grossly violates the code of conduct required by his faith loses all spells and class features, except for weapon and armor proficiency. He cannot thereafter gain levels as a teurge of that god until he atones (see the atonement spell description) or decides to strike out on his own (see Deity, Domains, and Domain Spells above).

Notes and Options

Druidic Teurge Option

Certain druidic faiths in advanced societies might have teurges. These would cast spells from the druid spell list rather than the cleric spell list. A druidic teurge still has domain spells like any other teurge, but only channels positive energy to heal living creatures; they cannot heal undead or harm any creature with their channel energy ability.

Note on Prestige Classes

Many prestige classes geared for clerics would become too powerful in the hands of teurges if the caster levels simply added up. Prestige classes that grant +1 level of spell ability with divine spells have no effect on the teurge's ability to cast arcane domain spells. The spells per day for domain spells does not improve, except that when you gain a new level of spells, you also gain a single spell per day for domain spells of that level, with no bonus spells for high wisdom score – much as a cleric does. Prestige classes that can advance arcane spellcasting abilities of any kind work normally for teurges, adding to their ability to cast both arcane and divine spells.

Note on Recharge Magic

If using the Recharge Magic option, domain spells and cleric spells are considered two different classes for the teurge, and each recharges separately.