Druidic Theurge (Apath)

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Unofficial rules compendium

Certain druid faiths in advanced societies can have teurges.

Class Abilities

This archetype has all normal class abilities, except as noted.

Class Skills

The class skills of a druid teurge are: Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Armor Proficiency

Druid theurges are proficient with light armor but not with shields. Druid theurges are prohibited from wearing metal armor or shields in the same manner as druids; thus, they may wear only padded, leather, or hide armor. A druid theurge may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel (See the ironwood spell description.) and other armor specifically noted to be usable by druids.

A druid theurge who wears prohibited armor or uses a prohibited shield is unable to use domain powers or cast druid spells while doing so and for 24 hours thereafter.

This replaces advanced somatics and aura.

Druid Domains

A druid teurge still has domains and domain spells like any other teurge. One of these domains is a free choice. All other domains must be appropriate to their druid faith; Air, Animal, Earth, Fire, Healing, Plant, Protection, Strength, Sun, Water, and Weather. Another option is animal and terrain domains.

A druid theurge does not know mage armor and this spell is not part of his spell list.

Spellcasting

Druid theurges cast spells from the druid spell list rather than the cleric spell list. They still cast domain spells like a normal theurge.

Table: The Druid Theurge

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 druid spells, druid domains 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 Inspire courage +2 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 Inspire courage +3 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 Inspire courage +2 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.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Spells
  • Domains
  • Advanced Somatics
  • Class Skills