Theurge (Apath)

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Unofficial rules compendium

The theurge is a divine spellcaster class that is supposed to be versatile enough to compete with arcane casters like the witch and sorcerer. 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 also channel spell energy into powerful ray attacks and have access to a wide variety of domain powers.

Class Information

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.

Background

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.

Religion

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.

Alignment

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.

Adventurers

Theurges are mainly parts of the clerical hierarchy and rarely go adventuring on purpose. But circumstances still turn theurges into adventurers. Those that are part of a church can be sent into the world on various missions, those who strike out on their own might be banished or forced to support themselves this way. 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.

Relations

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 theories. 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.

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, Dexterity to strike true with their channeled rays, or seek to emulate their patron and focus on the attributes their patron expresses most strongly.

Game Rule Information

Hit Die

d6.

Class Skills

The theurge'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: 4 + Int modifier.

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Features

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 somatics below.

Aura (Ex)

Just like a cleric, a theurge of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). A theurge serving several patrons has an aura matching any alignment these gods share. Otherwise, a theurge has no particular aura.

Spells

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 Wisdom 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 Wisdom 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 Wisdom 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 Wisdom bonuses to both.

Example: A third level theurge with a Wisdom 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.

Advanced Somatics

Theurges studying the divine do not adapt their spells to practical use in 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.

Orisons

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.

Domains

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, as well as granted powers. The theurge gets the granted powers of all domains he knows.

List of domains and subdomains.

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.

Bonus Languages

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 holy (or unholy) symbol.

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 plus 1d6 points of damage for every two theurge levels past level 1 (1d6 at 3rd, 2d6 at 5th, 3d6 at 7th, and so on). 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 + ½ the theurge's level + the theurge's Charisma 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. Channeling feat abilities that allow saving throws still do so even when used as rays and have a saving throw DC of 10 + ½ the theurge's level + Charisma modifier. This save only changes the effect of the channeling feat, it does not reduce the damage.

A theurge must be able to present his divine focus to use this ability.

Bonus Feats

At level four and every 8 levels thereafter (at 4th, 12th, and 20th 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.

Ex-Theurges

A theurge who changes to an alignment opposed by one of his patrons loses all spells and class features, except for weapon and armor proficiency. He cannot thereafter gain levels as a theurge of this faith until he atones (see the atonement spell description) or decides to strike out on his own (see Deity, Domains, and Domain Spells above).

Table: 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 Advanced somatics, aura, channel spells, domains, orisons 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 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 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 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 wisdom score apply to both regular spells and domain spells separately and is thus applied twice.

Notes and Options

Note on Prestige Classes

Many prestige classes geared for clerics would become too powerful in the hands of theurges if the caster levels simply added up. Prestige classes that advance arcane spellcasting abilities work normally for theurges, adding to their ability to cast both arcane and divine spells but still do not give additional domain powers. Prestige classes that grant +1 level of spell ability with divine spells have no effect on the theurge's ability to cast domain spells. You do not get new domain powers, and spells per day for domain spells does not improve. Your spell list remains the same and still includes spells from all domains.

See Also

  • Domains - List of complete domains and subdomains

External Links

Spellcasting Guides