Mystic Theurge (Apath)

From Action
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium

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 astral and ethereal 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 hybrid prestige archetype, a combination of cleric and wizard.

Publisher: Purple Duck Games.

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: Any. The motivations of a mystic theurge rarely stem from a dedication to a cause, so most tend to be neutral.

Hit Die: d6.

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

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 Features

This is all the class features of the mystic theurge class.

Weapon and Armor Proficiency

Mystic theurges are proficient with all simple weapons and with the favored weapon of his patron (if he has one), but not with any type of armor or shield. Armor interferes with a mystic theurge's movements, which can cause his arcane spells with somatic components to fail.

Spells

A mystic theurge casts divine spells which are drawn from the cleric spell list and arcane spells drawn from the sorcerer/wizard spell list. The two have separate pools of spells per day, both of which are prepared in the same one-hour spell preparation period.

A mystic theurge is both an arcane and a divine spellcaster, and can use both arcane and divine spell completion items as long as the spell appears on either the cleric or sorcerer/wizard spell list.

"Spells per day" applies separately to arcane and divine spells, the mystic theurge has two identical sets of spells per day. This number is then separately modified by Intelligence for arcane spells and Wisdom for divine spells (see Table: Ability Modifiers and Bonus Spells). For example, a fourth level mystic theurge with Intelligence 12 and Wisdom 14 is preparing second-level spells for the day. Table: Mystic Theurge shows that a fourth level mystic theurge has one second level spell per day. This means that he can prepare one arcane spell from his spellbook and two divine spells from the cleric spell list (one extra because of his Wisdom score).

Divine Spells

A mystic theurge casts divine spells which are drawn from the cleric spell list. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; A mystic theurge can't cast cleric 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.

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

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

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

Arcane Spells

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

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

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

A mystic theurge 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 mystic theurge decides which spells to prepare.

Spellbook: A mystic theurge begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see mystic ties below) plus three 1st-level spells of his choice. The mystic theurge also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new mystic theurge level, he gains two new spells of any spell level or levels that he can cast (based on his new mystic theurge level) for his spellbook. At any time, a mystic theurge can also add spells found in other spellbooks to his own.

Arcane Discovery Feats

A mystic theurge can spend a feats to gain arcane discoveries, but can only use arcane discoveries with wizard spells, not with cleric spells. Arcane discoveries that do not change how you prepare or cast spells work normally, ignoring this limitation.

Aura (Ex)

A mystic 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).

Bonus Languages

A mystic theurge's bonus language options include Draconic, Celestial, Abyssal, and Infernal (the language of dragons and 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.

Cantrips and Orisons

Mystic theurges prepare a number of cantrips and orisons, or 0-level spells, as noted on Table: Mystic Theurge. This limit applies separately to cantrips and orisons, giving the mystic theurge two sets of level zero spells each day. These spells are picked from the cleric or sorcerer/wizard spell lists respectively 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. Mystic theurges use these abilities as if they were clerics and wizards of their mystic theurge level.

  1. Familiar: The mystic theurge gains the wizard's familiar ability (part of the arcane bond ability of the wizard). If the mystic theurge picks a familiar, he gains Improved Familiar as a bonus feat at 7th level.
  2. Bonded Object: The mystic theurge gains the wizard's bonded object ability (part of the arcane bond ability of the wizard). In addition to the normal benefits, the mystic theurge's bound object 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. At level 5, and every 5 levels thereafter, the mystic theurge can use his bonded object an additional time per day.
  3. Mystic Channel: The mystic theurge gains the channel energy and spontaneous casting abilities of the cleric. Only divine spells can be substituted for a cure/inflict spell.
  4. Mystic Domain: The mystic theurge gains the domains ability of the cleric. He has one domain spell slot per level of spells he can cast that are strictly for domain spells. Domain spells are divine cleric spells.
  5. Mystic School: The mystic theurge gains the arcane school ability of the wizard. School spells are arcane wizard spells.

Spell Synthesis (Su)

At 15th 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. At level 20, he can use it two times per day.

Ex-Mystic Theurges

A mystic theurge who grossly violates the code of conduct required by her god loses all divine spells and clerical class features. Clerical class features are those shared with the cleric class, except skills an proficiencies. He regains these abilities when he atones for his deeds (see the atonement spell description).

Table: Mystic 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 Aura, cantrips & orisons, mystic ties 3 0
2nd +1 +0 +0 +3 3 1
3rd +1 +1 +1 +3 4 2
4th +2 +1 +1 +4 4 2 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 2
8th +4 +2 +2 +6 4 4 3 2 1
9th +4 +3 +3 +6 4 4 3 3 2
10th +5 +3 +3 +7 4 4 4 3 2 1
11th +5 +3 +3 +7 4 4 4 3 3 2
12th +6/+1 +4 +4 +8 4 4 4 4 3 2 1
13th +6/+1 +4 +4 +8 4 4 4 4 3 3 2
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 2 1
15th +7/+2 +5 +5 +9 Spell synthesis 4 4 4 4 4 3 3 2
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 2 1
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 2 1
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
20th +10/+5 +6 +6 +12 Spell synthesis (2/day) 4 4 4 4 4 4 4 4 3 3

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever he gains a level of mystic theurge, the following races have the option of choosing an alternate bonus depending on their race.

  • Dwarf: Add +1/2 bonus to concentration checks when casting mystic theurge spells defensively.
  • Elf: Select one domain powers or arcane school power or domaoin power at 1st level that is normally usable a number of times per day equal to 3 + the mystic theurge’s Intelligence or Wisdom modifier. The mystic theurge adds +1/2 to the number of uses per day of that power.
  • Gnome: When casting illusion spells, add +1/2 round to the duration of the spell. This does not apply to spells with permanent or instantaneous duration.
  • Half-Elf: When casting transmutation spells, add +1 to the effective caster level of the spell, but only to determine the spell’s duration.
  • Half-Orc: Add a +1 bonus on concentration checks made due to taking damage while casting mystic theurge spells.
  • Halfling: Add 1/4 to the effective mystic theurge level when using abilities gained from mystic ties.
  • Human: Add one spell from the wizard spell list to the mystic theurge’s spellbook. This spell must be at least one level below the highest spell level the mystic theurge can cast.
  • Changeling: Add +1/2 to the mystic theurge’s caster level for spells cast on himself.
  • Kinain When casting enchantment spells, add +1/2 to the duration of the spell. This does not apply to spells with permanent or instantaneous duration.

Feats

Extra Spell Synthesis

You have increased Prerequisite Spell synthesis class feature

Benefit You can use the spell synthesis class feature one additional time per day.

Special You can take this feat multiple times. The benefits stack.

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.