Talk:Mystic Theurge (Apath)

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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 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 prestige archetype.

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. Mystic theurges break tradition by their very nature. Lawful ones seek to survive this experience through rigorous discipline and adherence to dogma, while chaotic ones are free-thinkers and intellectual rebels. If a mystic theurge has a divine patron, it is usually a god of magic, learning, or freedom. A mystic theurge that has a patron needs to have an alignment no more than one step removed from the patron's, on either the law-chaos or good-evil scale.

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 Features

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

Weapon and Armor Proficiency

Mystic theurges are proficient with with the club, dagger, light crossbow, and quarterstaff, 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.

To learn, prepare, or cast an arcane wizard 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 arcane wizard spell is 10 + the spell level + the mystic theurge's Intelligence modifier.

To learn, prepare, or cast a divine cleric spell, the 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 divine cleric spell is 10 + the spell level + the mystic theurge's Wisdom 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). This limit applies to the sum of divine and arcane spells the mystic theurge can prepare each day. Wisdom has no effect on the number of spells a mystic theurge can prepare.

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 wizard decides which spells to prepare.

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. Unlike a cleric, a mystic theurge does not automatically learn all cleric spells upon gaining access to a new level of spellcasting, and must instead add these spells to his spellbook before he can use them. A mystic theurge can use divine spell trigger items (such as scrolls) as long as they appear on the cleric spell list.

Spellbook: 'A mystic theurge begins play with a spellbook containing all 0-level cleric and wizard spells plus three 1st-level spells of his choice. These can be either cleric or wizard spells. The mystic theurge also selects a number of additional 1st-level arcane wizard spells equal to his Intelligence modifier and a number of additional 1st-level divine cleric spells equal to his Wisdom modifier to add to the spellbook. At each new mystic theurge level, he gains two new divine cleric spells and two new arcane wizard 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 or scrolls to his own.

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 either cantrips or orisons, or 0-level cleric and wizard spells, as noted on Table: Mystic Theurge. 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.

Bonus Feats

At 5th and 10th level, a mystic theurge gains a bonus feat. This must be an item creation feat, a metamagic feat, or Spell Mastery. A mystic theurge can select spell mastery for cleric spells. The mystic theurge must fulfill all prerequisites of the selected bonus feat.

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. 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 3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 4 3 2
5th +2 +1 +1 +4 Bonus feat 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus feat 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Spell synthesis 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Spell synthesis (2/day) 4 4 4 4 4 4 4 4 4 4