Sadrik
First Post
Here is the mystic theurge, like the others; enjoy.
Edit: doh!, forgot the BAB and saves.
MYSTIC THEURGE (MYSTIC)
Alignment: Any. But if a mystic theurge chooses a deity she must follow the same alignment restriction their alignment must be within one step of her deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A mystic theurge may not be neutral unless her deity’s alignment is also neutral.
Hit Die: d4.
Class Skills
The mystic theurge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Knowledge (magic) (Int), Knowledge (occult) (Int), Knowledge (religion) (Int), Perform (oratory) (Cha), Sense Motive (Wis), and Spellcraft (Int).
Domains and Class Skills: A mystic theurge who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the mystic theurge class skills listed above. A mystic theurge who chooses the Knowledge domain adds Speak Language, and all Knowledge (Int) skills to the list. A mystic theurge who chooses the Travel domain adds Ride (Dex), and Survival (Wis) to the list. A mystic theurge who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Sneak (Dex) to the list. See Deities, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Bab poor
fort poor
ref poor
will good
1 In addition to the stated number of spells per day for 1st- through 7th-level spells, a mystic theurge gets a domain spell for each spell level, starting at 1st.
The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the mystic theurge may receive for having a high Intelligence score.
Class Features
All of the following are class features of the mystic theurge.
Weapon and Armor Proficiency: Mystic theurge are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a mystic theurge’s movements, which can cause her spells with somatic components to fail.
A mystic theurge who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. She also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): If a mystic theurge chooses a deity and one whose alignment is chaotic, evil, good, or lawful also gains a powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Spells: A mystic theurge casts arcane spells and divine spells which are drawn from the sorcerer/wizard spell list and the cleric or the druid spell list. A mystic theurge must choose at first level which spell list they want and it can not change thereafter. Generally, a mystic theurge who chooses a nature god (such as Obad-Hai or Ehlonna) selects the druid spell list. A mystic theurge must choose and prepare her spells ahead of time (see below).
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 spell is 10 + the spell level + the mystic theurge’s Intelligence modifier.
Like other spellcasters, a mystic theurge can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Mystic Theurge. In addition, she receives bonus spells per day if she has a high Intelligence score. When a mystic theurge prepares a spell in a domain spell slot, it must come from her domain (see Deities, Domains, and Domain Spells, below).
Like a cleric the mystic theurge has access to the spells from the cleric spell list as if she were a cleric. However, a mystic theurge may not use spontaneous casting. Like a wizard, a mystic theurge may know any number of sorcerer/wizard spells and must maintain a spellbook (see below).
She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the mystic theurge decides which spells to prepare both cleric and sorcerer/wizard.
Deities, Domains, and Domain Spells: A mystic theurge selects one domain to represent her spiritual inclinations and abilities. The domain gives the mystic theurge access to a domain spell at each spell level she can cast, from 1st on up, as well as a granted power. A mystic theurge prepares the domain spell each day in her domain spell slot. If a domain spell is not a spell the mystic theurge can normally prepare, she can but only in her domain spell slot.
A mystic theurge is not normally devoted to a particular deity however they can do so if they desire. If a mystic theurge chooses a deity her deity influences her alignment, what magic she can perform, her values, and how others see her. The mystic theurge devoted to a deity chooses a domain from among those belonging to her deity.
Channeling (Su): A mystic theurge can channel the power of his faith through his holy (or unholy) symbol. This can be used to power one of the various divine feats. A mystic theurge may use this channeling power a number of times per day equal to 3 + her charisma modifier. A mystic theurge with a good aura channels positive energy, a mystic theurge with an evil aura channels negative energy and one without a good or evil aura must choose positive or negative energy.
Bonus Languages: A mystic theurges bonus language options include Draconic, Celestial, Abyssal, and Infernal for one of the bonus languages available to the character because of her race.
Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, a mystic theurge gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The mystic theurge must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The mystic theurge is not limited to the categories of metamagic feats, item creation feats, Improved Familiar or Spell Mastery when choosing these feats.
A mystic theurge can forgo gaining one of their bonus feats to obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars for details.
Spellbooks: A mystic theurge must study her spellbook each day to prepare her spells. She cannot prepare any of her sorcerer/wizard spells not recorded in her spellbook, except for read magic, which all mystic theurges can prepare from memory.
A mystic theurge begins play with a spellbook containing eight 0-level plus three 1st-level spells of your choice from the sorcerer/wizard spell list. For each point of Intelligence bonus the mystic theurge has, the spellbook holds one additional 1st-level spell of your choice. At each new mystic theurge level, she gains one new spell of any spell level or levels that she can cast (based on her new mystic theurge level) for her spellbook. At any time, a mystic theurge can also add spells found in other spellbooks to her own. Note that a mystic theurge does not need to keep her cleric spells in her book to prepare them.
Edit: doh!, forgot the BAB and saves.
MYSTIC THEURGE (MYSTIC)
Alignment: Any. But if a mystic theurge chooses a deity she must follow the same alignment restriction their alignment must be within one step of her deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A mystic theurge may not be neutral unless her deity’s alignment is also neutral.
Hit Die: d4.
Class Skills
The mystic theurge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Knowledge (magic) (Int), Knowledge (occult) (Int), Knowledge (religion) (Int), Perform (oratory) (Cha), Sense Motive (Wis), and Spellcraft (Int).
Domains and Class Skills: A mystic theurge who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the mystic theurge class skills listed above. A mystic theurge who chooses the Knowledge domain adds Speak Language, and all Knowledge (Int) skills to the list. A mystic theurge who chooses the Travel domain adds Ride (Dex), and Survival (Wis) to the list. A mystic theurge who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Sneak (Dex) to the list. See Deities, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Bab poor
fort poor
ref poor
will good
Code:
Table: The Mystic Theurge
––—— Spells per Day1 ——–—
Level Special 0 1st 2nd 3rd 4th 5th 6th 7th
1st Aura, Channeling, Bonus feat 4 1+1 — — — — — —
2nd 5 2+1 — — — — — —
3rd 6 3+1 — — — — — —
4th 6 4+1 1+1 — — — — —
5th Bonus feat 6 5+1 2+1 — — — — —
6th 6 6+1 3+1 — — — — —
7th 7 6+1 4+1 1+1 — — — —
8th 7 6+1 5+1 2+1 — — — —
9th 7 6+1 6+1 3+1 — — — —
10th Bonus feat 7 7+1 6+1 4+1 1+1 — — —
11th 8 7+1 6+1 5+1 2+1 — — —
12th 8 7+1 6+1 6+1 3+1 — — —
13th 8 7+1 7+1 6+1 4+1 1+1 — —
14th 8 8+1 7+1 6+1 5+1 2+1 — —
15th Bonus feat 8 8+1 7+1 6+1 6+1 3+1 — —
16th 8 8+1 8+1 7+1 6+1 4+1 1+1 —
17th 8 8+1 8+1 7+1 6+1 5+1 2+1 —
18th 8 8+1 8+1 8+1 6+1 6+1 3+1 —
19th 8 8+1 8+1 8+1 7+1 6+1 4+1 1+1
20th Bonus feat 8 8+1 8+1 8+1 7+1 6+1 5+1 2+1
The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the mystic theurge may receive for having a high Intelligence score.
Class Features
All of the following are class features of the mystic theurge.
Weapon and Armor Proficiency: Mystic theurge are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a mystic theurge’s movements, which can cause her spells with somatic components to fail.
A mystic theurge who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. She also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): If a mystic theurge chooses a deity and one whose alignment is chaotic, evil, good, or lawful also gains a powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Spells: A mystic theurge casts arcane spells and divine spells which are drawn from the sorcerer/wizard spell list and the cleric or the druid spell list. A mystic theurge must choose at first level which spell list they want and it can not change thereafter. Generally, a mystic theurge who chooses a nature god (such as Obad-Hai or Ehlonna) selects the druid spell list. A mystic theurge must choose and prepare her spells ahead of time (see below).
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 spell is 10 + the spell level + the mystic theurge’s Intelligence modifier.
Like other spellcasters, a mystic theurge can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Mystic Theurge. In addition, she receives bonus spells per day if she has a high Intelligence score. When a mystic theurge prepares a spell in a domain spell slot, it must come from her domain (see Deities, Domains, and Domain Spells, below).
Like a cleric the mystic theurge has access to the spells from the cleric spell list as if she were a cleric. However, a mystic theurge may not use spontaneous casting. Like a wizard, a mystic theurge may know any number of sorcerer/wizard spells and must maintain a spellbook (see below).
She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the mystic theurge decides which spells to prepare both cleric and sorcerer/wizard.
Deities, Domains, and Domain Spells: A mystic theurge selects one domain to represent her spiritual inclinations and abilities. The domain gives the mystic theurge access to a domain spell at each spell level she can cast, from 1st on up, as well as a granted power. A mystic theurge prepares the domain spell each day in her domain spell slot. If a domain spell is not a spell the mystic theurge can normally prepare, she can but only in her domain spell slot.
A mystic theurge is not normally devoted to a particular deity however they can do so if they desire. If a mystic theurge chooses a deity her deity influences her alignment, what magic she can perform, her values, and how others see her. The mystic theurge devoted to a deity chooses a domain from among those belonging to her deity.
Channeling (Su): A mystic theurge can channel the power of his faith through his holy (or unholy) symbol. This can be used to power one of the various divine feats. A mystic theurge may use this channeling power a number of times per day equal to 3 + her charisma modifier. A mystic theurge with a good aura channels positive energy, a mystic theurge with an evil aura channels negative energy and one without a good or evil aura must choose positive or negative energy.
Bonus Languages: A mystic theurges bonus language options include Draconic, Celestial, Abyssal, and Infernal for one of the bonus languages available to the character because of her race.
Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, a mystic theurge gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The mystic theurge must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The mystic theurge is not limited to the categories of metamagic feats, item creation feats, Improved Familiar or Spell Mastery when choosing these feats.
A mystic theurge can forgo gaining one of their bonus feats to obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars for details.
Spellbooks: A mystic theurge must study her spellbook each day to prepare her spells. She cannot prepare any of her sorcerer/wizard spells not recorded in her spellbook, except for read magic, which all mystic theurges can prepare from memory.
A mystic theurge begins play with a spellbook containing eight 0-level plus three 1st-level spells of your choice from the sorcerer/wizard spell list. For each point of Intelligence bonus the mystic theurge has, the spellbook holds one additional 1st-level spell of your choice. At each new mystic theurge level, she gains one new spell of any spell level or levels that she can cast (based on her new mystic theurge level) for her spellbook. At any time, a mystic theurge can also add spells found in other spellbooks to her own. Note that a mystic theurge does not need to keep her cleric spells in her book to prepare them.
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