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Godskook
2009-04-12, 07:29 PM
Ok, I've spent a while reading and re-reading the guides concerning the Mystic Theurge and Arcane Hierophant. Now, if the theurge were the only dual-progression class out there, I'd leave it be, and say fine, it may be below-par, but its better at its niche than anything else. That was five seconds before I found out that Arcane Hierophant does it all better, but shafts non-druids on the deal. My goal is to make something that is more general and less powerful than the AH, but at the same time, is a solid improvement on the Theurge's abilities.

v 0.1
Battle Sage
-----------
HD: d6

Requirements:
To qualify to become a Battle Sage, a character must fulfill all the following criteria.

-Skills
6 ranks in Knowledge(arcana), 6 ranks in Knowledge(nature) or Knowledge(religion)
RAI: nature for druids and rangers, religion for clerics and paladins

-Spells
Able to cast 2nd-level divine spells and 2nd-level arcane spells in two different classes.

-Special
The arcane and divine classes used to access the Battle Sage are referred to as the parent classes from here on out.

Class Skills

The battle sage is considered to have all the class skills of its parent battle and sage classes. In addition, it also has Concentration (Con), Craft (Int), Profession (Wis), and Spellcraft (Int).

2 + Int modifier.

Class Features

All of the following are features of the battle sage prestige class.
-Weapon and Armor Proficiency
Mystic theurges gain no proficiency with any weapon or armor.

-Spells per Day
A battle sage adds his battle sage level to the level of each parent class, for the purpose of determining spells per day.

-Merging Feats
A Battle Sage gains the ability to learn Merging feats.

Battle Sage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2

2nd|
+1|
+0|
+0|
+3|Merging Feat

3rd|
+1|
+1|
+1|
+3

4th|
+2|
+1|
+1|
+4|Merging Feat

5th|
+2|
+1|
+1|
+4

6th|
+3|
+2|
+2|
+5|Merging Feat

7th|
+3|
+2|
+2|
+5

8th|
+4|
+2|
+2|
+6|Merging Feat

9th|
+4|
+3|
+3|
+6

10th|
+5|
+3|
+3|
+7|Merging Feat

11th|
+5|
+3|
+3|
+7

12th|
+6|
+4|
+4|
+8|Merging Feat

13th|
+7|
+4|
+4|
+8

14th|
+8|
+4|
+4|
+9|Merging Feat[/table]

Arcane Armor, Light [Merging]
Prerequisites: Armor proficiency(Light armor)
Benefits: You may cast in light armor without risking arcane spell failure.
Normal: Casting in armor risks ASF.

Arcane Armor, Medium [Merging]
Prerequisites: Armor proficiency(medium armor)
Prerequisites: Arcane Armor, Light
Benefits: You may cast in medium armor without risking arcane spell failure.
Normal: Casting in armor risks ASF.

Arcane Armor, Heavy [Merging]
Prerequisites: Armor proficiency(heavy armor)
Prerequisites: Arcane Armor, Medium
Benefits: You may cast in heavy armor without risking arcane spell failure.
Normal: Casting in armor risks ASF.
Special:

Classy familiar [Merging][Pet]
Prerequisites: Summon familiar
Benefits: You now determine your familiar's abilities based on your character levels instead of your class levels. This overrides all other familiar adjustments, except those that apply to a single-class character.
Normal: Familiars only benefit from levels in a class that already grants a familiar.
Special: You may not have more than Pet feat at a time.
Special: Whenever you may gain a feat, you may also substitute one [Pet] feat for another.

Classy Companion [Merging][Pet]
Prerequisites: Animal Companion
Benefits: You now determine your companion's abilities based on your character levels instead of your class levels. This overrides all other companion adjustments, except those that apply to a single-class character.
Normal: Animal companions only benefit from levels in a class that already grants a familiar.
Special: You may not have more than Pet feat at a time.
Special: Whenever you may gain a feat, you may also substitute one [Pet] feat for another.

Arcane Weapon [Merging]
Prerequisites: Weapon proficiency(equipped weapon)
Benefits: You cast your spells using your weapon to gesture.
Normal: ?
Special:

Arcane Shield[Merging]
Prerequisites: Shield proficiency
Prerequisites: Arcane Weapon
Benefits: You may cast arcane spells while wearing a shield without risking arcane spell failure.
Normal: Casting while wearing a shield risks ASF.

v 1.1Arcane Apostle
-----------
HD: d6

Requirements:
To qualify to become a Arcane Apostle, a character must fulfill all the following criteria.

-Skills
8 ranks in Knowledge(arcana), 8 ranks in Knowledge(religion)

-Spells
Able to cast 2nd-level divine spells and 2nd-level arcane spells

-Class features
Must have the specialist (or a focused specialist) spellcasting feature.
Must have the ability to turn/rebuke undead.

Class Skills

The Arcane Apostle's class skills are Concentration (Con), Craft (Int), Decipher Script(), Diplomacy(Cha), Heal(), Knowledge(all), Profession (Wis), and Spellcraft (Int).

2 + Int modifier.

Class Features

All of the following are features of the Arcane Apostle prestige class.
-Weapon and Armor Proficiency
An Arcane Apostle gains no proficiency with any weapon or armor.

Arcane Apostle
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Unified theories, Greater Domains, Arcane Armor, Sacred Companion

2nd|
+1|
+0|
+0|
+3|Dual Casting

3rd|
+1|
+1|
+1|
+3|Orb of Preparation

4th|
+2|
+1|
+1|
+4|Greater Orb of Preparation

5th|
+2|
+1|
+1|
+4|

6th|
+3|
+2|
+2|
+5|Ease of preparation

7th|
+3|
+2|
+2|
+5|

8th|
+4|
+2|
+2|
+6|

9th|
+4|
+3|
+3|
+6|Integrated Understanding

10th|
+5|
+3|
+3|
+7|Aura of Divine Authority[/table]

Unified Theories
When you take your first take Arcane Apostle, pick an existing arcane casting class and a divine casting class which you can cast 2nd level spells in. Your caster level in these classes is equal to your levels in that class plus your levels in Arcane Apostle + 1.

Aura of Divine Authority(Su)
When active, an Arcane Apostle's alignment, purpose, and deity is instantly known to everyone within 60'. This gives a +10 bonus to diplomacy checks made to acquire assistance in the pursuit of your deity's goals against followers of that deity. It gives a +5 bonus to intimidation checks against anyone of an opposing alignment.

Greater Domains
Select any two new cleric domains, provided they do not conflict with your deity or with your alignment. They do not have to be domains of your deity. Add these to your list of cleric domains. You lose one divine spell slot per level and gain two additional domain spell slots per level. You may now spontaneously convert domain slots into spells as if they were regular divine spell slots.

Special: If you choose the War Domain, you may choose your own 'favored' weapon for the purpose of feats gained. You may not choose a domain more than once.

New spells
At 3rd level, an Arcane Apostle adds Orb of Preparation to his divine spell list. At 4th, he adds Greater Orb of Preparation.

Orb of Preperation
Conjuration (create)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No

Caster selects the level of this spell when he prepares it. Creates an magical orb that can store up to X*2 spell levels worth of spells. The caster can then cast desired spells into the orb. Chosen spells must have a range of touch or personal. Targets are chosen as the spell is cast into the orb, and must be either the caster or an object on his person(as for magic weapon). When the orb is smashed, all stored spells take effect. Smashing it is a standard action and requires one empty hand(not wearing a shield/hold a weapon). If the caster is hasted, he may smash it as a swift action, but the hand he uses to smash it can not be used for anything else this round.

While an orb continues to exist, the caster does not regain the spell-slot used to cast it, nor does he regain spell-slots from spells cast into it. The orb acts as Ioun Stone with 0 hardness and 1 hp.

Special: A caster may only have one Orb at a time.

Greater Orb of Preperation
Conjuration (create)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No

As Orb of Preperation, but can target any player whose alignment does not offend his deity or code of conduct.

Arcane Armor
An Arcane Apostle may ignore 5% ASF/class level(max 50%). This only affects armor that he is proficient with.

Sacred Companion
An Arcane Apostle uses his HD to determine his familiar's abilities. He also gains the improved familiar feat, and may apply the celestial or fiendish template to his current familiar if he has the good or evil domain as his domain, respectively, by completing a 1-hour ritual and using up 500gp in material components.

Integrated Understanding
You receive +2 bonus to Int and Wis scores for the purpose of determining bonus spells, spell DC, spellcraft checks, will saves and spells you may cast.

Dual Casting
If you have not used your move action(s) for this turn, you may cast a second spell this turn as a standard action. Doing so prevents you from taking a move action this turn.

Special: You may not dual cast spells from opposing schools(Conjuration and Necromancy, Divination and Illusion, Abjuration and Evocation, Transmutation
and Enchantment).

Special: You may not dual cast two divine spells or two arcane spells.

Ease of preparation
You may cast any number of orbs of preparation spells at the same time.

Code of conduct:
An Arcane apostle of a given god is subject to all the same restrictions as a cleric of that god. An Arcane Apostle who grossly violates the code of conduct required by his god loses all spells and class features. He cannot thereafter gain levels as an Arcane Apostle of that god until he atones.

More to come.

TheLogman
2009-04-12, 11:05 PM
This looks like an excellent way to do what the Mystic Theurge was supposed to do, that is combine two classes, not give one guy a ton of weak spells for no reason. One of the biggest problems was the lack of imagination, but this merge feat thing looks interesting. I shall continue to watch this thread with anticipation.

Godskook
2009-04-13, 03:22 PM
Arcane Insight [Merging]
Prerequisites: Int 17+, intelligence based arcane casting
Benefits: You gain a +2 arcane bonus to your wisdom score for any purpose related to your wisdom spells.

Divine Student [Merging]
Prerequisites: Wis 17+, wisdom based arcane casting
Benefits: You gain a +2 divine bonus to your intelligence score for any purpose related to your intelligence spells.

Orb of Preperation [Merging]
Benefits: Allows you to cast the spell Orb of Preperation as a known spell. This is the only way a player may learn Orb of Preperation.

Orb of Preperation
Conjuration (summoning)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No

Caster selects the level of this spell when he prepares it. Creates an magical orb that can store up to X*2 spell levels worth of spells. The caster can then cast desired spells into the orb. Chosen spells must have a range of touch or personal. Targets are chosen as the spell is cast into the orb, and must be either the caster or an object on his person(as for magic weapon). When the orb is smashed, all stored spells take effect. Smashing it is a standard action and requires one empty hand(not wearing a shield/hold a weapon). If the caster is hasted, he may smash it as a swift action, but the hand he uses to smash it can not be used for anything else this round.

While an orb continues to exist, the caster does not regain the spell-slot used to cast it, nor does he regain spell-slots from spells cast into it. The orb acts as Ioun Stone with 0 hardness and 1 hp.

Special: A caster may only have one Orb at a time.

Juhn
2009-04-13, 03:33 PM
Where it says "based on your character level", as it's worded now, I believe that technically means that you could progress your familiar by taking, say, rogue levels.

Would it not be easier to word it as "your combined level in all arcane and divine casting classes", if that's what you're going for? Or would that pose the same problem with a bard, for example?

Godskook
2009-04-13, 03:55 PM
Where it says "based on your character level", as it's worded now, I believe that technically means that you could progress your familiar by taking, say, rogue levels.

Would it not be easier to word it as "your combined level in all arcane and divine casting classes", if that's what you're going for? Or would that pose the same problem with a bard, for example?

From what I can tell, I've merely duplicated Obtain Familiar(attempted discussion here (http://www.giantitp.com/forums/showthread.php?t=109197)). I can't be sure, since I don't have personal access to the sourcebook or any 'useful' reproduction of it.

Also, Arcane Hierophant allows a druid 7/wizard 3/AH 10 to have an animal companion with all the good parts of a familiar, as an effective 17th level druid.

Given those facts, and that this is not an explicit class feature, but rather a difficult to justify choice, I see no problem with it. Also, who would take levels in a dual-progression prestige class only to then take levels in a class that is entirely non-useful to the direction of said prestige class? (Please, don't answer, I don't want to know) The main point of Battle Sage is to get 9th level casting pre-epic on both sides of cleric/wizard, just like a AH can with a druid/wizard(using 4 theurge levels to finish the progression, a choice that is considered sub-optimal by the guide I read. Apparently 9th level wizard spells just aren't as valuable there as a straight ). One wasted level in another class kills that chance with the Battle Sage.

Godskook
2009-04-13, 07:50 PM
I've stuck pretty close to the clr/wiz meld, but should I? I mean, favoured soul, spirit shaman, archivist, sorceror, and others need love too, or would it be just too hard to get them all in one prestige class...

Also, are the newer feats too good?(Arcane Insight, Divine Student, Orb of Preparation)

(Arcane Insight and Divine Student weren't worded correctly, this has been corrected)

Godskook
2009-04-15, 12:13 AM
Greater Orb of Preperation [Merging]
Benefits: Allows you to cast the spell Greater Orb of Preperation as a known spell. This is the only way a player may learn Orb of Preperation.

Greater Orb of Preperation
Conjuration (summoning)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No

As Orb of Preperation, but can target any player whose alignment does not offend his deity or code of conduct. Casting it on anyone else is a violation requiring atonement.

---------------------------

Divine Studies
When determining spells per day, a Battle Sage gets access to spell slots from domains, specialization, and high ability scores two levels prior to his normal spell slots. This ability does not change his normal spell progression, and spell slots unlocked this way follow the normal rules for those slots.

Ugh, I liked that last idea, but I think there's a better way of saying it than I did.

Godskook
2009-04-18, 04:36 AM
Ok, went through and flavored this boy up some. Redid the design a tad, boosted the requirements, and upped the power. An Arcane Apostle gains access to spells two levels after single-class wizards do, or three levels for general spell slots of that spell level. Hopefully this is enough delay to keep him in check, power-wise while still being competitive. Does anyone have any thoughts?




Arcane Apostle
-----------
HD: d6

Requirements:
To qualify to become a Arcane Apostle, a character must fulfill all the following criteria.

-Skills
8 ranks in Knowledge(arcana), 8 ranks in Knowledge(religion)

-Spells
Able to cast 4th-level divine spells and 4th-level arcane spells

-Class features
Must have the specialist (or a focused specialist) spellcasting feature.
Must have the ability to turn/rebuke undead.

Class Skills

The Arcane Apostle's class skills are Concentration (Con), Craft (Int), Decipher Script(), Diplomacy(Cha), Heal(), Knowledge(all), Profession (Wis), and Spellcraft (Int).

2 + Int modifier.

Class Features

All of the following are features of the Arcane Apostle prestige class.
-Weapon and Armor Proficiency
An Arcane Apostle gains no proficiency with any weapon or armor.

Arcane Apostle
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Unified theories, Greater Domains, Specialized Caster(5th), Arcane Armor, Sacred Companion

2nd|
+1|
+0|
+0|
+3|Generalized Caster(5th)

3rd|
+1|
+1|
+1|
+3|Specialized Caster(6th), Orb of Preparation

4th|
+2|
+1|
+1|
+4|Generalized Caster(6th), Greater Orb of Preparation

5th|
+2|
+1|
+1|
+4|Specialized Caster(7th), Aura of Divine Authority

6th|
+3|
+2|
+2|
+5|Generalized Caster(7th)

7th|
+3|
+2|
+2|
+5|Specialized Caster(8th)

8th|
+4|
+2|
+2|
+6|Generalized Caster(8th)

9th|
+4|
+3|
+3|
+6|Specialized Caster(9th), Integrated Understanding

10th|
+5|
+3|
+3|
+7|Generalized Caster(9th), Epic Destiny[/table]

Unified Theories
Whenever you gain a level in Arcane Apostle, you gain +1 caster level in one arcane spell-casting class and one divine spell-casting class.

Aura of Divine Authority(Su)
When active, an Arcane Apostle's alignment, purpose, and deity is instantly known to everyone within 60'. In addition, this acts as frightful presence for anyone of an opposite alignment. The DC is equal to 10 + 1/2 divine caster level + caster's Cha modifier.

Greater Domains
Select any two new cleric domains, provided they do not conflict with the alignment of your deity or with your own. They do not have to be domains of your deity. Add these to your list of cleric domains. You lose one divine spell slot per level and gain two additional domain spell slots per level. You may now convert domain slots into cure spells as if they were regular divine spell slots.

Special: If you choose the War Domain, you may choose your own 'favored' weapon for the purpose of feats gained. You may not choose a domain more than once.

Specialized Caster
At each odd level, you gain access to domain and specialized spell slots of the your next highest spell level in one divine and one arcane spellcasting class. In addition, you gain one additional spell for your spellbook.

Special: This ability does not give access to spell slots gained from a high ability score.

Generalized Caster
At each even level, you may substitute your HD to calculate your spells per day, but only for spell levels you are already capable of casting.

New spells
At 3rd level, an Arcane Apostle adds Orb of Preparation to his divine spell list. At 4th, he adds Greater Orb of Preparation.

Orb of Preperation
Conjuration (summoning)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No

Caster selects the level of this spell when he prepares it. Creates an magical orb that can store up to X*2 spell levels worth of spells. The caster can then cast desired spells into the orb. Chosen spells must have a range of touch or personal. Targets are chosen as the spell is cast into the orb, and must be either the caster or an object on his person(as for magic weapon). When the orb is smashed, all stored spells take effect. Smashing it is a standard action and requires one empty hand(not wearing a shield/hold a weapon). If the caster is hasted, he may smash it as a swift action, but the hand he uses to smash it can not be used for anything else this round.

While an orb continues to exist, the caster does not regain the spell-slot used to cast it, nor does he regain spell-slots from spells cast into it. The orb acts as Ioun Stone with 0 hardness and 1 hp.

Special: A caster may only have one Orb at a time.

Greater Orb of Preperation [Merging]
Benefits: Allows you to cast the spell Greater Orb of Preperation as a known spell. This is the only way a player may learn Orb of Preperation.

Greater Orb of Preperation
Conjuration (summoning)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No

As Orb of Preperation, but can target any player whose alignment does not offend his deity or code of conduct.

Arcane Armor
An Arcane Apostle may ignore 5% ASF for each class level he has(max 50%). This only affects armor that he is proficient with.

Sacred Companion
An Arcane Apostle uses his HD to determine his familiar's abilities. The familiar's natural weapons are now treated as magical and aligned(as his master's alignment) for the purpose of damage reduction.

Integrated Understanding
You receive +2 bonus to Int and Wis scores for the purpose of determining bonus spells, spell DC, spellcraft checks, will saves and spells you may cast.

Epic Destiny
You are now destined for apotheosis, although you are not ready for it.

Code of conduct:
An Arcane apostle of a given god is subject to all the same restrictions as a cleric of that god. An Arcane Apostle who grossly violates the code of conduct required by his god loses all spells and class features. He cannot thereafter gain levels as an Arcane Apostle of that god until he atones.

Godskook
2009-04-23, 07:03 PM
Arcane Apostle
-----------
HD: d6

Requirements:
To qualify to become a Arcane Apostle, a character must fulfill all the following criteria.

-Skills
8 ranks in Knowledge(arcana), 8 ranks in Knowledge(religion)

-Spells
Able to cast 2nd-level divine spells and 2nd-level arcane spells

-Class features
Must have the specialist (or a focused specialist) spellcasting feature.
Must have the ability to turn/rebuke undead.

Class Skills

The Arcane Apostle's class skills are Concentration (Con), Craft (Int), Decipher Script(), Diplomacy(Cha), Heal(), Knowledge(all), Profession (Wis), and Spellcraft (Int).

2 + Int modifier.

Class Features

All of the following are features of the Arcane Apostle prestige class.
-Weapon and Armor Proficiency
An Arcane Apostle gains no proficiency with any weapon or armor.

Arcane Apostle
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Unified theories, Greater Domains, Arcane Armor, Sacred Companion

2nd|
+1|
+0|
+0|
+3|Dual Casting

3rd|
+1|
+1|
+1|
+3|Orb of Preparation

4th|
+2|
+1|
+1|
+4|Greater Orb of Preparation

5th|
+2|
+1|
+1|
+4|

6th|
+3|
+2|
+2|
+5|Ease of preparation

7th|
+3|
+2|
+2|
+5|

8th|
+4|
+2|
+2|
+6|

9th|
+4|
+3|
+3|
+6|Integrated Understanding

10th|
+5|
+3|
+3|
+7|Aura of Divine Authority[/table]

Unified Theories
When you take your first take Arcane Apostle, pick an existing arcane casting class and a divine casting class which you can cast 2nd level spells in. Your caster level in these classes is equal to your levels in that class plus your levels in Arcane Apostle + 1.

Aura of Divine Authority(Su)
When active, an Arcane Apostle's alignment, purpose, and deity is instantly known to everyone within 60'. This gives a +10 bonus to diplomacy checks made to acquire assistance in the pursuit of your deity's goals against followers of that deity. It gives a +5 bonus to intimidation checks against anyone of an opposing alignment.

Greater Domains
Select any two new cleric domains, provided they do not conflict with your deity or with your alignment. They do not have to be domains of your deity. Add these to your list of cleric domains. You lose one divine spell slot per level and gain two additional domain spell slots per level. You may now spontaneously convert domain slots into spells as if they were regular divine spell slots.

Special: If you choose the War Domain, you may choose your own 'favored' weapon for the purpose of feats gained. You may not choose a domain more than once.

New spells
At 3rd level, an Arcane Apostle adds Orb of Preparation to his divine spell list. At 4th, he adds Greater Orb of Preparation.

Orb of Preperation
Conjuration (create)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No

Caster selects the level of this spell when he prepares it. Creates an magical orb that can store up to X*2 spell levels worth of spells. The caster can then cast desired spells into the orb. Chosen spells must have a range of touch or personal. Targets are chosen as the spell is cast into the orb, and must be either the caster or an object on his person(as for magic weapon). When the orb is smashed, all stored spells take effect. Smashing it is a standard action and requires one empty hand(not wearing a shield/hold a weapon). If the caster is hasted, he may smash it as a swift action, but the hand he uses to smash it can not be used for anything else this round.

While an orb continues to exist, the caster does not regain the spell-slot used to cast it, nor does he regain spell-slots from spells cast into it. The orb acts as Ioun Stone with 0 hardness and 1 hp.

Special: A caster may only have one Orb at a time.

Greater Orb of Preperation
Conjuration (create)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No

As Orb of Preperation, but can target any player whose alignment does not offend his deity or code of conduct.

Arcane Armor
An Arcane Apostle may ignore 5% ASF/class level(max 50%). This only affects armor that he is proficient with.

Sacred Companion
An Arcane Apostle uses his HD to determine his familiar's abilities. He is also gains the improved familiar feat, and may apply the celestial or fiendish template to his current familiar if he has the good or evil domain as his domain, respectively.

Integrated Understanding
You receive +2 bonus to Int and Wis scores for the purpose of determining bonus spells, spell DC, spellcraft checks, will saves and spells you may cast.

Dual Casting
If you have not used your move action(s) for this turn, you may cast a second spell this turn as a standard action. Doing so prevents you from taking a move action this turn.

Special: You may not dual cast spells from opposing schools(Conjuration and Necromancy, Divination and Illusion, Abjuration and Evocation, Transmutation
and Enchantment).

Special: You may not dual cast two divine spells or two arcane spells.

Ease of preparation
You may cast any number of orbs of preparation spells at the same time.

Code of conduct:
An Arcane apostle of a given god is subject to all the same restrictions as a cleric of that god. An Arcane Apostle who grossly violates the code of conduct required by his god loses all spells and class features. He cannot thereafter gain levels as an Arcane Apostle of that god until he atones.

Pramxnim
2009-04-24, 03:17 AM
If you required Turn Undead, wouldn't you be restricting classes like the Shugenja and Spirit Shaman (or any other homebrew divine casters out there). I don't see Turn Undead as a Divine caster defining thing.

Godskook
2009-04-26, 04:34 AM
If you required Turn Undead, wouldn't you be restricting classes like the Shugenja and Spirit Shaman (or any other homebrew divine casters out there). I don't see Turn Undead as a Divine caster defining thing.

Great, someone commenting!

Well, first off, spirit shamans, from what I can find, are nature casters not religion casters. My current flavor is religious, leaving them out cold either way. Second, I've never, ever, read anything on Shugenja. I don't like that I'm leaving some classes out in the cold, but if I try and include everything, I'll just rewrite the mystic theurge as-is. Maybe if I get some review that this is actually a usable class, I'll forge on to making more dual-casters for other combos. Finally, I've read a lot about what clerics and wizards are capable of doing and why dipping hurts for getting the theurge(#1 being that quantity < quality when it comes to spell slots). I simply don't know enough about other classes to make this Prc class both generic and balanced, so I gave up trying to make it generic.

I'm still working on it as well, I'm trying to come up with something new for the dead levels that isn't overwhelming, but is still useful. I also need to go through and spellcheck what I've got, put up top, and adjust the BAB so that the expected entry gets that third attack at level 20.

Please, keep commenting.

Godskook
2009-04-28, 11:55 PM
New thoughts:

Purge(Sp):
At 10th level, an Arcane Apostle may choose to purge a enemy character. As a standard action the Arcane Apostle rolls a ranged touch attack against a target, after sacrificing any number of spells. If the target is in melee range, there is no saving throw, and damage is applied based on the spells sacrificed. If the target is not in melee range, it is allowed a reflex save for half damage(this damage is not reduced further by any class feature or feat). Damage is dealt based on the spell level of each spell slot sacrificed(See table). For each spell slot consumed, the Arcane Apostle takes 1d6 damage. He is exhausted for 1d4 rounds and is sickened and fatigued for the rest of the day. This ability has no affect on a character whose alignment within one step of either the Apostle's or his deity.(A NG Apostle of a LG god could only affect LE, NE, CE and CN characters)

{table=head]Spell Level|Damage
0|1
1|1d2
2|1d3
3|1d4
4|1d6
5|1d8
6|1d10
7|2d6
8|2d8
9|2d10
[/table]

I was reading through Complete divine and thought relics would be a nice additional flavor, but I'm not sure if I can fit them without overpowering the class. Thoughts? Perhaps require true believer as a pre-req to get in.

Flavor startup(don't critique yet):
Arcane Apostles are both seekers and dispensers of knowledge. Their awareness of their deity is great, but unlike clerics, this is inspired as much by their knowledge of truth as it is faith in the unseen.