Jormengand
2016-05-04, 01:29 PM
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Familiar, Turn or Rebuke Undead31————————
2nd+1+0+0+3Synthesis Spell 0lvl42————————
3rd+1+1+1+3White Lightning 1d6421———————
4th+2+1+1+4Synthesis Spell 1st532———————
5th+2+1+1+45321——————
6th+3+2+2+5Synthesis Spell 2nd5332——————
7th+3+2+2+5White Lightning 2d664321—————
8th+4+2+2+6Synthesis Spell 3rd64332—————
9th+4+3+3+6644321————
10th+5+3+3+7Synthesis Spell 4th644332————
11th+5+3+3+7White Lightning 3d66544321———
12th+6/+1+4+4+8Synthesis Spell 5th6544332———
13th+6/+1+4+4+865544321——
14th+7/+2+4+4+9Synthesis Spell 6th65544332——
15th+7/+2+5+5+9White Lightning 4d6655544321—
16th+8/+3+5+5+10Synthesis Spell 7th665544332—
17th+8/+3+5+5+106655544321
18th+9/+4+6+6+11Synthesis Spell 8th6665544332
19th+9/+4+6+6+11White Lightning 5d66665554433
20th+10/+5+6+6+12Synthesis Spell 9th6666554444
Alignment: A mystic theurge’s alignment must be within one step of his 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 his deity’s alignment is also neutral.
Hit Die: 1d4
Class Skills:
The mystic theurge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (Int modifier) × 4
Skill Points at Each Additional Level: Int modifier
Weapon and Armour Proficiency
Mystic Theurges are not proficient with any type of weapons, armour or shields.
Spells
Mystic Theurges keep spellbooks as a wizard does. A mystic theurge begins play with a spellbook containing all 0-level wizard spells, plus 2 1st-level wizard spells of his choice. For each point of intelligence bonus he has, the spellbook contains an additional 1st-level wizard spell of his choice. At each new wizard level, he gains one new spell of any spell level 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 characters’ spellbooks to his own.
Unlike a bard or sorcerer, a mystic theurge may know any number of spells. He must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour praying and studying his spellbook. While studying and praying, the mystic theurge decides which spells to prepare. He can prepare arcane spells from his spellbook or divine spells directly from the cleric spell list, and fill his spells per day as he wishes. He does not gain domains.
Mystic theurges cast arcane spells just like a wizard and divine spells just like a cleric.
Familiar
Mystic theurges can obtain familiars just like sorcerers do.
Turn or Rebuke Undead (Su)
Mystic theurges can turn or rebuke undead just like a cleric of the same alignment does.
Synthesis Spell
From second level, a mystic theurge can cast an arcane 0-level spell and a divine 0-level spell at the same time, so long as they have the same casting time, or if one has a shorter casting time and you spend the greater length of time. They both take effect simultaneously, and you can choose new targets for each one unless they are both touch spells, in which case make a single touch attack (if needed) for both. To use this ability, both hands must be free to manipulate materials and foci, and to make somatic gestures. A synthesis spell always has a somatic, verbal, and divine focus component and they can't be removed.
Every second level after second, the mystic theurge gains the ability to synthesise the next level of spells. The two spells to be synthesised must be one arcane and one divine, and must be the same level (not just cast from the same level slot, although heightening them is okay).
White Lightning (Sp)
Once per day per class level, starting from third level, the mystic theurge can fire a bolt of white lightning. This deals 1d6 points of lightning damage, plus 1d6 per 4 levels after 3rd, to a single target within 60 feet, and heals the mystic theurge by the same amount. Hitting with the white bolt requires a ranged touch attack, and if it fails the mystic theurge is not healed.
1st+0+0+0+2Familiar, Turn or Rebuke Undead31————————
2nd+1+0+0+3Synthesis Spell 0lvl42————————
3rd+1+1+1+3White Lightning 1d6421———————
4th+2+1+1+4Synthesis Spell 1st532———————
5th+2+1+1+45321——————
6th+3+2+2+5Synthesis Spell 2nd5332——————
7th+3+2+2+5White Lightning 2d664321—————
8th+4+2+2+6Synthesis Spell 3rd64332—————
9th+4+3+3+6644321————
10th+5+3+3+7Synthesis Spell 4th644332————
11th+5+3+3+7White Lightning 3d66544321———
12th+6/+1+4+4+8Synthesis Spell 5th6544332———
13th+6/+1+4+4+865544321——
14th+7/+2+4+4+9Synthesis Spell 6th65544332——
15th+7/+2+5+5+9White Lightning 4d6655544321—
16th+8/+3+5+5+10Synthesis Spell 7th665544332—
17th+8/+3+5+5+106655544321
18th+9/+4+6+6+11Synthesis Spell 8th6665544332
19th+9/+4+6+6+11White Lightning 5d66665554433
20th+10/+5+6+6+12Synthesis Spell 9th6666554444
Alignment: A mystic theurge’s alignment must be within one step of his 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 his deity’s alignment is also neutral.
Hit Die: 1d4
Class Skills:
The mystic theurge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (Int modifier) × 4
Skill Points at Each Additional Level: Int modifier
Weapon and Armour Proficiency
Mystic Theurges are not proficient with any type of weapons, armour or shields.
Spells
Mystic Theurges keep spellbooks as a wizard does. A mystic theurge begins play with a spellbook containing all 0-level wizard spells, plus 2 1st-level wizard spells of his choice. For each point of intelligence bonus he has, the spellbook contains an additional 1st-level wizard spell of his choice. At each new wizard level, he gains one new spell of any spell level 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 characters’ spellbooks to his own.
Unlike a bard or sorcerer, a mystic theurge may know any number of spells. He must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour praying and studying his spellbook. While studying and praying, the mystic theurge decides which spells to prepare. He can prepare arcane spells from his spellbook or divine spells directly from the cleric spell list, and fill his spells per day as he wishes. He does not gain domains.
Mystic theurges cast arcane spells just like a wizard and divine spells just like a cleric.
Familiar
Mystic theurges can obtain familiars just like sorcerers do.
Turn or Rebuke Undead (Su)
Mystic theurges can turn or rebuke undead just like a cleric of the same alignment does.
Synthesis Spell
From second level, a mystic theurge can cast an arcane 0-level spell and a divine 0-level spell at the same time, so long as they have the same casting time, or if one has a shorter casting time and you spend the greater length of time. They both take effect simultaneously, and you can choose new targets for each one unless they are both touch spells, in which case make a single touch attack (if needed) for both. To use this ability, both hands must be free to manipulate materials and foci, and to make somatic gestures. A synthesis spell always has a somatic, verbal, and divine focus component and they can't be removed.
Every second level after second, the mystic theurge gains the ability to synthesise the next level of spells. The two spells to be synthesised must be one arcane and one divine, and must be the same level (not just cast from the same level slot, although heightening them is okay).
White Lightning (Sp)
Once per day per class level, starting from third level, the mystic theurge can fire a bolt of white lightning. This deals 1d6 points of lightning damage, plus 1d6 per 4 levels after 3rd, to a single target within 60 feet, and heals the mystic theurge by the same amount. Hitting with the white bolt requires a ranged touch attack, and if it fails the mystic theurge is not healed.