Jaerc
2008-08-30, 10:36 PM
MYSTIC THEURGE
“I have unlocked secrets hidden in the grimoires of a thousand kingdoms and been a peerless exarch for my god. My mind and soul hold the answers to questions beyond mortal ken, the true essence of magic.”
When a devout wizards finds the path to enlightenment and unifies his traditions he becomes a mystic theurge. When a holy scholar dedicated to his library of arcane tomes discovers the underlying principles of his magic he too walks with path. The mighty sorcerer whose blood is from Heaven and the elven druid who sings lullabies to the forest also become this class. Mystic Theurges gain
Becoming a Mystic Theurge
Most often members of this class were once priests who lacked divine blessings of a cleric and studied the arcane while in the clergy. their arcane might attracted the attention of the gods and they were blessed with true miracles. Boccob and Vecna are most likely to grant this boon but mystic theurges devoted to nearly every god are recorded as well as those who are attuned only to a spiritual path. Much less often a devoted member of the cloth will take up arcane training and eventually meld the disciplines to become a mystic theurge. Most rarely of all other practitioners of the two most imminent forms of magic will unite their paths of study.
ENTRY REQUIREMENTS
To qualify to become a mystic theurge, a character must fulfill the following criteria.
Skills: Knowledge (arcana) 9 ranks, Knowledge (religion) 9 ranks
Feats: Either Spell Focus or Spell Mastery and either Extra Domain or Weapon Focus
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells
Class Skills
The mystic theurge’s class skills (and the key ability for each skill) are... forthcoming but won't suck.
Skills Points at Each Level: 4 + int
Hit Dice: d6
BAB: Poor
Saves: Fort Poor, Refx Poor, Will Good
1.Spellcasting, Practiced Novitiate
2.Mystic Aegis
3.Arcane Prayer
4.Bonus Feat
5.Dual Actions
6.Weave Essence
7.Sculpt Magic
8.Bonus Feat
9.Occult Defiance
10.Mystic Apotheosis
Spellcasting: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.
Bonus Feats: All feats with the Metamagic, Reserve, Divine, or Domain descriptor, as well as anything else that is obvious.
Practiced Novitiate (Ex): At 1st level your caster level for two spellcasting classes you used as prerequisites for this class increases by +2. This can’t increase your caster level beyond your HD. Even if you can’t benefit from the full bonus immediately, if you later gain noncaster-level HD you then apply the rest of the bonus.
Mystic Aegis (Su): At 2nd level you gain two tactical options. The first activates when you cast an arcane spell and then before the end of your next turn cast a divine spell of an equal or higher level. You may then expend a spell slot of a level equal to the lowest of the set-up spells to gain add either your Wis or Int bonus to your AC until the end of your next turn. The second activates when you cast a divine spell and then before the end of your next turn cast an arcane spell of an equal of higher level. You may then expend a spellslot of a level equal to the lowest of the set-up spells to add either your Wis or Int bonus to two of your saves until the end of your next turn.
Dual Actions (Su): Starting at 5th level the mystic theurge can, once per encounter, take two full-rounds' worth of actions in the same round. At 9th level the mystic theurge may additionally do this once per day.
Weave Essence (Su): At 6th level magic becomes easier for your to bend to your exact needs. You may either choose to either gain the ability Mastery of Shaping or reduce the cost of all metamagic by one level. At 10th level you may reduce the cost of all metamagic by one level or you gain the ability to spend a full round action in concentration and gain a number of spell points equal to your Wis+Int bonuses.
Sculpt Magic (Su): At 7th level your mastery of the arcane and divine allows you to fundamentally modify the way you channel magic. You can prepare and cast any spell you know as either an arcane spell or a divine spell. You can apply to take away any descriptor to any spell you cast, and hence change that spell in the way that dictates.
Artisan of Reality (Ex): At 9th level you may once per day when your life is threatened you can ,as an immediate action, spontaneously cast either wish or miracle, regardless of any circumstance that would normally make this impossible. The intent of your spell if followed exactly though you are still limited by what the spell can do. This never costs any experience points.
Mystic Apotheosis (Su): When you reach 10th level you transcend mortal magic. You may choose one of three paths. You can transcend to become similar to either an elemental, aberration , or outsider. Regardless you become ageless. If you elevate your essence to the Realities Beyond you gain DR 10/epic and SR 12+character level. If you unlock the secrets of the Void you are granted immunity to mind-affecting effects and immediately gain 65 hit points. If you infuse yourself with the elements you gain all immunity to flanking, critical hits, poison, sleep effects, paralysis, stunning, and you no longer need to sleep, eat or breath.
“I have unlocked secrets hidden in the grimoires of a thousand kingdoms and been a peerless exarch for my god. My mind and soul hold the answers to questions beyond mortal ken, the true essence of magic.”
When a devout wizards finds the path to enlightenment and unifies his traditions he becomes a mystic theurge. When a holy scholar dedicated to his library of arcane tomes discovers the underlying principles of his magic he too walks with path. The mighty sorcerer whose blood is from Heaven and the elven druid who sings lullabies to the forest also become this class. Mystic Theurges gain
Becoming a Mystic Theurge
Most often members of this class were once priests who lacked divine blessings of a cleric and studied the arcane while in the clergy. their arcane might attracted the attention of the gods and they were blessed with true miracles. Boccob and Vecna are most likely to grant this boon but mystic theurges devoted to nearly every god are recorded as well as those who are attuned only to a spiritual path. Much less often a devoted member of the cloth will take up arcane training and eventually meld the disciplines to become a mystic theurge. Most rarely of all other practitioners of the two most imminent forms of magic will unite their paths of study.
ENTRY REQUIREMENTS
To qualify to become a mystic theurge, a character must fulfill the following criteria.
Skills: Knowledge (arcana) 9 ranks, Knowledge (religion) 9 ranks
Feats: Either Spell Focus or Spell Mastery and either Extra Domain or Weapon Focus
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells
Class Skills
The mystic theurge’s class skills (and the key ability for each skill) are... forthcoming but won't suck.
Skills Points at Each Level: 4 + int
Hit Dice: d6
BAB: Poor
Saves: Fort Poor, Refx Poor, Will Good
1.Spellcasting, Practiced Novitiate
2.Mystic Aegis
3.Arcane Prayer
4.Bonus Feat
5.Dual Actions
6.Weave Essence
7.Sculpt Magic
8.Bonus Feat
9.Occult Defiance
10.Mystic Apotheosis
Spellcasting: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.
Bonus Feats: All feats with the Metamagic, Reserve, Divine, or Domain descriptor, as well as anything else that is obvious.
Practiced Novitiate (Ex): At 1st level your caster level for two spellcasting classes you used as prerequisites for this class increases by +2. This can’t increase your caster level beyond your HD. Even if you can’t benefit from the full bonus immediately, if you later gain noncaster-level HD you then apply the rest of the bonus.
Mystic Aegis (Su): At 2nd level you gain two tactical options. The first activates when you cast an arcane spell and then before the end of your next turn cast a divine spell of an equal or higher level. You may then expend a spell slot of a level equal to the lowest of the set-up spells to gain add either your Wis or Int bonus to your AC until the end of your next turn. The second activates when you cast a divine spell and then before the end of your next turn cast an arcane spell of an equal of higher level. You may then expend a spellslot of a level equal to the lowest of the set-up spells to add either your Wis or Int bonus to two of your saves until the end of your next turn.
Dual Actions (Su): Starting at 5th level the mystic theurge can, once per encounter, take two full-rounds' worth of actions in the same round. At 9th level the mystic theurge may additionally do this once per day.
Weave Essence (Su): At 6th level magic becomes easier for your to bend to your exact needs. You may either choose to either gain the ability Mastery of Shaping or reduce the cost of all metamagic by one level. At 10th level you may reduce the cost of all metamagic by one level or you gain the ability to spend a full round action in concentration and gain a number of spell points equal to your Wis+Int bonuses.
Sculpt Magic (Su): At 7th level your mastery of the arcane and divine allows you to fundamentally modify the way you channel magic. You can prepare and cast any spell you know as either an arcane spell or a divine spell. You can apply to take away any descriptor to any spell you cast, and hence change that spell in the way that dictates.
Artisan of Reality (Ex): At 9th level you may once per day when your life is threatened you can ,as an immediate action, spontaneously cast either wish or miracle, regardless of any circumstance that would normally make this impossible. The intent of your spell if followed exactly though you are still limited by what the spell can do. This never costs any experience points.
Mystic Apotheosis (Su): When you reach 10th level you transcend mortal magic. You may choose one of three paths. You can transcend to become similar to either an elemental, aberration , or outsider. Regardless you become ageless. If you elevate your essence to the Realities Beyond you gain DR 10/epic and SR 12+character level. If you unlock the secrets of the Void you are granted immunity to mind-affecting effects and immediately gain 65 hit points. If you infuse yourself with the elements you gain all immunity to flanking, critical hits, poison, sleep effects, paralysis, stunning, and you no longer need to sleep, eat or breath.