Cerebral Theurge

Cerebral theurges place no boundaries on their magical abilities and find no irreconcilable paradox in devotion to Psychic as well as other forms of magic. 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, Cerebral 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.

Cerebral Theurges are drawn from multiclass spellcasters who can already cast both Psychic and one of the other types of spells, and the powers that they gain increase their mastery over both.

Role: The Cerebral Theurge is a powerful component for any party, supplying magic for attack, defense, and healing. Cerebral Theurges travel the world in search of Psychic 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: The motivations of a Cerebral Theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful Cerebral Theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic Cerebral Theurges are rarer still, as the calling generally requires great personal discipline.

Requirements

To qualify to become a Cerebral Theurge, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 5 ranks.
Spells: Able to cast 2nd-level Psychic spells and 1st-level spells from another form of magic.

Class Skills

The Cerebral Theurge’s class skills are Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d6.

Class Features

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells Per Day
1st+0+0+0+1Continuance power (Su)+1 level of existing Psychic spellcasting class/
+1 level of other existing spellcasting class
2nd+1+1+1+1+1 level of existing Psychic spellcasting class/
+1 level of other existing spellcasting class
3rd+1+1+1+2Continuance power (Su)+1 level of existing Psychic spellcasting class/
+1 level of other existing spellcasting class
4th+2+1+1+2+1 level of existing Psychic spellcasting class/
+1 level of other existing spellcasting class
5th+2+2+2+3Continuance power (Su)+1 level of existing Psychic spellcasting class/
+1 level of other existing spellcasting class
6th+3+2+2+3+1 level of existing Psychic spellcasting class/
+1 level of other existing spellcasting class
7th+3+2+2+4Continuance power (Su)+1 level of existing Psychic spellcasting class/
+1 level of other existing spellcasting class
8th+4+3+3+4+1 level of existing Psychic spellcasting class/
+1 level of other existing spellcasting class
9th+4+3+3+5Continuance power (Su)+1 level of existing Psychic spellcasting class/
+1 level of other existing spellcasting class
10th+5+3+3+5Spell synthesis+1 level of existing Psychic spellcasting class/
+1 level of other existing spellcasting class

All of the following are features of the mystic theurge prestige class.

Weapon and Armor Proficiency: Cerebral Theurges gain no proficiency with any weapon or armor.

Spells per Day: When a new Cerebral Theurge level is gained, the character gains new spells per day as if he had also gained a level in any one Psychic spellcasting class he belonged to before he added the prestige class and any one other spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of Cerebral Theurge to the level of whatever other psychic spellcasting class and another spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one Psychic spellcasting class or more than one other spellcasting class before he became a Cerebral Theurge, he must decide to which class he adds each level of Cerebral Theurge for the purpose of determining spells per day.

Continuance power (Su): The Cerebral Theurge chooses one level dependant power he has from any previous class, levels of Cerebral Theurge add that that previous class for that one power.

at 3rd, 5th, 7th and 9th level you choose one more level dependant power that Cerebral Theurge adds levels too.

Spell Synthesis (Su): At 10th 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.

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