Home >Classes >3rd Party Classes >

Theurge (3pp)

Theurge

Wizards cast spells. Clerics utter prayers. Sorcerers draw on their magical bloodlines and druids draw on the power of nature. You do none of these things, or perhaps maybe all of them. For you magic is simply magic, regardless of from whence it arises. You are not bound by the precepts of the arcane or the divine. You do as you see fit, limited only by your ability to channel the energy you desire through your very being. Others call you Theurge for your ability to call upon divine magic without the sponsors of the gods. Perhaps you do in fact have a relationship to a deity that assists you in your work. On the other hand, you might be your own god.

Play style: The Theurge is the class intended for players looking to take on the role of a caster without the complication of preparing a spellbook or suite of prayers. It is like the Ranger or Barbarian in that it has no powers or spells to learn as it levels up. The Theurge takes advantage of weapon abstractions and a clear damage-by-level progression to allow for a free-wheeling style of combat magic. It is also an excellent choice for players looking to combine the traditional wizard and cleric classes. The Theurge is very well-suited to new players or players coming in from games with lighter rulesets.

It allows the player to let her imagination loose describing her magical abilities without the tradition al distinctions between arcane and divine magic. It does not offer many mechanical options, so players who enjoy making lots of choices or exploring a class’ potential for hidden gems may find the Theurge a bit underwhelming. Theurge characters model fictional characters like Gandalf the White or Albus Dumbledore.

Ability Scores: Most Theurge characters rely on study of various magical disciplines to achieve their power and thus need a high Intelligence. Intelligence is also helpful in further application of the principles and information gained in process of that study. Theurges who have a legitimate connection to a deity of power or magic utilize their powerful faith to breach the boundaries of magic and thus need a high Wisdom. Nature-loving Theurges want a high Wisdom as well since it aids with perception and survival situations. A rare few Theurges have neither sufficient reason or faith, but can call upon their tremendous Constitution to channel magical energy in a brute-force fashion. As a Theurge, you can add +2 to your Intelligence, Wisdom or Constitution so long as you have not added to that score with your racial bonus. Which ever stat you choose is the one you will use for at tack and damage with your MAGIC attacks (see Basic Attacks below).

Races: Dwarves find the path of the Theurge preferable to the Wizard. It means they don’t have to rely on Elven traditions and rituals to accomplish similar feats and it plays into the Dwarves’ strong religious culture. Gnomes enjoy the roundabout, rebellious nature of accessing one type of magic via another type and blending them. Humans stand astride various traditions making the Theurge a natural fit. Half-elves and half-orcs, already neither one race nor another, relate to the bridging nature of the Theurge’s craft.

Backgrounds: The backgrounds of Theurges over lap with many of the core magical classes, though with a bit of a rebellious, weary or disenchanted (pun intended) bent. Many Theurges were at one point a more specialized caster before their curiosity, brilliance or rabble-rousing brought them into the Theurge fold.

Examples: Disgraced research wizard, Saw through the temple’s lies, Bearer of the forbidden tomes, Chosen of Dasha, Eclectic education

Icons: Icons strongly associated with either the ar cane or the divine view the Theurge with some dis trust for crossing the long-respected boundaries.

The Archmage, High Druid and Priestess are usually hostile to Theurges without some good reason otherwise. Conversely the Diabolist and the Lich King make very good use of Theurge abilities. All other icons have more pressing concerns than knowing precisely from where an adventurer’s power stems or whether or not she is crossing obscure or archaic separations.

Gear

At 1st level, a Theurge has a focus of power – an implement through which she directs her will. The implement may be traditional like a wand or holy sym bol. It can also be personal such as a charm, tattoo or fetish. A simple weapon, like a dagger or mace, might be on-hand but if so it is largely for show or some utilitarian purpose. A Theurge trained in the wearing of armor can have that armor. Theurges with some real-world experience have a small savings of about 25 gp to begin with. First-timers possess only whatever their heritage affords them, in the form of 1d6 x 10 gp.

Armor

Armor is not usually a strong point for the Theurge. She must spend a great deal of time studying and learning to blend the various magical traditions which doesn’t leave much for warrior proficiencies. The table below shows the base AC of the Theurge:

Armor
Armor Type Base AC Atk Penalty
None 10
Light 11 -1 (weapons)
Heavy 12 -2 (all)
Shield +1

 

Magic is the Theurge’s weapon, plain and simple. It is at her beck and call all day, every day. She may throw a fireball one moment, entangle opponents in vines the next and then drain vitality with a vampiric touch as a mere matter of course. She is also versed with a few simple weapons should the occasional pesky anti-magic field come into play.

Melee Weapons
  One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 shortsword, hand axe 1d8 war axe, spear
Heavy or Martial 1d8 MAGIC, longsword, warhammer 1d10 (-2 atk) greatsword

 

Ranged Weapons
  Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 (-2 atk) shortbow
Heavy or Martial 1d8 heavy crossbow 1d8 (-2 atk) longbow

 

Level Progression
Theurge Level Total Hit Points Total Feats Class Talents Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1 (6 + CON mod) x 3 1 adventurer 3   ability modifier
Level 2 (6 + CON mod) x 4 2 adventurer 3   ability modifier
Level 3 (6 + CON mod) x 5 3 adventurer 3   ability modifier
Level 4 (6 + CON mod) x 6 4 adventurer 3 +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 4 adventurer; 1 champion 4   2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adventurer; 2 champion 4   2 x ability modifier
Level 7 (6 + CON mod) x 12 4 adventurer; 3 champion 4 +1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adventurer; 3 champion; 1 epic 5   3 x ability modifier
Level 9 (6 + CON mod) x 20 4 adventurer; 3 champion; 2 epic 5   3 x ability modifier
Level 10 (6 + CON mod) x 24 4 adventurer; 3 champion; 3 epic 5 +1 to 3 abilities 3 x ability modifier

Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Intelligence, Wisdom or Constitution (different from racial bonus)
Initiative Dex mod + Level
Armor Class (no armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3 (see level progression chart)
Feats 1 per Level

Basic Attacks

Basic Melee Attack

At-Will

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: —

Basic Ranged Attack

At-Will

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: —

Theurge Magic Attack

Close or Ranged, At-Will

Attack: Intelligence, Wisdom or Constitution + Level vs. AC

Hit: MAGIC + Intelligence, Wisdom or Constitution damage

Miss: damage equal to your level

Special: This attack counts as a basic attack. Use the same modifier to hit as you do for damage.

Class Features

Elemental Proclivity

Choose from two of the following damage types: holy, fire, cold, lightning, thunder, acid, poison. You may deal these damage types (in addition to un typed damage) with your MAGIC attacks. Your at tacks do not deal any additional damage simply for choosing a damage type.

Adventurer Feat: Choose a third damage type.

Champion Feat: Choose another damage type.

Epic Feat: You may deal damage of any type.

Touch of Life

You have some ability to heal with magic as well as harm. Twice per encounter, you may allow a nearby ally to immediately spend a recovery as a quick action.

Adventurer Feat: You may use this ability three times per encouner instead of twice.

Champion Feat: Once per day, an ally may use a free recovery when you heal her with this ability.

Epic Feat: Once per day, double the amount of heal ing a single recovery provides when activated by this ability.

Sacrificial Ritual

Since you lack the structure of spells or prayers, your attempts at ritual magic are more costly. Most of the time, one of your recoveries is a sufficient sacrifice in place of a spell to perform a lasting magi cal working. (See core rulebook page 192 for more on rituals) Should your skill check fail while per forming the ritual, giving up a second recovery is a good way to handle that failure. A few rituals may require the expenditure of gold or magic items for extraordinary effect. If your GM tells you that you must sacrifice a life for your extreme magical working, consider attempting a different ritual or placating the GM with a direct offering instead. Gifts of pizza and dice work wonders.

Choose one of the following two class features.

Mass Enchantment

Normally, a MAGIC attack targets a single enemy. You may choose to step down your MAGIC dam age dice to attack additional enemies. For each die size you step down, you may attack another enemy who is engaged with you. That is, you attack one target with d8 damage dice, two with d6 damage dice or three with d4 damage dice. You can not re duce your die size below d4.

Adventurer Feat: You may target multiple nearby enemies with your MAGIC attack.

Champion Feat: You may target multiple far away enemies with your MAGIC attack so long as they are all nearby one another.

Epic Feat: You may target any enemies in the battle you may happen to (dis)like regardless of position.

Gemmatria

You have studied the sacred art of numerology and can see the subtle effects of numbers all around you. When you make a MAGIC attack against a single target and inflict no conditions (i.e. you are not using Disruptive Casting at the same time), reroll any damage dice than come up 1 until they read something other than 1. This may result in you re rolling more than one die at a time.

Adventurer Feat: You may reroll any attack roll against a single enemy that comes up 1 one time, but you must abide by the result. No ability or spell can allow you to reroll the attack again.

Champion Feat: Your damage dice explode against a single enemy. If any one die reads its maximum value, roll it again and count both rolls towards your damage. You may only explode one die per roll.

Epic Feat: Reroll any damage dice that come up 2 until they read something larger than 2. You may also explode more than one damage die per roll.

Theurge Talents

Choose three Talents at 1st level. Choose an additional Talent at 5th and 8th level.

Armored Caster

You do not suffer a penalty for attacking or casting while in light armor. The penalty for attacking in heavy armor is reduced to -1.

Champion Feat: You take no penalty for attacking or casting in any armor.

Conjurer

Describe your MAGIC attack as being a summoned creature (still subject to your normal abilities and limitations) and spend a quick action. If you hit, the target must make a normal save if it moves from its current location on its next turn. A failed save results in the target taking 5 damage per tier of the conjuration’s type. If you combine this Talent with Mass Enchantment, each hit creature can have a separate summoned being attacking it if you like.

Adventurer Feat: The damage increases to 10 per tier.

Champion Feat: The enemy must make a hard save if it moves to avoid damage.

Epic Feat: The target must make the move save whether you hit or miss to avoid damage.

Disruptive Casting

You may choose to shrink your damage die pool by one before stepping back any dice for Mass Enchantment (assuming you have that Talent as well). If you do, you may cause your target(s) to be hampered or stuck (save ends) on a successful attack.. Adventurer Feat: When you shrink your damage pool, any staggered targets hit by your attack can instead be dazed, weakened or vulnerable until the end of your next turn.

Champion Feat: Once per encounter when you shrink your damage pool, any targets hit by your at tack can instead be dazed, weakened or vulnerable (save ends).

Epic Feat: Once per day when you shrink your dam age pool, any targets hit by your attack can instead be stunned or confused (save ends). You may spend a recovery during a quick rest once per day to regain this ability.

Oracle of Hypnos

When you rest for the night, you may roll a d6. On a 6, you have a dream that gives you useful or other wise unknowable information about the adventure you are on. On a 5, you also get that information but your dreams are frightful or disturbed; you regain all of your HP and but only enough recoveries to have six available to you. On a 4 or less, the GM can choose to spout bizarre gibberish at you that may or may not mean anything.

Champion Feat: Roll 2d6 and choose whichever result you like.

Protective Casting

Once per encounter, you may add +2 to your own or an ally’s AC as an interrupt action. Adventurer Feat: You may add to PD instead of AC. Champion Feat: You may use this talent twice per encounter. Epic Feat: At the start of combat, roll a d4. For the first round in which the escalation die matches that number, you and all your allies get a +2 boost to PD and AC.

Supportive Casting

Once per encounter, you may allow an ally to reroll an attack or saving throw as an interrupt action. Adventurer Feat: The target also gains 10 temporary HP. Champion Feat: The target also gains 25 temporary HP. Epic Feat: The target also gains 40 temporary HP.

Truenamer

Your mixing of arcane and divine magic has led you to study Truespeak, the forbidden language of creation. This gives you the +5 Truespeak back ground for free. In order to use Truespeak, though, you must have the Truename of the object or creature you intend to affect with it. When you spend a full heal-up in the presence a creature or object (either because it is willing or can’t escape from you), you can learn its Truename. Write that name down on your character sheet. Knowing a creature or object’s Truename confers the following benefits to you and only you:

  • +2 to hit the subject in combat
  • maximize one die of damage or healing applied to the subject each time (two at Champion, three at Epic)
  • use +5 Truespeak background for skill checks to interact with or affect the subject
  • telepathic communication with the subject (but not mind-reading)
  • always knows which direction to go to find the subject with a vague sense of distance
  • can affect the subject with rituals regardless of distance at an elevated DC (usually +5 from baseline)

Ungodly Might

When you roll initiative, you may choose to channel additional might as a free action, raising your MAGIC damage die to d10. It is a taxing endeavor, leaving you unable to spend recoveries (even free ones) during this encounter. If you are dropped to 0 HP and would spend a recovery to stand back up, you instead stabilize and continue Fighting In Spirit (which for you is probably a quite literal thing).

You must take a quick rest to turn off your Ungodly Might.

Champion Feat: You are better able to channel the power. You must spend a recovery and gain no HP when you decide to channel extra might but can spend recoveries during combat as normal.

Section 15: Copyright Notice

Theurge. Copyright © 2014 Ryven Cedrylle. Published under 13th Age Community Use Policy