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Eldritch Theurge

(Complete Mage variant, p. 57)

Most of those who find themselves blessed (or cursed) with magic burning in their fiendish blood become warlocks, but a rare few study formal magic to better understand and control their powers. The result is the eldritch theurge, a master of both spells and invocations, a mage with the terrifying combination of potent spells and a reserve of abilities he can't possibly exhaust.

Requirements

Skills: Knowledge (arcana) 8 ranks , Knowledge (the planes) 8 ranks

Spells: Ability to cast 2nd-level arcane spells.
Invocations: Ability to use least invocations.
Special: Eldritch blast +2d6.


Hit die

d4

Skill points

2 + Int

Class Features

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch theurge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch theurge, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

Damage Reduction (Su): Fortified by the supernatural power flowing through your body, you become resistant to physical attacks. You gain damage reduction 1/cold iron at 1st level; this stacks with damage reduction gained from other sources.

Your damage reduction improves to 2/cold iron at 4th level, to 3/cold iron at 7th level, and to 4/cold iron at 10th level.

Fiendish Resilience (Su): Beginning at 2nd level, you know the trick of fiendish resilience. Once per day, as a free action, you can enter an elevated physical state that lasts for 2 minutes. While in this state, you gain fast healing 1.

At 9th level, your fiendish resilience improves; while in your fiendish resilience state, you gain fast healing 2 instead. This ability stacks with fiendish resilience granted by any other source.

Spellblast (Sp): This invocation (Lesser; 4th; Eldritch Essence), learned at 3rd level, allows you to place an arcane spell that affects an area upon your eldritch blast. If the eldritch blast hits its target, the spell's area is centered on any corner of the target's space, even if the spell could normally be centered only on the caster. If the eldritch blast misses its target, the spell is lost with no effect.

It takes a full-round action to cast the spell and fire the eldritch blast. Only an area spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast.

Only the first target of your eldritch blast is affected by the spell (for example, an eldritch chain spellblast centers the spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast.

Treat spellblast as a spell whose level is equal to the area spell placed upon the eldritch blast (minimum 4th level).

Eldritch Spellweave (Su): Beginning at 5th level, you can apply an eldritch essence invocation you know (other than greatreach blast or spellblast) to any arcane spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't add brimstone blast to charm monster).

Using this ability increases the spell's casting time to 1 full-round action. A spell that has a normal casting time of 1 full round or longer takes an extra full-round action to cast.

If the spell has more than one target or allows more than one attack, you choose one target to be affected by the invocation; all other targets take only the normal effect of the spell.

You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1).

Greatreach Blast (Sp): This invocation (Greater; 5th; Eldritch Essence) allows you to place an arcane spell with a range of touch upon your eldritch blast. If the eldritch blast hits its target, the spell takes effect on that target as if you had touched it. If the eldritch blast misses its target, the spell is lost with no effect.

It takes a full-round action to cast the spell and fire the eldritch blast. Only a touch spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast.

Only the first target of your eldritch blast is affected by the spell (for example, an eldritch greatreach chain delivers the touch spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast.

Treat greatreach blast as a spell whose level is equal to the touch spell placed upon the eldritch blast (minimum 5th level).

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 DR 1/cold iron +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
2nd +1 +0 +0 +3 Fiendish resilience 1 +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
3rd +2 +1 +1 +3 Spellblast +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
4th +3 +1 +1 +4 DR 2/cold iron +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
5th +3 +1 +1 +4 Eldritch spellweave +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
6th +4 +2 +2 +5 +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
7th +5 +2 +2 +5 DR 3/cold iron +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
8th +6 +2 +2 +6 +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
9th +6 +3 +3 +6 Fiendish resilience 2 +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
10th +7 +3 +3 +7 DR 4/cold iron, greatreach blast +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Concentration CON no no
Craft INT no no
Intimidate CHA no no
Knowledge (arcana) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Profession WIS yes no
Sense Motive WIS no no
Spellcraft INT yes no
Use Magic Device CHA yes no

Spells for Eldritch Theurge

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