Prestige Classes

ELDRITCH THEURGE

"Magic resides in my mind, my heart, my blood, and my soul. How can anyone as limited as you possibly stand against me?"

-Oslavan Kaligos, the Night-Bearer

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.

BECOMING AN ELDRITCH THEURGE

All eldritch theurges have levels in the warlock class, since this is the only currently known means to meet two of the requirements. Most eldritch theurges take levels in wizard since this allows fastest access to the class, but a significant number become sorcerers, taking advantage of their high Charisma. A few meet the requirements as bards, though this is exceptionally rare. Other combinations with arcane casting classes are possible, such as the wu jen or the dread necromancer, but are at least as rare as the bard.

PLAYING AN ELDRITCH THEURGE

You are a master of multiple forms of magic, drawn from your inhuman heritage, your sheer determination, and your intellectual study - or perhaps it's a product of the blood of dragons that might be part of your ancestry. Your combination of innate and learned abilities makes you a superior specimen. You might feel a responsibility because of this and work to defend others, or you might be arrogant and ambitious, determined to take your "rightful place" among the weaker peoples of the world. In either case, you are unquestionably proud of what you are and what you have accomplished; humility is a rare feature indeed among eldritch theurges.

Combat

Your options in combat are more varied than those of other spellcasters. Use your eldritch blast as a default weapon, picking off foes throughout the field until you can maneuver yourself into a position where your other, possibly more potent spells (or blast/spell combos) are effective. Because your combination of spells and invocations likely means that you can target both individuals and crowds, you can function equally well among a party of melee combatants, archers, or other spellcasters.

Perhaps the only hard and fast rule is that you rarely, if ever, want to close to melee range. Only when menaced by blade or claw do your abilities potentially fail you, placing you in serious danger. Stay back and play to your strengths.

Advancement

You might have been a warlock first, one who pursued the arcane arts as a means of better understanding magic in general, and your own powers in particular. Alternatively, you might have been a spellcaster who abruptly discovered your innate abilities. Whatever the case, you ultimately reached the only conclusion available to you: that there must be some means of combining these two forces that flow through your body and soul. You set out on a path of study and self-discovery and haven't looked back.

You constantly work to increase your understanding of both forms of magic. Adventuring is one way to do that, for few other careers offer the same opportunities to practice your arts, but you can also hire yourself out as a spellcaster or study writings and philosophy on magic, faith, and the planes. You have few places you can call home and fewer places you truly belong, but that's acceptable. You have your powers, far beyond those of other arcanists, and if lucky you have a few close friends you can trust as well.

Focus on skills that increase your knowledge and abilities in all types of magic, particularly Knowledge and Spellcraft. Your feat selection might be among the hardest choices you have to make; try to select feats that benefit both types of casting, or at least attempt to advance both relatively equally. The majority of metamagic feats, for example, are likely poor choices for you; on the other hand, Spell Penetration and sudden metamagic feats are good options.

Resources

Although a very few organizations include eldritch theurges, the vast majority of these dual casters are utterly on their own. You won't find many communities willing to take you in due to your unusual ancestry, and arcanist guilds do not trust you for the same reason. You seek to combine your unique magic with theirs, and this both angers and frightens them. You might find allies among cadres of warlocks, if such groups exist in your region, but even they might look askance at your attempts to combine disparate magic talents. For the most part, you have to get by with whatever you can earn on your own.

ELDRITCH THEURGES IN THE WORLD

"These arcane dilettantes not only refuse to fight their fiendish natures, they augment that nature with other magic. Surely, they aye the worst kind of villains"

-Confessor Ruprecht Varsuun, vindicator of the Immaculate Cabal

Eldritch theurges are few in number and scattered across the world. Though rare, they provide a means for PC and NPCs alike to study the borders between different types of magic, and they serve to answer some basic questions. Might not a warlock seek to augment his power through traditional spellcasting means? Would not wizards seek to better understand the nature of the warlock's truly spontaneous magic? The eldritch theurge answers those questions - or at least proves that some are trying to answer them - without greatly tipping the balance of power in a campaign setting.

Organization

Eldritch theurges have no organizations to call their own. Some broad-minded (or power-hungry) arcanist guilds, cults, and orders permit them membership, but these groups are few and far between, and eldritch theurges never account for more than a tiny minority of their membership. Their numbers are simply too low to form their own groups, and even if they tried, other guilds, as well as churches, would see to it they didn't last long.

NPC Reactions

Many people understand magic only poorly at best, and all have reason to fear those with fiendish or fey blood. In most regions, an eldritch theurge can expect the common folk to be unfriendly if they learn who - and what - he is. Arcanist groups and churches are downright hostile, at least until the eldritch theurge proves himself an ally.

Other warlocks normally react indifferently. They aren't necessarily aggressive, but neither are they friendly, since they, too, fail to fully understand the eldritch theurge's ways and desires.

ELDRITCH THEURGE LORE

Characters who have ranks in Knowledge (arcana) or the bardic knowledge ability can research eldritch theurges to learn more about them. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from lower DCs.

DC 10: A fancy name for bizarre witches who combine arcane magic with hell-spawned tricks.

DC 15: An eldritch theurge works both arcane and innate magic.

DC 20: Eldritch theurges can cast spells straight through those strange mystic bolts they throw.

DC 30: Characters who achieve this level of success can learn important details about a specific eldritch theurge in your campaign, the areas where he operates, and the kinds of activities he undertakes.

Finding an eldritch theurge is a quest unto itself. Rare as they are, PCs must investigate rumors of warlocks or casters with strange powers, or tales of witches descended from fiends or faerie kings who cast a wide variety of spells. How successful the PCs are, and where they finally find their quarry, depends on the success of their methods and the needs of the campaign.

ELDRITCH THEURGES IN THE GAME

The DM can introduce an eldritch theurge wherever and whenever seem the most appropriate. A previously encountered wizard, sorcerer, or warlock might instead turn out to be a member of this rare class. Alternatively, the PCs might never have met an eldritch theurge, but one day hear legends of a mysterious caster who shows abilities beyond the ken of any "normal" character class.

This prestige class should appeal to players who enjoy portraying a mysterious, frightening, and enigmatic caster, warlock players who'd like to gain a little extra punch or variety, or arcanist players who want to branch out in new directions or acquire "backup" magic that never runs out.

Adaptation

Just as the warlock can come from something other than a fiendish origin, so too can the eldritch theurge. Perhaps warlocks gain their powers from draconic ancestors and simply manifest differently from sorcerers. In such cases, the eldritch theurge might be limited to warlock/sorcerer combinations, allowing the character to master all aspects of his heritage. Alternatively, the blood running through the warlock might be fey, and his desire to learn wizardly magic is an extension of the curiosity innate to many of those creatures; the class for this character might focus more on tweaking prepared spells or applying metamagic effects to his eldritch blast.

Sample Encounter

Eldritch theurges constantly seek experience, knowledge, or power. PCs might join with one who seeks to unearth an ancient tome, or they might come up against an eldritch theurge bent on conquering a city to raid its churches, guilds, and libraries. They are powerful casters indeed, so an eldritch theurge might hold a position in a government or wizards guild; whether his fellow members know him for what he truly is or believe him to be a "normal" caster depends on the circumstances.

EL 16: Oslavan Kaligos (CE male elf warlock 3/wizard 3/eldritch theurge 10), often called the Night-Bearer, is something of a bogeyman among arcanist organizations. The demon-blooded elf has an unquenchable thirst for knowledge and power, not an uncommon trait among eldritch theurges - but Kaligos thoroughly believes that only he is entitled to the knowledge he finds. Thus, he makes a practice of killing those he learns from, or even those he suspects of knowing information he wishes kept secret. When the PCs encounter him, he has recently murdered a low-level wizard in a great city and is currently working his way up through the ranks of the wizards guild, seeking those who can provide him access to the organization's archives.

Hit Die: d4.

Requirements

To qualify to become an eldritch theurge, a character must fulfill all of the following criteria.

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.

Class Skills

The eldritch theurge's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at Each Level: 2 + Int modifier.


Table: The Eldritch Theurge

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
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 Features

As you advance as an eldritch theurge, your skill with both arcane spells and invocations increases until you're able to combine them into a single potent energy.

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

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 fullround 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).