Mystic Theurges

Celestial Theurge CR 8

XP 4,800

Human cleric 3

Sorcerer 4

Mystic theurge 2

NG Medium humanoid (human)

Init +0; Senses Perception +8

Defense

AC 18, touch 10, flat-footed 18 (+7 armor, +1 natural)

hp 69 (3d8+4d6+2d6+31)

Fort +8, Ref +4, Will +11

Resist acid 5, cold 5

Offense

Speed 20 ft.

Melee +1 spear +13 (1d8+7/×3)

Ranged mwk heavy crossbow +6 (1d10/19–20)

Special Attacks channel positive energy 6/day (DC 12 [DC 14 against undead], 2d6)

Bloodline Spell-Like Abilities (CL 4th; concentration +5)

4/day—heavenly fire (1d4+2)

Domain Spell-Like Abilities (CL 3rd; concentration +5)

5/day—rebuke death, touch of glory

Cleric Spells Prepared (CL 5th; concentration +7)

3rd—prayer, searing ligh tD

2nd—bless weaponD, delay poison, remove paralysis, shield other

1st—cure light woundsD, divine favor (2), protection from evil, remove fear

0 (at will)—create water, guidance, purify food and drink, stabilize

D Domain spell; Domains Glory, Healing

Sorcerer Spells Known (CL 6th; concentration +7; 25% spell failure)

3rd (3/day)—haste

2nd (5/day)—bull's strength, protection from arrows

1st (7/day)—bless, burning hands (DC 12), enlarge person, shield, true strike

0 (at will)—dancing lights, detect magic, detect poison, mage hand, mending, message, read magic

Bloodline celestial

Tactics

Before Combat The mystic theurge casts bull's strength.

During Combat The mystic theurge casts haste and shield, then supports her companions with spells. She targets undead with channeled energy and searing light.

Base Statistics Without bull's strength, the mystic theurge's statistics are Melee +1 spear +11 (1d8+5/×3); Str 18; CMB +9; CMD 19.

Statistics

Str 22, Dex 10, Con 14, Int 8, Wis 14, Cha 12

Base Atk +5; CMB +11; CMD 21

Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Extra Channel, Toughness, Weapon Focus (spear)

Skills Diplomacy +7, Knowledge (arcana, religion) +5, Knowledge (nobility) +4, Perception +8, Spellcraft +3

Languages Common

SQ aura, bloodline arcana (summoned creatures gain DR 2/evil), combined spells (1st)

Combat Gear +1 bolts (3), +1 evil outsider-bane bolts (3), +1 undead-bane bolts (3), scrolls of cure serious wounds (2), scrolls of neutralize poison (2), scroll of remove disease, antitoxin (2), holy water (2); Other Gear +1 breastplate, +1 spear, masterwork heavy crossbow with 10 bolts, amulet of natural armor +1, cloak of resistance +1, pair of platinum rings (worth 50 gp), 287 gp

These theurges support righteous causes, especially ones that involve destroying undead.

Traica Kaladon

The survivor of a zombie plague that ravaged her small town, Traica now quests to destroy any undead threat.

Combat Encounters:Allying with paladins, inquisitors, and clerics, Traica works to make the world safe for good people everywhere.

Roleplaying Suggestions:Gracious and kind, Traica is always willing to help the downtrodden.

Sound Warrior CR 12

XP 19,200

Halfling bard 5

Druid 4

Mystic theurge 4

N Small humanoid (halfling)

Init +3; Senses Perception +17

Defense

AC 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +3 natural, +1 size)

hp 76 (5d8+4d8+4d6+18)

Fort +10, Ref +11, Will +14; +2 vs. fear, +4 vs. fey and plant-targeted effects, +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 20 ft.

Melee mwk dagger +10/+5 (1d3/19–20)

Ranged mwk dagger +13/+8 (1d3/19–20)

Special Attacks bardic performance 17 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2), wild shape 2/day

Domain Spell-Like Abilities (CL 4th; concentration +6)

5/day—lightning arc (1d6+2 electricity)

Bard Spells Known (CL 9th; concentration +14)

3rd (4/day)—charm monster (DC 20), displacement, haste, sculpt sound

2nd (5/day)—hold person (DC 19), scare (DC 17), shatter, sound burst (DC 17)

1st (7/day)—alarm, cause fear (DC 16), charm person (DC 18), remove fear, ventriloquism (DC 16)

0 (at will)—ghost sound (DC 15), know direction, light, mage hand, message, resistance

Druid Spells Prepared (CL 8th; concentration +10)

4th—air walkD, cure serious wounds, freedom of movement

3rd—call lightning (DC 15), cure moderate wounds, gaseous formD, neutralize poison

2nd—barkskin, cat's grace, delay poison, lesser restoration, wind wal lD

1st—cure light wounds, faerie fire, goodberry, longstrider, obscuring mis tD, pass without trace

0 (at will)—create water, detect poison, mending, stabilize

D Domain spell; Domains Air

Tactics

Before Combat The mystic theurge casts barkskin, freedom of movement, and pass without trace.

During Combat While aiding her companions with bardic performance, the mystic theurge harasses her opponents with call lightning, charm monster, and wind wall.

Base Statistics Without barkskin, the mystic theurge's statistics are AC 21, touch 17, flat-footed 17.

Statistics

Str 10, Dex 16, Con 10, Int 10, Wis 15, Cha 20

Base Atk +8; CMB +7; CMD 23

Feats Combat Casting, Dodge, Great Fortitude, Greater Spell Focus (enchantment), Natural Spell, Spell Focus (enchantment), Toughness

Skills Acrobatics +5 (+1 when jumping), Climb +6, Diplomacy +9, Fly +9, Heal +6, Knowledge (arcana, religion) +8, Knowledge (geography, local) +9, Knowledge (history) +10, Knowledge (nature) +12, Perception +17, Perform (oratory, sing) +9, Sense Motive +9, Stealth +20, Survival +12

Languages Common, Druidic, Halfling

SQ bardic knowledge +2, combined spells (2nd), lore master 1/day, nature bond (Air domain), nature sense, trackless step, versatile performance (oratory), wild empathy +9, woodland stride

Combat Gear potion of cure serious wounds, smokesticks (5), thunderstones (5); Other Gear +2 leather armor, masterwork daggers (2), belt of mighty constitution +2, cloak of resistance +1, druid's vestment, headband of alluring charisma +2, ring of protection +2, 486 gp

Using a mix of rousing oratory, song, and thunderous spells, a sound warrior is often heard before she's seen.

Rindra Thunderpath

Rindra always loved loud noises and the jolt of surprise they caused to those around her. She sought out ways to make more and bigger noises, and eventually turned to magic so she could call down cacophonous thunder anytime she wanted to. She prefers the sounds of storms and beasts over those of the cities, so she lives out in the wild.

Combat Encounters:Rindra protects many canyons and mountain passes, and loves how the noises from her thunderous spells bounce off the stone walls.

Roleplaying Suggestions:Rindra speaks loudly and forcefully, often stomping her feet for emphasis or letting out a surprisingly powerful belly laugh.

Death Master CR 16

XP 76,800

Half-elf cleric 5

Evoker 5

Mystic theurge 7

NE Medium humanoid (elf, human)

Init +4; Senses low-light vision; Perception +28

Defense

AC 28, touch 13, flat-footed 28 (+12 armor, +3 deflection, +3 natural)

hp 182 (5d8+5d6+7d6+100)

Fort +14, Ref +7, Will +20; +2 vs. enchantments

Immune charm monster, fireball, lightning bolt, sleep

Offense

Speed 20 ft.

Melee +1 heavy mace +10/+5 (1d8+2)

Special Attacks channel negative energy 4/day (DC 11, 3d6), hand of the acolyte (8/day), intense spells (+2 damage)

Domain Spell-Like Abilities (CL 5th; concentration +10)

8/day—bleeding touch (2 rounds)

Evoker Spell-Like Abilities (CL 5th; concentration +8)

6/day—force missile (1d4+2)

Cleric Spells Prepared (CL 12th; concentration +17)

6th—antimagic fiel dD, heal, word of recall

5th—flame strike (3, DC 20), slay livingD (DC 20), wall of stone

4th—death wardD, dimensional anchor, freedom of movement, spell immunity, unholy blight (DC 19)

3rd—contagion (2, DC 18), dispel magi cD, invisibility purge, prayer, summon monster III

2nd—cure moderate wounds (2), death knel lD (DC 17), hold person (DC 17), silence (DC 17), spiritual weapon

1st—cause fea rD (DC 16), cure light wounds (3), deathwatch, entropic shield, obscuring mist

0 (at will)—bleed (DC 15), detect poison, mending, stabilize

D Domain spell; Domains Death, Magic

Evoker Spells Prepared (CL 12th; concentration +15; 15% spell failure)

6th—forceful hand, freezing sphere (DC 19), mislead

5th—stilled dimension door, telekinesis, wall of force (2)

4th—black tentacles, fire shield, stilled fireball, greater invisibility

3rd—displacement, fireball (DC 16), fly, haste, invisibility sphere, lightning bolt (DC 16)

2nd—false life, flaming sphere (DC 15), gust of wind (DC 15), invisibility, mirror image, misdirection

1st—comprehend languages, expeditious retreat, feather fall, magic missile (2), unseen servant

0 (at will)—dancing lights, detect magic, mage hand, read magic

Opposition Schools abjuration, enchantment

Tactics

Before Combat The mystic theurge casts deathwatch, false life, freedom of movement, and spell immunity.

During Combat The mystic theurge casts attack and slaying spells.

Base Statistics Without false life and spell immunity, the theurge's statistics are hp 168; Immune sleep.

Statistics

Str 12, Dex 10, Con 18, Int 16, Wis 20, Cha 8

Base Atk +8; CMB +9; CMD 22

Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Command Undead, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Improved Initiative, Scribe Scroll, Skill Focus (Perception), Still Spell, Toughness

Skills Heal +13, Intimidate +9, Knowledge (arcana, planes) +16, Knowledge (dungeoneering, history, local, religion) +11, Perception +28, Ride +0, Spellcraft +16

Languages Abyssal, Common, Elven, Infernal, Undercommon

SQ aura, arcane bond (staff of swarming insects), combined spells (4th), elf blood

Combat Gear staff of swarming insects; Other Gear +3 mithral full plate, +1 heavy mace, amulet of natural armor +3, belt of mighty constitution +4, cloak of resistance +3, hat of disguise, headband of mental prowess +4 (Int, Wis), ring of protection +3, 5,838 gp

A death master slings a spell with each stride.

Holy Battle Mage CR 19

XP 204,800

Dwarf cleric 5

Wizard 5

Mystic theurge 10

NG Medium humanoid (dwarf)

Init +3; Senses darkvision 60 ft.; Perception +27

Defense

AC 30, touch 14, flat-footed 30 (+11 armor, +5 deflection, –1 Dex, +5 natural)

hp 237 (5d8+5d6+10d6+159)

Fort +16, Ref +6, Will +23; +6 vs. poison, +4 vs. fear, +2 vs. spells and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), 20% miss chance; DR 10/adamantine (150 points); Immune electricity (120 points), fire (120 points)

Offense

Speed 20 ft.

Melee +1 holy warhammer +13/+8 (1d8+1/×3)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy 5/day (DC 12, 3d6), hand of the apprentice (9/day), spell synthesis

Domain Spell-Like Abilities (CL 5th; concentration +12)

10/day—artificer's touch (1d6+2), resistant touch

Cleric Spells Prepared (CL 15th; concentration +22)

8th—greater spell immunity, mind blankD

7th—ethereal jaunt, holy word (2, DC 25), repulsionD (DC 24)

6th—harm (DC 23), heal (2), heroes' feast, major creationD

5th—breath of life, disrupting weapon, flame strike (DC 23), righteous might, spell resistanceD, true seeing

4th—air walk, divine power, freedom of movement, neutralize poison (2), spell immunityD

3rd—invisibility purge, meld into stone, prayer, protection from energy (2), remove curse, stone shapeD

2nd—aid, bull's strength (2), hold person (2, DC 19), wood shapeD

1st—animate ropeD, bless (2), divine favor (2), shield of faith (2)

0 (at will)—detect magic, mending, purify food and drink, stabilize

D Domain spell; Domains Artifice, Protection

Wizard Spells Prepared (CL 15th; concentration +21; arcane spell failure 20%)

8th—prismatic wall

7th—giant form I, prismatic spray

6th—chain lightning (2, DC 23), disintegrate (DC 22), transformation

5th—cloudkill (DC 21), hold monster (2, DC 21), wall of stone (2)

4th—arcane eye, dimension door, greater invisibility (2), stoneskin

3rd—fireball (DC 20), haste (2), heroism, suggestion (DC 19)

2nd—acid arrow, invisibility, see invisibility (2), web (2, DC 18)

1st—charm person (DC 17), magic missile (3), shield (2)

0 (at will)—detect poison, disrupt undead, mage hand, message

Tactics

Before Combat The mystic theurge casts heroes' feast, protection from energy (electricity, fire), see invisibility, and stoneskin.

During Combat The mystic theurge uses spells to foil opponents and bolster allies. If entering melee combat, he casts righteous might and transformation.

Base Statistics Without heroes' feast, protection from energy, and stoneskin, the mystic theurge's statistics are hp 223; Will +22; +2 vs. poison, spells, and spell-like abilities; DR none; Immune none; Melee +1 holy warhammer +12/+7 (1d8+1/×3).

Statistics

Str 10, Dex 8, Con 22, Int 22, Wis 24, Cha 11

Base Atk +10; CMB +10; CMD 24 (28 vs. bull rush or trip)

Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Forge Ring, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness, Weapon Focus (warhammer)

Skills Craft (armor, weapons) +14, Diplomacy +13, Heal +20, Knowledge (arcana, religion) +29, Knowledge (dungeoneering, engineering, planes) +19, Knowledge (history, local) +14, Perception +27 (+29 to notice unusual stonework), Sense Motive +20, Spellcraft +19, Use Magic Device +10

Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Undercommon

SQ aura, arcane bond (+1 holy warhammer), combined spells (5th)

Combat Gear potions of bull's strength (2), wand of cure serious wounds (20 charges), holy water (5); Other Gear +5 mithral chainmail, +1 holy warhammer, amulet of natural armor +5, belt of mighty constitution +6, minor cloak of displacement, ring of protection +5, diamond dust (worth 500 gp), eye ointment (worth 250 gp), pair of canine statuettes (worth 50 gp), 1,863 gp

These master theurges mix support for allies with offensive might.