Iron Theurge (3.5e Prestige Class)

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Iron Theurge
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Iron Theurge[edit]

Requirements[edit]

To qualify to become an Iron Theurge a character must fulfill all of the following criteria:

  • Skills: Concentration 8, Knowledge (arcana) 6, Knowledge (religion) 6
  • Special: Able to cast 2nd level divine spells and 2nd level arcane spells
  • Special: Must specialize in a school of magic
  • Special: Able to Turn/Rebuke Undead

Table: Iron Theurge
Hit Die: d6

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +0 +2 +0 +2 Armored Mage, Magical Sacrifice +1 level of existing divine class/+1 level of existing arcane class
2nd +1 +3 +0 +3 Combat Casting +1 level of existing spellcasting class
3rd +2 +3 +1 +3 Battle Casting +1 level of existing spellcasting class
4th +3 +4 +1 +4 +1 level of existing spellcasting class
5th +3 +4 +1 +4 Ranged Spell Focus +1 level of existing spellcasting class
6th +4 +5 +2 +5 +1 level of existing spellcasting class
7th +5 +5 +2 +5 Touch Spell focus +1 level of existing spellcasting class
8th +6 +6 +2 +6 +1 level of existing spellcasting class
9th +6 +6 +3 +6 Ranged Spell Specialization +1 level of existing spellcasting class
10th +7 +7 +3 +7 Touch Spell Specialization +1 level of existing spellcasting class

Class Skills (2+ Int modifier per level) Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int) and Swim (Str).

Class Features:[edit]

All of the following are Class Features of the Iron Theurge prestige class.

Weapon and Armor Proficiency: The Iron Theurge gains no proficiency with a weapons or armor.

Spells per Day: When a Iron Theurge's 1st level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Iron Theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a Iron Theurge, he must decide to which class he adds each level of Iron Theurge for the purpose of determining spells per day. On each level thereafter the Iron theurge must chose one spell casting class to add each level of Iron Theurge fro purposes of determining spells per day.

Armored Mage: The Iron Theurge no longer has a chance of arcance spell failure for castig spells in armor.

Magical Sacrifice (Ex): As the Iron Theurge further focuses his studies on physical abilities he must sacrifice some arcane and divine abilities. He choose one more prohibited school of arcane magic, and he chooses ten prohibited cleric domains. The spells listed on a prohibited domain's spell list are treated like spells belonging to a prohibited school of arcane magic. He is no longer able to turn undead.

Combat Casting (Ex): +4 bonus on Concentration checks to cast a spell defensively, while grappled, or while pinned.

Battle Casting (Ex): When casting a spell, the Iron Theurge gains a +2 Dodge bonus to AC until the beginning of your next turn. You cannot make Attacks of Opportunity when claiming the Dodge bonus from this feat.

Ranged Spell Focus (Ex): The Iron Theurge gains a +1 bonus on all attack rolls he makes using a ranged touch attack.

Touch Spell Focus (Ex): The Iron Theurge gains a +1 bonus on all attack rolls he makes using a spell touch attack.

Ranged Spell Specialization (Ex): If the Iron Theurge casts a spell that requires a ranged touch attack roll, does hp damage, & your target is within 30’, the spell does +2hp of damage. This only applies to one spell target (if there are more than one) and does not apply to subsequent rounds (such as the ongoing damage of Melf’s Acid Arrow).

Touch Spell Specialization (Ex): If the Iron Theurge casts a spell that requires a melee touch attack roll and does hp damage, the spell does +2hp of damage. If the touch spell allows multiple uses with one casting, the bonus damage only applies to the first target of the spell



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