Celestial Theurge CR 8
Human cleric 3
Mystic theurge 2
NG Medium humanoid (human)
Init +0; Senses Perception +8
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
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
D Domain spell; Domains Glory, Healing
Sorcerer Spells Known (CL 6th; concentration +7; 25% spell failure)
Before Combat The mystic theurge casts bull's strength.
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.
Str 22, Dex 10, Con 14, Int 8, Wis 14, Cha 12
Base Atk +5; CMB +11; CMD 21
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.
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
Halfling bard 5
Mystic theurge 4
N Small humanoid (halfling)
Init +3; Senses Perception +17
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
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)
Druid Spells Prepared (CL 8th; concentration +10)
D Domain spell; Domains Air
Base Statistics Without barkskin, the mystic theurge's statistics are AC 21, touch 17, flat-footed 17.
Str 10, Dex 16, Con 10, Int 10, Wis 15, Cha 20
Base Atk +8; CMB +7; CMD 23
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 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
Half-elf cleric 5
Mystic theurge 7
NE Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +28
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
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)
D Domain spell; Domains Death, Magic
Evoker Spells Prepared (CL 12th; concentration +15; 15% spell failure)
Opposition Schools abjuration, enchantment
During Combat The mystic theurge casts attack and slaying spells.
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
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
Dwarf cleric 5
Mystic theurge 10
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +27
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)
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)
D Domain spell; Domains Artifice, Protection
Wizard Spells Prepared (CL 15th; concentration +21; arcane spell failure 20%)
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).
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.