Sacred Thaumaturge (Wizard/Cleric)
A sacred thaumaturge delves into both the wellsprings of arcane magic and enlightening mysteries of the divine. Through combining the power of wizardly might with the prayers of clerical piety, the sacred thaumaturge becomes a powerhouse of magical diversity, allowing him to adapt to nearly any situation. In the heat of battle, a sacred thaumaturge might be seen scampering from comrade to comrade, lending healing and encouragement to fight on, while the next minute unleashing blazing balls of fire or bolts of lightning to cut down the enemy lines. Whether its performing last rites to the fallen, or blasting foes from the sky, the sacred thaumaturge is a power to reckon with. (Original Concept by Elghinn Lightbringer)
Primary Class: Wizard.
Secondary Class: Cleric.
Alignment: Any.
Hit Dice: d6.
Bonus Skills and Ranks: The sacred thaumaturge may select three cleric skills to add to his class skills in addition to the normal wizard class skills. The sacred thaumaturge gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The sacred thaumaturges is proficient with simple weapons and his deity’s favored weapon, but not with any type of armor or shield. Armor interferes with the movements of a sacred thaumaturge, which can cause his arcane spells with somatic components to fail.
Combined Spellcasting (Su): A sacred thaumaturge casts arcane spells drawn from the sorcerer/wizard spell list, and divine spells which are drawn from cleric spell list, including cantrips and orisons. Each day, he must choose and prepare both his arcane and divine spells in advance, in the same manner as a wizard (studying his spellbook) and a cleric (through prayer and meditation). A sacred thaumaturge can prepare and cast either cleric or wizard spells using the available slots from his daily spell allotment. However, casting a prepared divine spell in this manner expends a spell slot one level higher than it originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. Thus, at 1st and 2nd level, a sacred thaumaturge can prepare and cast cantrips and 1st-level wizard spells, or cleric orisons using a 1st-level spell slot. At 3rd level, he can cast 2nd-level wizard spells, or 1st-level cleric spells using a 2nd-level spell slot, and so forth, up to a maximum of 7th-level cleric spells at 15th level. The sacred thaumaturge cannot cast cleric spells above 7th–level, except those granted by his chosen domain. The components of these spells do not change, and otherwise follow the rules for the spellcasting class used to cast the spell. The sacred thaumaturge may use a higher level spell slot to alter any cleric spell with metamagic feats, even those of 7th–level.
Bonus spells granted by a high Intelligence score pertain only to his wizard spells, while those granted by a high Wisdom score pertain only to his cleric spells. In either case, the sacred thaumaturge’s base spells per day cannot exceed his daily spell allotment. For example, if a 5th level sacred thaumaturge has an Intelligence and Wisdom score of 15, he gains a bonus 1st-level and 2nd-level spell slot for both his cleric spells and wizard spells. Thus, he could cast four 0-level spells, three 1st-level spells, two 2nd-level spells, and one 3rd-level spell per day, whether arcane or divine (cleric spells require one spell slot higher than it’s spell level) in nature as his base daily allotment of spells. He would also be able to cast an additional 1st-level and 2nd-level wizard spell, and an additional 1st-level and 2nd-level cleric spell per day. This ability replaces Scribe Scroll and bonus feats.
Diminished Spellcasting: The sacred thaumaturge gains one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if they are arcane school or domain spells or if his Intelligence or Wisdom allows bonus spells of that level. He otherwise learns, prepares, and casts spells as a wizard or cleric of equal level.
Diverse Learning: At 1st level, a sacred thaumaturge chooses both an arcane school (as a wizard) and a domain (as a cleric). He then gains one extra spell slot of each spell level in which he can use to cast either his domain spell or an extra school spell of that spell level. In addition, the sacred thaumaturge gains either his arcane school powers, or his domain powers, as determined by his chosen path. This ability otherwise replaces and functions as the wizard’s arcane school ability and/or the cleric’s domain ability.
Thaumatheurgic Bond (Ex or Sp): At 1st level, sacred thaumaturges form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. Once a sacred thaumaturge makes this choice, it is permanent and cannot be changed. This ability is exactly like the wizard’s arcane bond, except for the following changes.
A sacred thaumaturges who selects the creature bond receives a familiar, just like a wizard, but the familiar gains either the celestial (good aligned sacred thaumaturges) or the fiendish (evil aligned sacred thaumaturges) template at 9th level as part of the familiar’s abilities. A neutrally aligned sacred thaumaturge may select either the celestial or fiendish template. In addition, the sacred thaumaturge can use his familiar's deliver touch spells ability to deliver channeled energy instead. Once per day, the sacred thaumaturge can channel energy as a cleric of 1/2 his level, with an energy type as determined by his alignment, exactly like the cleric ability of the same name. The sacred thaumaturge must be in contact with his familiar at the time of channeling (see deliver touch spells in the familiar entry of the Wizard class description of the Core Rulebook). This ability otherwise functions as a wizard’s familiar, and he may choose the Improved Familiar feat to obtain a more powerful familiar.
A sacred thaumaturge who selects a bonded object begins play with one at no cost, and is always of masterwork quality. However, the sacred thaumaturge must select his holy symbol as his bonded object, which becomes both his arcane and divine focus. A sacred thaumaturge’s bonded symbol can be used once per day to perform one of two actions. Firstly, a sacred thaumaturge can choose to cast any one spell that the sacred thaumaturge has in his spellbook or on his divine spell list he is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the sacred thaumaturge, including casting time, duration, and other effects dependent on the sacred thaumaturge’s level. This spell cannot be modified by metamagic feats or other abilities, and otherwise follows the rules described in the wizard’s bonded object description.
Alternately, a sacred thaumaturge can use his bonded object to channel energy as a cleric of 1/2 his sacred thaumaturge level, once per day. The type of energy a sacred thaumaturge can channel is determined by his alignment, exactly like the cleric ability of the same name. The sacred thaumaturge’s bonded object follows the same rules described in the wizard’s class description, including object damage and replacement costs.
Spontaneous Casting: At 5th level, a sacred thaumaturge gains the cleric’s ability of the same name. However, a sacred thaumaturge can “lose” any prepared wizard or cleric spell that is not a cantrip, orison, school, or domain spell in order to cast any cure or inflict spell equal its spell level –3 or lower, as determined by the sacred thaumaturge’s alignment (see spontaneous casting in the Cleric entry of the Core Rulebook). Thus, a sacred thaumaturge could channel a prepared 2nd-level wizard spell or 1st–level cleric spell into a cure light wounds or inflict light wounds spell according to his alignment.
Table: Sacred Thaumaturge
Note: “+1” represents the domain spell slot