User:ThunderGod Cid/Hybrid Theory

I cannot give enough thanks to Iaimeki of The Gaming Den for igniting my interest in this and giving me the ideas to make these prestige classes. They aren't all the same, but several quotes and class features came from the original Hybrid Theory found at TGD.

Class Features
Weapon & Armor Proficiency: A mystic theurge gains no additional weapon or armor proficiencies.

Spellcasting: With every class level, the mystic theurge gains new spells, spell slots, and casts spells as if he had gained a level in every arcane or divine spellcasting class in which he has class levels.

 (Ex): The mystic theurge is able to utilize all of his spellcasting abilities even while wearing weapons and armor. He is able to negate a percentage of arcane spell failure chance (due to wearing armor and shields only) equal to 5% per character level, and may now cast spells with somatic components even with both hands full.

These spells are cast spontaneously even if the mystic theurge is a prepared caster. The mystic theurge can also spontaneously convert arcane spell slots into cure or inflict spells as well as divine spell slots.

A mystic theurge of can combine three spell slots of the same level to gain a spell slot of that level +1, even if they are normally not capable of casting a spell of that level. This spell slot, however, cannot have a level higher than the theurge’s character level divided by 2. Due the dual nature of his spellcasting, the mystic theurge may use both arcane and divine spell slots together for this ability. If he is a prepared caster, the mystic theurge can prepare this spell slot ahead of time.

 (Ex): If the mystic theurge wishes, he may designate one of his key spellcasting stats at 4th level. This stat is now used to govern all spellcasting variables for every spellcasting class that the mystic theurge possesses, including bonus spells known, spells per day, save DC’s, etc. This stat can automatically change to the highest spellcasting stat if the theurge so chooses.

 (Su): A mystic theurge of 6th level and higher may apply divine metamagic to arcane spells. This still consumes turning attempts as usual.

 (Ex): At 10th level, a mystic theurge has reached the pinnacle of spellcasting versatility. In short, he has all the magic. The mystic theurge’s spellcasting levels for all arcane and divine spellcasting classes are now permanently made equal, the lower ones being automatically raised to the level of the highest. As such, he gains additional spells known, spells per day, and caster levels for every casting class that he has at least one level in until their spellcasting levels are equal to that of his highest spellcasting class. The mystic theurge does not, however, gain any other class features other than spell advancement.

Class Features
Weapon & Armor Proficiency: An eldritch knight gains no additional weapon or armor proficiencies.

Spellcasting: With every class level, the eldritch knight gains spell advancement as if he had gained a level in his previous arcane spellcasting class.

 (Ex): An eldritch knight may cast spells with somatic components even with his hands occupied. He also may negate up to 5% of arcane spell failure chance (due to the wearing of armor and shields) per character level (up to a maximum of 100%).

Add key spellcasting modifier to attack and damage rolls?



 (Ex): At 10th level, the eldritch knight's base attack bonus is now equal to his highest caster level. This attack bonus can never exceed his total Hit Dice even if his caster level does.

Class Features
All of the following are class features of the <-class name->.

each level after first? Xth and Yth levels?->, 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 a spellcasting 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 <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Class Features
Weapon & Armor Proficiency: An arcane archer gains no additional weapon or armor proficiencies.

Spellcasting:

 (Su):



 (Su): At 10th level

Class Features
Weapon & Armor Proficiency: An arcane trickster gains no additional weapon or armor proficiencies.

Spellcasting:



 (Su): An arcane trickster can use any of the following skills out to 30 feet away at will: Disable Device, Open Lock, or Sleight of Hand. He cannot take 10 on these checks, and the DC for the task is increased by +2 for every 5 feet away from the target he is. An object that weighs more than 5 pounds per class level cannot be manipulated in this fashion.



 (Su):