Herald (Theurge Archetype)

*Unlike the traditional Theurge, a Herald is not motivated simply by a drive to pursue and refine magic, but rather are thrust onto a quest by their destinies. Rather than study and prayer, they have innate magical abilities that are bolstered by the touch of the divines.*

**Spontaneous Spellcasting:** A Herald casts arcane spells drawn primarily from the sorcerer/wizard spell list and divine spells drawn primarily from the cleric/oracle spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a herald must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a herald’s spell is 10 + the spell level + the herald’s Charisma modifier.

Like other spellcasters, a herald can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Herald spells per day. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A herald’s selection of spells is extremely limited. A herald begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new herald level, she gains one or more new spells, as indicated on Table: Herald Spells Known. (Unlike spells per day, the number of spells a herald knows is not affected by her Charisma score; the numbers on Table: Herald Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the herald has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered herald level after that (6th, 8th, and so on), a herald can choose to learn a new spell in place of one she already knows. In effect, the herald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A herald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a regular theurge, a herald need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Additionally, a herald need not differentiate which slots are used for Arcane or Divine spells.

**Cantrips and Orisons:** Heralds learn a number of cantrips and orisons, or 0-level spells, as noted on Table: Herald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

**Eschew Materials:** At second level, Heralds gain Eschew Materials as a bonus feat. **This replaces Scribe Scroll.**

**Arcane Inspiration:** The Herald has studied other spellcasters and learned a few of their tricks. At 4th level, and every 3 levels thereafter, the herald may select a single spell that is not on the Cleric/Oracle or Sorcerer/Wizard spell list and add it to their spells known. **This replaces Combined Spells.**

**Divine Insights:** The herald is learning to better harness the divine power it taps into. At 6th level, the herald is treated as constantly under the effect of Detect Magic. At 9th level, they are treated as being under See Invisibility. At 12th level, they are treated as under Arcane Sight. At 15th level, they are treated as under Greater Arcane Sight. At 18th level, they are treated as under True Seeing. If these are dispelled, they may be resumed as a free action. **This replaces Innate Spells.**

**Quasi-Divine:** The Herald has ascended through a mixture of arcane rituals and harnessing of divine power. You are treated as an Outsider (with the native subtype) or your original type, whichever is more beneficial, for all purposes. You gain DR 10/an alignment opposed to your own, and no longer need to eat, sleep, or breathe, and no longer age. **This replaces Master Theurge.**