The Missing Prestige, Unchained

Sadly there were prestige classes from the 3.5 OGL that Paizo passed over when converting classes to Pathfinder 1e. These classes added richness and flavor in a short progression that stole precious little from the base classes that would typically advance into them. Even though there’s more substance to the progressions of most all base classes in PF1e, a 5-level prestige class isn’t so much of a sacrifice in trade for embellishing your build to fit your concept. These were the prestige classes that made your character feel “epic,” before the Epic Rules Handbook came into existence in 3e and smashed the entire mechanic of the d20 system with a hammer.

In that spirit, I offer you PF1e conversions of these prestige classes, “Unchained,” as the term was coined by Paizo.

Prestigious Archmage

As they attain more and more power in the form of spells, some arcane casters begin to feel like they’ve hit the top of their game. It’s at this point, that some of them choose to reach farther, delving into even more apocryphal lore than what they find in dusty spell tomes. Those that unlock these deeper mysteries coin themselves as Archmages. As the name connotates, an Archmage is an arcanist who is reaching toward the pinnacle of power, and they find it in the form of abilities unavailable to lesser mages.

Design Notes: The entry level for the archmage was bumped down by two levels, by reducing the minimum spell level to 6th. Rationale being that many campaigns will never see level 20, and entry at 12th would finish off the class at 17th. Initially the cost of a spell slot was done away with, but feedback pointed out that prestigious archmage became a must-take for a wizard — whose school abilities fall off sharply after 8th level, while it was a serious trade off for the sorcerer — who continues to progress a bloodline, with abilities that are very level-dependent. The slot costs were brought back into the mix for most of these arcana, since trading off a spell slot for a wizard is a higher cost than a spell known for a sorcerer — sorcerer’s get more spells per day. Both classes now make some sacrifice that is mostly equitable betwen the two, for features that add to versatility and flavor. Slot costs were overall reduced as there was agreement that the cost was too high for most, and that a better balancing mechanic was to put use limits on most of the arcana. Arcane Fire was removed from a choice, and instead made into a capstone ability; it was nowhere near worth a 9th level spell slot, and the damage was well reputed to be low output, but a nice trick in the bag when up against something with resistances that weren’t prepared for. Making it a captone means though it’s “free” to take, you have to invest in the entire class progression to get it.

Requirements

Skills: Knowledge (arcana) 12 ranks , Spellcraft 12 ranks
Feats: Spell Focus (two schools of magic)
Spells: Ability to cast 6th-level arcane spells, knowledge of spells from at least five schools of magic (not counting universal).

Base Attack: The Archmage gains the poor base attack progression (+1/2 levels) and has a d6 hit die.

Skills: The Archmage’s class skills are Appraise, Craft (Alchemy), Fly, Knowledge (Any), Linguistics, Perception, Profession (Any), Spellcraft, and Use Magic Device. The archmage gains 2 skill points per level.

Table: The Archmage
Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +1 High arcana +1 level of existing arcane spellcasting class
2nd +1 +1 +1 +1 High arcana +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +2 High arcana +1 level of existing arcane spellcasting class
4th +2 +1 +1 +2 High arcana +1 level of existing arcane spellcasting class
5th +2 +2 +2 +3 Arcane fire +1 level of existing arcane spellcasting class

Class Features

Weapon and Armor Proficiency: Archmages gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) and effective caster level as if he had also gained a level in the arcane spellcasting class that qualified him for this prestige class. He does not, however, gain any other benefit a character of that class would have gained.

High Arcana: At each level from 1st through 4th levels, an archmage gets to select a special ability from among those described below. A high arcanum may incur the cost of a spell slot (or a spell known in the case of a spontaneous caster, similar to how a bard gains bardic masterpieces), which reduces that level spell slot or spell known one the archmage’s spell tables by 1. such costs are specified in the arcanum description. The archmage has to have a spell slot or spell known of the cost for an arcanum, or he cannot select that arcanum. Unless otherwise noted, a high arcanum can only be selected once.

  • Arcane Discovery: The archmage may choose an arcane discovery instead of one of the abilities listed below, treating his effective arcane caster level as his wizard level for the purposes of their benefits. Cost: None.
  • Bonus Feat: An archmage can choose a metamagic, item creation or spell enhancing (spell focus, spell mastery, spell penetration, et al) feat in place of one of the special abilities described here if desired; he must otherwise quality for the feat chosen. Cost: None.
  • Instant Recharge (Su): As a swift action, when casting a spell from a magic item with charges — such as a rod, wand or staff, the archmage can expend a prepared spell or spell per day one level higher than the spell being cast, in order to cast the spell without expending a charge. Cost: None.
  • Item Mastery (Su): As a swift action, the archmage can use any spell-completion or spell-trigger item, or a spell from a charged magic item, and cast the spell from the item at his own caster level, rather than that of the item. This consumes the item or charge as normal. He can use this ability a number of times equal to 3 + his primary casting ability bonus (if any). Cost: One 5th level slot.
  • Mastery of Counterspelling: When the archmage counterspells a spell, he may make an immediate action to reflect the incoming spell back upon the caster as if it were fully affected by a spell turning spell. Doing so requires expending an additional prepared spell or spell per day of the same spell level or higher than the spell that is reflected. The Archmage can only do this to an incoming spell that can be affected by spell turning (for example, if it is a spell that affects an area, then it cannot be reflected). The archmage can use this ability a number of times per day equal to archmage level -2. The archmage has to be 3rd level to select this high arcanum. Cost: One 7th-level spell slot or spell known.
  • Mastery of Elements: As a swift action, the archmage can alter an arcane spell with the acid, cold, fire, electricity, or sonic descriptor as he casts it to utilize a different one of these descriptors. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage would not create difficult terrain). The archmage can use this ability a number of times per day equal to 3 + his primary casting ability bonus (if any). Cost: One 6th-level spell slot or spell known.
  • Mastery of Metamagic: The archmage can spend a swift action to add a single metamagic feat that he knows to a spell he is casting with no spell level adjustment. Do do this, he must sacrifice a prepared spell or spell per day of a level equal to twice the spell level adjustment of the metamagic feat. This ability can be used a number of times per day equal to the archmage’s level -2. The archmage has to be at least 3rd level to select this high arcanum. Cost: One 7th-level spell slot or spell known.
  • Overwhelming Spellcraft: When casting a spell, the archmage can spend a swift action to gain a +2 bonus to his caster level check to overcome spell resistance. This bonus stacks with the benefits of spell penetration and greater spell penetration, as well as the spell power ability below. Cost: One 4th-level spell slot or spell known.
  • Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell effects such as damage dice or range, and caster level checks; it does not affect his spells known or spells per day). This bonus will stack with other features that increase effective caster level (such as the Magical Knack trait, or Practiced Spellcaster feat), but these can never raise his effective caster level more than his Hit Dice. Cost: one 5th-level spell slot or spell known.
  • Spell-Like Ability: An archmage who selects this high arcanum can permanently convert one of his arcane spells into a spell-like ability that can be used twice per day. Once this spell is chosen, it cannot be changed. The archmage does not use any components when casting the spell-like ability, but he cannot make a spell into a spell-like ability if the component cost would be more than 100gp. Cost: One spell slot or spell known of one level higher than the level of the spell.
    • The archmage can convert this spell-like ability with any metamagic feats that he knows if he spends a commensurately higher level slot or spell known. So for example, an empowered fireball as a spell-like ability would cost a 6th level slot (3rd level + 2 for empower + 1 slot cost).
    • The archmage may spend a spell slot two levels higher than the converted spell in order to use the spell-like ability three times per day; or a spell slot four levels higher to use the spell-like ability four times per day, or a slot six levels higher to use the spell-like ability six times per day.
    • If this high arcanum selected more than once, it applies to a different spell.

Arcane Fire (Su): At 5th level, the archmage has mastered the art of arcane manipulation to the point that he can riven the energy of a spell into a bolt of raw magical energy. This raw energy bypasses all forms of energy resistance and damage reduction, and is not subject to spell resistance. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 per level of the spell sacrificed to create the effect.

 

Prestigious Heirophant

Divine spellcasters who rise high in the service of their patron can embark upon a path that opens them to even more power than progressing in their spellcasting alone; those that choose the path of the heirophant step away from further developing the powers granted the typical clergy, and embrace abilities which make them among the truly divine touched.

Design notes: Originally this was designed for full caster only — and in 3.5 there was only a full caster divine primary caster so it didn’t matter. However, there are no less than two divine 2/3 caster primary spellcasting classes in PF1e: Inquisitor and Warpriest. Skill ranks were altered to keep entry level at 12, but the spell level required was lowered, to reflect the progression for 2/3 casters and allow even the mid caster chassis divines to attain a pinnacle of religious power. In most cases, these 2/3 chassis classes were getting abilities at every level anyhow. The 3.5 version had no spell progression whatsoever, which was a huge hit for a divine caster and thus the class was mostly ignored as a character building option. Adding in a 1/2 caster progression means no one loses out on an entire level of spells by taking the class in full. But stops short of a full progression to make up for the fact that five levels of heirophant give five abilities at no other cost, as opposed to the spell slot cost for archmage. The new capstone is a blatant ripoff of the Exalted prestige class, which is similar, but this is more flexible and only takes 5 of your levels.

Requirements

Skills: Knowledge (religion) 12 ranks or Knowledge (nature) 12 ranks, Spellcraft 12 ranks.
Feats: Any Metamagic Feat, plus
Spells: Able to cast 5th-level divine spells.

Base Attack: The heirophant gains the good base attack progression (+2/3 levels) and has a d8 hit die.

Skills: The heirophant’s class skills are Craft (Any), Diplomacy, Heal, Knowledge (Arcana, Religion), Profession (Any), Sense Motive and Spellcraft. The heirophant gains 2 skill points per level.

Table: The Heirophant
Level BAB Fort Ref Will Special Spells per Day
1st +0 +1 +0 +1 Exalted blessing +1 level of existing divine spellcasting class
2nd +1 +1 +1 +1 Exalted blessing
3rd +2 +2 +1 +2 Exalted blessing +1 level of existing divine spellcasting class
4th +3 +2 +1 +2 Exalted blessing
5th +3 +3 +2 +3 Minor miracle +1 level of existing divine spellcasting class

Class Features

Weapon and Armor Proficiency: Hierophants gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At 1st, 3rd, and 5th levels, the heirophant gains new spells per day (and spells known, if applicable) as if he had also gained a level in the divine spellcasting class that qualified him for this prestige class, as well as increases his effective caster level by +1. He does not, however, gain any other benefit a character of that class would have gained.

Exalted Blessings: Every level, a hierophant gains a special ability of his choice from among the following. Unless otherwise noted, the heirophant cannot select any exalted blessing more than once:

  • Bane of Undeath (Su): Available only to hierophants with the channel energy feature, this ability allows a hierophant to channel positive energy much more effectively, increasing his ability to affect undead. Firstly, this ability allows the heirophant’s levels to stack with the levels of the class that grants channel energy to determine its power and damage dice, but only to harm undead. As a swift action taken in the same round as he attempts to channel energy, the attempt is treated as if it were Empowered, dealing 1.5 times the damage rolled. If the heirophant has the turn undead feat, then he adds +4 to the DC of his turning attempt. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain or Planar Turning below.
  • Blast Infidel (Su): A hierophant can use his divine spells to their maximum effect on creatures with an alignment opposed to the hierophant. The heirophant must pick one of the following alignment subtypes as her opposition alignment: chaotic, evil, good, or law. The opposition alignment she chooses must be one that she does not possess as part of her own alignment. Alternately, the heirophant can select this ability to affect members of a faith or religious faction that is opposed to the faith or faction of the heirophant; this would be determined by the deity descriptions in the setting material; he must choose which way he wishes this blessing to work upon selecting it, and once decided, it cannot be changed. She can spend a swift action in the same round as casting a spell with level dependent variable damage. If the target is of the opposed alignment, the spell deals damage as if under the effect of a Maximize Spell feat without using a higher-level spell slot. This ability can be used a number of times equal to the heirophant’s Charisma bonus (minimum 1).
  • Bonus Feat: A hierophant can choose a metamagic, channeling, or summoning feat in place of one of the special abilities described here if desired; he must otherwise quality for the feat chosen.
  • Divine Obedience: A heirophant who selects this blessing gains the deific obedience feat, and the levels at which he gains his boons is reduced by 2. If he is at, or past a level which he gains a boon, then he receives his boon(s) when he completes his obedience. This ability cannot stack with another class ability that reduces the level gain of deific boons.
  • Divine Reach (Su): As a swift action, the heirophant can apply the benefits of Reach Spell feat to any spell with the Healing descriptor with no increase in spell level or casting time; this requires sacrificing an additional spell of a level equal to the effective level increase of applying the feat (thus to increase a touch spell to close range would require sacrificing a 1st-level spell, medium range would require a 2nd-level spell etc.).
  • Faith Healing (Su): A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself ). As a swift action, any spell cast with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot). If the heirophant has the ability to spontaneously cast healing spells, then he can also use this ability with said spells cast spontaneously. This ability can be used a number of times equal to 3 + the heirophant’s primary casting bonus (if any). Alternately, the heirophant can select this ability to affect members of his own faith or religious faction; he must choose which way he wishes this blessing to work upon selecting it, and once decided, it cannot be changed.
  • Gift of Channeling (Su): This ability allows a hierophant with the channel energy feature to transfer one or more uses of his channeling ability to a willing creature as a full-round action. This transfer lasts for 24 hours or until the recipient rests, and while the transfer is in effect, the number of channeling uses per day allowed to the hierophant is reduced by the number transferred. The recipient channels energy at the hierophant’s level of effect but uses her own Charisma modifier when calculating DCs. The recipient does not gain the benefits of any channeling feats possessed by the heirophant.
  • Gift of Mercy (Su): Available to heirophants with the fervor or lay hands feature, this ability allows a heirophant to temporarily transfer one or more uses of either of these features to a willing creature as a full-round action. This transfer lasts for 24 hours or until the recipient rests, and while the transfer is in effect, the number of uses per day of the feature allowed to the hierophant is reduced by the number transferred. The recipient uses the transferred feature at the hierophant’s level of effect but uses her own Charisma modifier when calculating DCs. The recipient can only use the transferred ability to heal or harm; she cannot use fervor to cast a spell as a swift action. If the heirophant has the mercy class feature, he can choose a single mercy to apply along with the lay hands ability at the time of transfer.
  • Gifts of Nature (Su): Available only to hierophants with druid class features, this ability allows a hierophant to temporarily transfer one or more of his druid class features to a willing creature. As a full-round action, he can transfer any of the powers of a core druid, except spellcasting and nature’s bond. The transfer lasts for 24 hours or until the recipient next rests, and while the transfer is in effect, the hierophant cannot use the transferred power. The heirophant’s wild shape ability can be partially or completely transferred (for example, a hierophant may transfer the ability to use wild shape once per day to the recipient and retain the rest of his uses for himself); whatever forms the heirophant can assume, the recipient can as well. As with the imbue with spell ability spell, the hierophant remains responsible to his deity for any use to which the recipient puts the transferred abilities, and could potentially need to atone if used improperly.
  • Planar Turning (Su): Available only to heirophants with the channel energy feature, this ability allows the heirophant to spend a use of his channeling to cause outsiders of an alignment opposite the heirophant within 30 feet of him to flee, as if panicked. The outsiders receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 the heirophant’s effective caster level + his Charisma modifier. Outsiders that fail their save flee for up to 1 minute with a new new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
  • Spell-Like Ability: A heirophant who selects this exalted blessing can permanently convert one of his divine spells into a spell-like ability that can be used twice per day. Once this spell is chosen, it cannot be changed. The heirophant does not use any components when casting the spell-like ability, but he cannot make a spell into a spell-like ability if the component cost would be more than 100gp. Selecting this ability permanently costs the heirophant a spell slot or spell known of one level higher than the level of the spell.
    • The heirophant can convert this spell-like ability with any metamagic feats that he knows if he spends a commensurately higher level slot or spell known. So for example, an empowered fireball as a spell-like ability would cost a 6th level slot (3rd level + 2 for empower + 1 slot cost).
    • The heirophant may spend a spell slot two levels higher than the converted spell in order to use the spell-like ability three times per day; or a spell slot four levels higher to use the spell-like ability four times per day, or a slot six levels higher to use the spell-like ability six times per day.
    • If this exalted blessing is selected more than once, it applies to a different spell.
  • Summon the Divine Host (Su): A heirophant who selects this exalted blessing taps into the realm of his deity, calling forth petitioners to his aid. Any creature summoned by the heirophant by a spell or spell-like ability with the Conjuration (Summoning) descriptor gains the advanced simple template, and the creatures summoned gain the alignment of the heirophant, if they do not already have this alignment. The heirophant must have the sacred summons or nimble natural summons feat to select this blessing.

Minor Miracle (Sp): At 5th level, the heirophant becomes a direct conduit of his deity, and can petition for requests that are nothing short of miraculous. Once per day, as a spell-like ability, the heirophant can plead for one of the following effects:

  • Duplicate any cleric spell of 6th level or lower.
  • Duplicate any other spell (arcane or divine) of 5th level or lower.
  • Potentially undo the harmful effects of certain spells, such as feeblemind or insanity, that require a miracle spell or similar to counteract. To attempt to undo such a spell, the heirophant must make a caster level check using his effective divine caster level, against a DC of 11 + the caster level of the targeted effect. On a success, the heirophant counters the spell or effect. On a failure, the heirophant does not counter the spell or effect, though he can try again with a successive use of this ability.
  • Make a request of her chosen deity in line with the above effects. Examples of potential effects include returning a fallen ally to life and full health, teleporting the exalted and her allies to a location with no chance of error, or protecting a town from a wildfire. In any event, a request that is out of line with the deity’s nature is refused. Making this petition requires a sacrifice of 10,000 gp in powdered diamond or another appropriate precious material based on the teachings of the deity’s faith.

A duplicated spell effect allows saving throws and spell resistance as normal for the spell, but the level dependent effects and save DC are calculated as if it were a 7th-level spell. If the duplicated spell has a component cost of more than 100gp, and the heirophant does not have the required component, he can still duplicate the effect, but he must sacrifice a prepared spell or spell per day of the same level as the spell effect being duplicated, and suffers a temporary negative level until he next prepares his spells.

 

Thaumaturgist

There are divine spellcasters who delve deeply into forgotten tomes, or archaic sacred rituals, seeking to gain such favor that they can call forth even greater allies to aid them in their patron’s cause. Such are they who dub themselves a thaumaturgist. A thaumaturgist reaches out with divine power to other planes of existence, calling creatures there to do his bidding; whether he achives this by devout study, or divine favor of his god is up for debate, but either way, his powers as a summoner are unmatched.

  • Design notes: This was changed both the least (for the features) and the most (that it was a set progression of features, and now is a choice of talents like the prior two prestige classes. This was done to add more options, and versatility on how to use the class. Spellcasting progression was reduced by one level, because the versatility added to the prestige class also means you could just get four bonus feats over the 5-level class.

Requirements

Skills: Knowledge (Planes) 12 ranks
Feats:
 Spell Focus (Conjuration), Sacred Summons
Spells: Able to cast lesser planar ally.

Base Attack: The thaumaturgist gains the poor base attack progression (+1/2 levels) and has a d6 hit die.

Skills: The thaumaturgist’s class skills are Craft (Any), Diplomacy, Handle Animal, Heal, Knowledge (Planes, Religion), Linguistics, Profession (Any), Sense Motive and Spellcraft. The thaumaturgist gains 2 skill points per level.

Table: The Thaumaturgist
Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +1 Improved ally
2nd +1 +1 +1 +1 Ally empowerment +1 level of existing divine spellcasting class
3rd +1 +1 +1 +2 Ally empowerment +1 level of existing divine spellcasting class
4th +2 +1 +1 +2 Ally empowerment +1 level of existing divine spellcasting class
5th +2 +2 +2 +3 Ally empowerment +1 level of existing divine spellcasting class

Class Features

Weapon and Armor Proficiency: Thaumaturgists gain no proficiency with any weapon or armor.

Spells per Day: When a new thaumaturgist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of thaumaturgist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a thaumaturgist, he must decide to which class he adds each level of thaumaturgist for the purpose of determining spells per day.

Improved Ally: A thaumaturgist is adept at convincing creatures from other planes to do his bidding. When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful, the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. For example, a 1st-level thaumaturgist negotiating with an initially friendly planar ally that gets a Diplomacy check result of 15 can convince a 6 HD creature to perform a 7-hour task for only 1,500 gp per hour (a 6 HD creature would ordinarily ask for 3,000 gp per hour). The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist. A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.

Ally Empowerments: At 2nd level and every successive level, the thaumaturgist selects among the following abilities that empower his planar ally calling. Unless otherwise specified, each of these can only be selected once:

  • Bonus Feat: A thaumaturgist can select any summoning or calling feat for which he otherwise qualifies, such as Superior Summoning or Augment Calling.
  • Doubled Summoning (Su): By using a swift action, and expending two prepared summoning spells of the same level, the thaumaturgist can have the effect of casting the spell twice in a single full-round action. This casting duration cannot be affected by either Quicken Spell or the quickened summoning ability. The thaumaturgist can use this a number of times per day equal to his thaumaturgist level -2. He must be at least 3rd level to select this empowerment.
  • Empowered Conjuring (Su): Planar allies called or summoned by the thaumaturgist gain the advanced simple template.
  • Extended Summoning (Su): All spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level. He can use this ability a number of times per day equal his thaumaturgist level.
  • Contingent Conjuration (Sp): The thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs. For example, a thaumaturgist could use the contingent conjuration ability to summon a barbed devil the next time he is attacked, or call a ghaele eladrin to act as messenger if the king falls ill. The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.
  • Planar Cohort: The thaumaturgist can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature. For example, a thaumaturgist could use planar ally to call a bralani eladrin to act as his cohort. As long as the thaumaturgist undertakes quests and missions to fight evil and uphold good, the eladrin will loyally serve. To call a planar cohort, the thaumaturgist must cast the relevant spell. It takes an offering of 1,000 x the Hit Dice of the creature to convince it to serve as a planar cohort, and the improved ally class feature can’t be used to reduce or eliminate this cost. The planar cohort can’t have more Hit Dice than the thaumaturgist has, and must have an CR no higher than the thaumaturgist’s character level -2. A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. If the thaumaturgist has a cohort by virtue of the Leadership feat, then this planar cohort must replace that existing cohort.
  • Quickened Summoning (Su): As a swift action, the thaumaturgist can cast his summoning spells as a standard action, rather than 1 full-round action, regardless of the alignment of the creature summoned — so long as the summoned creature is not antithetical to the thaumaturgist’s patron. He can use this ability a number of times per day equal his thaumaturgist level.