Difference between revisions of "Spirit Theurge (Apath)"
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− | ''A spirit theurge does not have a patron or even a philosophy to provide powers for him. Rather, his powers are fueled by temporary alliances he makes with various sponsors.'' | + | ''A spirit theurge does not have a patron or even a philosophy to provide powers for him. Rather, his powers are fueled by temporary alliances he makes with various spirit sponsors.'' |
+ | |||
+ | == Class Information == | ||
+ | This is a [[Theurge (Apath) | theurge]] archetype. | ||
+ | |||
+ | '''Hit Dice:''' d6. | ||
== Class Abilities == | == Class Abilities == | ||
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===Domains === | ===Domains === | ||
− | A spirit theurge can change domains. To change domains, a spirit theurge must make a connection with a creature with powers related to the domain he wishes to adopt and of a challenge rating equal to his level | + | A spirit theurge can change domains. To change domains, a spirit theurge must make a connection with a creature with powers related to the domain he wishes to adopt and of a challenge rating equal to his level. This is usually a monster with an appropriate theme and origin, a divine spellcaster with access to the domain, or a sorcerer of an appropriate bloodline and level. A single sponsor can contribute several domains if it has the appropriate powers. Changing domains is done as a part of spell preparation and in the presence of a cooperative or helpless sponsor. The sponsor must either be willing or unable to resist the entreaties of the theurge, and the theurge keeps access to the domain until the sponsor withdraws his support - a standard action that must be done within 100 ft. and in sight of the theurge. If the sponsor is a divine spellcaster serving a patron, any other divine spellcaster serving that patron can withdraw support. |
− | A spirit theurge can have up to four domains simultaneously and begins play with any domains of his choice. Upon gaining a new domain, a theurge must drop an old domain, immediately losing domain powers and spells. The same is true if a sponsor withdraws his support for a domain. | + | A spirit theurge can have up to four domains simultaneously and begins play with any four domains of his choice. Upon gaining a new domain, a theurge must drop an old domain, immediately losing domain powers and domain spells. Prepared spells from the old domain are lost, and unless the spirit theurge has access to the spell by some other means, it is no longer considered to be on his spell list. The same is true if a sponsor withdraws his support for a domain. |
− | === Dealing With Sponsors === | + | ==== Dealing With Sponsors ==== |
− | What kinds of creatures make appropriate sponsors is ultimately up to the [[GM]]. The [[Shugenja_(Apath)|Shugenja]] class selection of spirit abilities and appendices on spirits can serve as inspirational reading. A sponsor usually demands some payment, generally in the form of a service, quest, or promise. Such tasks can seem | + | What kinds of creatures make appropriate sponsors is ultimately up to the [[GM]]. The [[Shugenja_(Apath)|Shugenja]] class selection of spirit abilities and appendices on spirits can serve as inspirational reading. A sponsor usually demands some payment, generally in the form of a service, quest, or promise. Such tasks can seem whimsical to humans, but are of great import to the sponsor. For example, a fly spirit might offer the decay subdomain of the plant domain to a spirit theurge in exchange for a promise to never wash as long as he retains the domain. Such a promise is not magically binding to a spirit theurge and has to be enforced by the spirit trough whatever means it has, such as ''geas'' spells, but all sponsors magically know if a promise has been broken. Wise theurges abide by their contracts, avoiding irate sponsors and a bad reputation. |
− | Unscrupulous spirit theurges use threats, charm magic, or other coercion to force cooperation and might well kill their sponsors to insure their power is never withdrawn | + | Since it is possible for enemies to convince or coerce sponsors into withdrawing support, an unreliable or weak sponsor is a danger to the spirit theurge. Unscrupulous spirit theurges use threats, charm magic, or other coercion to force cooperation and might well imprison or even kill their sponsors to insure their power is never withdrawn. |
== Summary of Changed Class Abilities == | == Summary of Changed Class Abilities == | ||
These abilities of the original class are lost or modified in this archetype: | These abilities of the original class are lost or modified in this archetype: | ||
* Domains | * Domains | ||
+ | <!-- OGL --> | ||
+ | <noinclude>{{OGL}}</noinclude> |
Latest revision as of 09:02, 1 October 2014
Unofficial rules compendium | |
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A spirit theurge does not have a patron or even a philosophy to provide powers for him. Rather, his powers are fueled by temporary alliances he makes with various spirit sponsors.
Class Information
This is a theurge archetype.
Hit Dice: d6.
Class Abilities
This archetype has all normal class abilities, except as noted.
Domains
A spirit theurge can change domains. To change domains, a spirit theurge must make a connection with a creature with powers related to the domain he wishes to adopt and of a challenge rating equal to his level. This is usually a monster with an appropriate theme and origin, a divine spellcaster with access to the domain, or a sorcerer of an appropriate bloodline and level. A single sponsor can contribute several domains if it has the appropriate powers. Changing domains is done as a part of spell preparation and in the presence of a cooperative or helpless sponsor. The sponsor must either be willing or unable to resist the entreaties of the theurge, and the theurge keeps access to the domain until the sponsor withdraws his support - a standard action that must be done within 100 ft. and in sight of the theurge. If the sponsor is a divine spellcaster serving a patron, any other divine spellcaster serving that patron can withdraw support.
A spirit theurge can have up to four domains simultaneously and begins play with any four domains of his choice. Upon gaining a new domain, a theurge must drop an old domain, immediately losing domain powers and domain spells. Prepared spells from the old domain are lost, and unless the spirit theurge has access to the spell by some other means, it is no longer considered to be on his spell list. The same is true if a sponsor withdraws his support for a domain.
Dealing With Sponsors
What kinds of creatures make appropriate sponsors is ultimately up to the GM. The Shugenja class selection of spirit abilities and appendices on spirits can serve as inspirational reading. A sponsor usually demands some payment, generally in the form of a service, quest, or promise. Such tasks can seem whimsical to humans, but are of great import to the sponsor. For example, a fly spirit might offer the decay subdomain of the plant domain to a spirit theurge in exchange for a promise to never wash as long as he retains the domain. Such a promise is not magically binding to a spirit theurge and has to be enforced by the spirit trough whatever means it has, such as geas spells, but all sponsors magically know if a promise has been broken. Wise theurges abide by their contracts, avoiding irate sponsors and a bad reputation.
Since it is possible for enemies to convince or coerce sponsors into withdrawing support, an unreliable or weak sponsor is a danger to the spirit theurge. Unscrupulous spirit theurges use threats, charm magic, or other coercion to force cooperation and might well imprison or even kill their sponsors to insure their power is never withdrawn.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Domains
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