Spirit Theurge (Apath)

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Unofficial rules compendium

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.

Class Abilities

This archetype has all normal class abilities, except as noted.

Domains

A spirit theurge can change domains over time. To change domains, a spirit theurge must make an alliance with a creature with powers related to the domain he wishes to adopt and of a challenge rating equal to his level or with a spellcaster with access to the domain. Even a sorcerer of an appropriate bloodline and level can serve as sponsors for a spirit theurge. Changing domains done as a part of spell preparation in the present 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. As a dead sponsor cannot withdraw support, evil spirit theurges often kill their sponsors. It is possible for enemies to convince or blackmail sponsors into withdrawing support.

A spirit theurge can have up to three domains simultaneously and begins play with any domains of his choice. Upon gaining a new domain, a theurge must immediately drop an old domain, losing domain powers and spells immediately. The same is true if a sponsor withdraws his support for a domain.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Domains