Theosophist (Apath)

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Unofficial rules compendium

A theosophist explores the natural and spiritual world to find a personal path to understanding and power.

The theosophist is quite similar to a cleric in how it casts spells, some GMs may feel it is redundant and only use either the cleric or the theosophist in their games.

Class Abilities

The theosophist has all normal oracle class abilities, except as noted.

Spells

Like an oracle, a theosophist knows only a small number of spells. However, each day a theosophist may change the spells he knows. When a theosophist meditates to regain her daily allotment of spells, he decides upon the specific cleric spells he will be able to use that day. He can cast any spell he has retrieved at any time, assuming he has not yet used up her spells per day for that spell level.

This replaces the revelations an oracle ordinarily gains at 3rd, 7th, and 19th level.

Metamagic

If a theosophist knows any metamagic feats, she applies them to her spells when she learns them for the day. For example, a theosophist might choose to learn an empowered flame strike by using a 7th-level spell known. Any time she uses flame strike during the ensuing day, she must use a 7th-level spell slot to cast it, and it is always empowered. A medicine man could use a 5th-level spell slot and a 7th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A theosophist cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Theosophists using metamagic feats do not have an increased casting time as oracles do.

Mystery Bonus Spells

A theosophist does not gain any bonus spells from his mystery.

Summary of Changed Class Abilities

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

  • Spells
  • Mystery Bonus Class Skills
  • Mystery Bonus Spells
  • Revelation at 3rd, 7th, and 19th level