Old Hemetic Philosopher

Class Skills: The hemetic philosopher gains all Knowledge skills as class skills. This modifies class skills.

Casting: The hemetic philosopher may combine spheres and talents to create magical effects. The hemetic philosopher is considered a Mid-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the alchemy class feature.

Spell Pool: The hemetic philosopher gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Intelligence modifier (minimum 1). His pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: An hemetic philosopher gains 1 magic talent every time he gains a caster level. This does not stack with caster levels gained from other sources.

Phlebotomy: At 1st level, the hemetic philosopher gains the Blood sphere as a bonus magic talent, or a talent from that sphere if he already possesses it, and treats his class level as his caster level for this sphere. These stack normally with caster levels gained from other classes.

This replaces the throw anything class feature and bombs.

Crimson Vials: Starting at 3rd level, the hemetic philosopher may spend one minute to create a temporary potion. If he spends a spell point he may reduce this to a full-round action that provokes attacks of opportunity. The potion may have a complexity of no higher than 1 per three class levels and lasts one hour per class level. A potion created in this way normally has a caster level equal to the hemetic philosopher’s blood sphere caster level, but he may choose to create a potion at a lower caster level. He may have a number of temporary potions in existence at a time equal to his Intelligence modifier; creating one beyond this limit causes the oldest one to become inert and useless.

Because he distills this potion from his own magical blood, there is no gold cost to creating a potion in this manner. However, he must succeed on a Fortitude saving throw equal to 10 + twice the potion’s complexity or take 1d6 damage per 2 caster levels of the potion (rounded up). This damage cannot be healed by any means other than resting. The save DC increases by 2 for each previous potion made in that day.

At 10th level the hemetic philosopher gains the ability to ignore sphere prerequisites when creating a potion in this manner. Doing so requires spending an additional spell point and increases the DC of the Craft (alchemy) check by +5 per sphere or talent not possessed.

This ability replaces swift alchemy, poison use, poison resistance, and poison immunity.

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.