Philosopher (3.5e Class)
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A Philosopher is a person who has dedicated their life to the pursuit of wisdom and the "good" life. Although one's description of what is "good" may differ from another's. She ask questions about the nature of the Gods, the Weave, and the things from the sky all the way to soil under her feet. All this for the truth of the universe around her.In her quest for wisdom and the "good" life, it is not unlikely to take her to various places. Most Philosophers tend to be social people. They tend to enjoy investigating and listening to as many people as possible in order to understand their logic and improve their understanding of the world. When it comes to thinking, no one can match a Philosopher. They are wise, intelligent, strong willed, and able to complete amazing feats using their unique minds. These mental abilities along with their social skills that make a Philosopher a great addition to an adventuring team.
Making a Philosopher
Philosophers are not front line attackers due to their low health, lack of weapon and armor proficiencies. Moreover, a Philosopher is not the best ranged attacker either. On the battle field, its best for her to be the second wave, staying behind the tanks but close enough to the fight to be effective with her psionic attacks. Off the battle field Philosophers are great information gathers. Philosophers get along with anyone with an open mind and can tolerate many questions. Due to their religious and rigid believes, many Paladins and Clerics do not enjoy being around a Philosopher who ask so many questions about the gods. Especially a Philosopher who has concluded that their God is either not as powerful as the Cleric or Paladin believed or if the Philosopher concluded the God does not even exist.
Abilities: The most important ability to a Philosopher is wisdom. Many Philosophers also value a high charisma and/or intelligence. These scores help her perform her important duties as a team supporter and information gatherer. Some philosophers also value other abilities as well. e.g. A philosopher who has a background in fighting and believes it is wise to always be in the best physical shape as possible may have a high strength or constitution score to have a "good" life.
Races: Every race has their free-thinkers who question the standard beliefs. And thus, any race may become a Philosopher. Although it is most common in cultures that support personal beliefs and asking questions of the world around them.
Alignment: Most Philosophers are of a Good alignment. However,if some how a Philosopher concludes that in order to pursue the "good" life, she must do things that others consider "evil" then she may have an Evil alignment. But she would not consider herself "evil" for a Philosopher only pursues the "good" life.
Starting Gold: 3d6x10 gp (105 gp).
|Saving Throws||Special|| Power
| Maximum Power|
|1st||+0||+0||+2||+2||Philosopher's Journal, The "Good" Life, Pursuit of Wisdom(Clairsentience)||2||—||1st|
|4th||+2||+1||+4||+4||Pursuit of Wisdom(Telepathy)||15||—||2nd|
|8th||+4||+2||+6||+6||Pursuit of Wisdom(Metacreativity)||49||—||4th|
|12th||+6/+1||+4||+8||+8||Pursuit of Wisdom(Psychoportation)||99||—||6th|
|16th||+8/+3||+5||+10||+10||Pursuit of Wisdom(Pychometabolism)||165||—||8th|
|20th||+10/+5||+6||+12||+12||Pursuit of Wisdom(Psychokinesis)||250||—||9th|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Philosopher.
Weapon and Armor Proficiency: A Philosopher is only proficient with a quarter staff and has no proficiencies with armor or shields. If a Philosopher wears armor that she is not proficient with, she is unable to use her psionic abilities.
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a Philosopher must have a Wisdom score of at least 10 + the power’s level.
Power Points/Day: A Philosopher’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Philosopher. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: Philosophers choose their powers from the Psionic Discipline(s)(i.e. Clairsentience, Psycometabolism, ect.) they can access to or powers have learned every time the reflect for at least two hours while reading their journal and a good nights sleep. During this time the Philosopher chooses which powers she wishes to use for the day. The total of the power point cost of the powers, with augments, she chooses to use can not exceed her total power points per day or the power points she has left for the day. A philosopher may choose to change the powers she memorized for the day by reflecting for an hour with her journal. However, she does not regain her total power points until she is fully rested or until the next day.
Journal: Every Philosopher keeps a Journal that she writes down her arguments, proofs, and all the wisdom she has collected. Journals are important for Philosophers because it allows them to reflect on their experiences more easily. If a Philosopher loses her journal or if it is destroyed, she is still able to memorize powers she wishes to use the during the day. However, with out her journal she needs twice the time to reflect (4 hours) along with a good nights sleep. Moreover, she is unable to change which powers she has memorized for the day like she could if she had her journal because with with out a journal quick reflections are impossible. She must keep her selected powers she chooses until she reflects for 4 hours along with a good nights rest. A philosopher can rewrite her journal from memory at the cost for the supplies of paper and ink. However, this can take long time(1d4 weeks) since she must rewrite and reevaluate all the wisdom she has gained in her life time. During the time she is rewriting her journal she can not learn any psionic abilities from disciplines she does not have access to. Also, a philosopher can not rewrite powers she had learned from psionic disciplines that she does not have access to from memory and thus loses the ability to use those powers when her journal is lost or destroyed.
The "Good" Life: Every Philosopher believes that they must discover what is the best and most "good" life possible and how to obtain it. This pursuit of the "good" life allows her to have no limit on the powers she can know or learn at the cost of having a lower number of power points.
Pursuit of Wisdom: At certain levels a Philosopher gains access to new Psion Disciplines and learns all the powers from that discipline. A Philosopher starts out with Clairsentience at level 1, Telepathy at level 4, and another discipline every four levels there after in the following order: Metacreativity, Psychoportation, Psychometabolism, Psychokenesis. When a Philosopher gains a new discipline she writes down all the wisdom she gained in her journal and can rewrite her powers from her known disciplines from memory in her journal.
Skilled Learner: A philosopher learns quickly. She is able to learn abilities from out side the the disciplines she has access to from writings or being taught personally from another psionic user. The Philosopher can not learn any ability that is beyond her maximum power level known and must have a Wisdom score equal to or higher than 10+ the power's level to learn and use the power. The philosopher writes the power she learned into her journal to reflect on it but can not write it from memory. If her journal is destroyed, She is unable to use the powers she has learned.
Bouns Feat: At 6th and 14th a Philosopher receives a bonus feat. He may pick any feat that he meets the requirements for.
|25th||Weed Out Ignorance|
6 + Int modifier skill points per level.
Bonus Feat: Receives a bonus feat. He may pick any feat that he meets the requirements for.
Weed Out Ignorance:People around an epic level Philosopher become Wiser. A Philosopher is able to permanently increase the Wisdom score of someone by 1 by talking with them about various topics for 3 hours. This ability only works once per person.
Human Philosopher Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: Psionic Talent[Psionic].
Gear: Bedroll, 12 Candles, Ink (10 oz.), Inkpen, Bullseye Lantern, Oil (6 pint flask), Paper (20 sheets), Belt Pouch, Sealing Wax, Waterskin, Winter Blanket, Journal.
Gold: 105 gp.
Playing a Philosopher
Religion: Not all Philosophers practice a religion. The ones that do normally would worship a god or goddess of Truth or Good.
Other Classes: Philosophers get along with anyone with an open mind and can tolerate many questions. They tend to bond most with Wizards due to their like trait of dedication to learning. Because of their religious and rigid believes, many Paladins and Clerics do not enjoy being around a Philosopher who ask so many questions about the gods. Especially a Philosopher who has concluded that their God is either not as powerful as the Cleric or Paladin believed or if the Philosopher concluded the God does not even exist.
Combat: Philosophers are not front line attackers due to their low health, lack of weapon and armor proficiencies. Moreover, a Philosopher is not the best ranged attacker either. On the battle field, its best for her to be the second wave, staying behind the tanks but close enough to the fight to be effective with her psionic attacks.
Philosophers in the World
|“||True wisdom comes to each of us when we realize how little we understand about life, ourselves, and the world around us.||”|
|—Socrates, Human Philosopher|
Daily Life: Philosophers question the world around them every day. Philosophers can be found in the market place or other places where people gather in attempt to interview any artisan, public official, scholar, or wizard that happen to pass by. When not asking questions to people around her, a Philosopher will more likely than not be found with her eyes fixated on a book. Reading to a Philosopher is a way to learn other peoples views on the world with out speaking to them. After a good discussion or reading, a philosopher tends take some time to reflect on it. During this time, she usually writes in her trusty journal any proofs or questions she has though of and will drawn some conclusions. It isn't uncommon for a Philosopher to try and find a person she had talked to a few hours before just to ask them a few more questions or to tell them what Truth she has come to believe. Philosophers like to seek out public speeches held by reputable politicians, clerics, scholars and other Philosophers. If possible will try to speak with these people to see how wise they are and to help understand the universe around them.
Notables: There are well known Philosopher almost everywhere you look. If these Philosophers are either considered famous or infamous by the people around them is up for debate by the person you ask.
Organizations: There isn't a organization for Philosophers. However, it isn't uncommon for a group of Philosophers to find each other and discussing a variety of topics over long periods of time.
NPC Reactions: The reaction to a Philosopher differs from person to person. The common folk will either really like the Philosopher due to great and intriguing conversations or they will find her to be a pest that ask to many questions. Scholars, Wizards, and Clerics will enjoy a Philosopher's interest in their area of expertise but can mistakenly believe that the Philosopher is trying to make a fool them when they ask hard questions that they may not be able to answer. Artist, Politicians and other officials that try to maintain a certain reputation will tend to dislike a Philosopher because these people usually do not to know how to answer a Philosopher questions without hurting their image. Corrupted politicians in particular will do almost anything in their power to shut a Philosopher up out of fear of their wickedness being exposed by the Philosopher's many questions.
Characters with ranks in Bardic Knowledge or Knowledge(Psionics) can research Philosophers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Philosophers are wise people who ask many questions in the pursuit of the "good" life.|
|10||Philosophers are able to use great mental abilities by reflecting on the wisdom they gained and kept in their journal.|
|15||Philosophers have no limit to the amount of powers they can learn but only can employ a limited number at a time.|
|20||A few Philosophers can make people wiser just by talking to them because, these Philosophers are truly wise and are close to finding the "good" life.|
Philosophers in the Game
Sample Encounter: This encounter is based off Plato's- Apology. I recommend that the DM change some things, like the names of the gods or even the city to fit into the D&D world a little better, but its Plato so its pretty awesome by itself. The PCs have been called to be jurors by the ruler of a city nearby called Athens. They are bribed to find this mysterious man on trail guilty and sentence him to death by higher officials of the city with gold and magic items. The party may also be confronted by Plato and some other followers of this man called Socrates or maybe even Socrates himself with other offers (anything but money). Also may use breaks in the trail to talk to NPCs of the city or between adventuring party members. But the entire trail must not last more than one day. Change some details of the Apology so that the votes where close enough where your PCs have the deciding votes. If the majority of goes in favor of a guilty verdict and a death sentence, then use the Apology as a close example with RP. If majority goes with guilty verdict but the lesser punishment, then use the Apology all the way up to "Socrates Comments on his Sentence". This will lead to some things that are up to the DM such as possible conflict between Socrates and higher officials that tried to frame him. If the PCs choose to refuse or to take the bribe from the officials and then vote in favor of Socrates' acquittal, then make sure there is a conflict. Maybe even a all out brawl in the court house. If this happens the DM should make some decent powered characters for Socrates' accusers (Meletus should be a bard or sorcerer, and the Corrupt political officials should be a mix between clerics, rouges, sorcerers,and fighters. I suggest one of each. If you have a large party then throw in a few more accusers). The DM should use his imagination as to what happens after the trail pending the actions of the PCs. Here is a link to Plato's- Apology . Strongly suggest the DM read it before attempting this. Also suggest it to anyone, its a very good read. Have fun!:)