Some white mages gain their power from a holy source rather than the arcane. These white mages, known as devouts, give up the more trained and arcane healing prowess for some divine abilities.
Devout is an archetype of White Mage
Divine Inspiration
Devout cast spells in a slightly different way than most white mages. Though they spend MP and augment as normal, they do not learn spells at the start of their play or at each level. Instead, at the start of each day, a devout prepares a number of spells equal to twice her white mage level + her Wisdom modifier. A devout may prepare and cast any spell on the white mage list. Preparing spells in this way requires an hour spent in prayer and reading from a holy text. White mage spells a devout casts are considered divine spells, rather than arcane, and thus do not suffer from ASF but otherwise function identically. A devout can prepare spells with a base cost of their caster level or less.
Devout must select a deity to worship and derive their spells from. The devout must be within one alignment step of their deity. devout are not restricted in regards to what spells they can prepare. (For example, a devout of shiva can learn and cast fire spells without issue.)
This ability modifies Spellcasting.
Divine Aetheria (Su)
The devout gains the Aetheric Reservoir feature at 1st level, instead of 5th level.
This ability replaces Overheal, and modifies Aetheric Reservoir
Channel Energy (Su)
At 4th level, regardless of alignment, any devout can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good devout (or a neutral devout who worships a good deity) channels light energy and can choose to deal damage to undead creatures or to heal living creatures. An evil devout (or a neutral devout who worships an evil deity) channels shadow energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral devout of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the devout can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the devout. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every four devout levels beyond 4th (2d6 at 8th, 3d6 at 12th, and so on, to a max of 5d6 at 20th). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the devout’s white mage level + the devout’s Wisdom modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A devout may channel energy a number of times per day equal to 3 + her Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A devout can choose whether or not to include herself in this effect.
This replaces the Opal talents at 4th, 8th, 12th, 16th and 20th level.
Divine Flexibility (Su)
At 5th level, the devout may spend a number of Aetheric MP equal to the base MP of a spell they have prepared, as a move action, to swap that spell with a spell of the same base MP cost or lower. If they choose a lower MP spell, the devout regains normal MP equal to the difference between the two spells.
Divine Inspiration (Su)
At 11th level, whenever the devout casts a spell that buffs or heals an ally, they gain a sacred bonus to their next attack roll, equal to the devout’s Wisdom modifier.
This replaces Twinheal





