Adept
On the edges of civilization, often skating the edge of respectability and propriety, adepts practice magic learned through oral traditions, hand-me-down teachings, and the whisperings of ancestral spirits. Specializing in brewing potions and interesting substances, adepts use magic to make a place in a community -- sometimes a respected place, as a shaman is honored by a tribe; sometimes disdained in polite society, as a witch is tolerated while convenient.
BAB: +0.25 / level. Caster Level: +0.75 / level. Will Save: +0.75 / level. Fort Save: +0.50 / level. Reflex Save: +0.25 / level. Hit Die: d4. |
Level | Base Attack Bonus | Caster Level | Will Save | Fort Save | Reflex Save | Special |
---|---|---|---|---|---|---|
1st | +0 (+0.25) | 0 (0.75) | +0 (+0.75) | +0 (+0.50) | +0 (+0.25) | Tyro Signature: Signature Choice |
2nd | +0 (+0.50) | 1 (1.50) | +1 (+1.50) | +1 (+1.00) | +0 (+0.50) | Community +1 or Interaction Cantrip |
3rd | +0 (+0.75) | 2 (2.25) | +2 (+2.25) | +1 (+1.50) | +0 (+0.75) | Spell +1 or Combat Cantrip |
4th | +1 (+1.00) | 3 (3.00) | +3 (+3.00) | +2 (+2.00) | +1 (+1.00) | Survival +1 or Exploration Cantrip |
5th | +1 (+1.25) | 3 (3.75) | +3 (+3.75) | +2 (+2.50) | +1 (+1.25) | Adept Bonus Feat |
6th | +1 (+1.50) | 4 (4.50) | +4 (+4.50) | +3 (+3.00) | +1 (+1.50) | Adventurer Signature: Signature Choice |
7th | +1 (+1.75) | 5 (5.25) | +5 (+5.25) | +3 (+3.50) | +1 (+1.75) | Community +1 or Interaction Cantrip |
8th | +2 (+2.00) | 6 (6.00) | +6 (+6.00) | +4 (+4.00) | +2 (+2.00) | Spell +1 or Combat Cantrip |
9th | +2 (+2.25) | 6 (6.75) | +7 (+6.75) | +4 (+4.50) | +2 (+2.25) | Survival +1 or Exploration Cantrip |
10th | +2 (+2.50) | 7 (7.50) | +7 (+7.50) | +5 (+5.00) | +2 (+2.50) | Adept Bonus Feat |
11th | +2 (+2.75) | 8 (8.25) | +8 (+8.25) | +5 (+5.50) | +2 (+2.75) | Hero Signature: Signature Choice |
12th | +3 (+3.00) | 9 (9.00) | +9 (+9.00) | +6 (+6.00) | +3 (+3.00) | Community +1 or Interaction Cantrip |
13th | +3 (+3.25) | 9 (9.75) | +9 (+9.75) | +6 (+6.50) | +3 (+3.25) | Spell +1 or Combat Cantrip |
14th | +3 (+3.50) | 10 (10.50) | +10 (+10.50) | +7 (+7.00) | +3 (+3.50) | Survival +1 or Exploration Cantrip |
15th | +3 (+3.75) | 11 (11.25) | +11 (+11.25) | +7 (+7.50) | +3 (+3.75) | Adept Bonus Feat |
16th | +4 (+4.00) | 12 (12.00) | +12 (+12.00) | +8 (+8.00) | +4 (+4.00) | Legend Signature: Signature Choice |
17th | +4 (+4.25) | 12 (12.75) | +12 (+12.75) | +8 (+8.50) | +4 (+4.25) | Community +1 or Interaction Cantrip |
18th | +4 (+4.50) | 13 (13.5) | +13 (+13.50) | +9 (+9.00) | +4 (+4.50) | Spell +1 or Combat Cantrip |
19th | +4 (+4.75) | 14 (14.25) | +14 (+14.25) | +9 (+9.50) | +4 (+4.75) | Survival +1 or Exploration Cantrip |
20th | +5 (+5.00) | 15 (15.00) | +15 (+15.00) | +10 (+10.00) | +5 (+5.00) | Adept Bonus Feat |
Skill Proficiencies
The adept's proficient skills (and the ability scores used to boost each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Wis).
Skill Ranks per Level: 6 + Int modifier.
Weapon and Armor Proficiencies
Pick one weapon group from this list: Close, Light Blades, Projectiles, and Thrown (see the rules for weapon groups in Weapons and Armor). You are proficient with all simple weapons in your chosen group. You are not proficient with martial or exotic weapons. You are not proficient with armor or shields. Note that if you cast arcane spells, armor interferes with a your gestures, which can cause your spells with somatic components to fail (see Arcane Spells and Armor). Note that if you cast natural spells, your ethos prohibits wearing metal armor or using metal shields.
Spells and Spell Casting
At second level your caster level is one, and you can cast spells drawn from your class spell list. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by three-quarters of a caster level every time you gain an adept level. There are five different kinds of adepts, distinguished by the kinds of spells they can learn. As an adept, you must select one of these specialties for yourself:
- Faith Healers learn divine spells, but only those from the abjuration and conjuration schools.
- Hedge Wizards learn arcane spells, but only those from the abjuration, conjuration, divination, and evocation schools.
- Itinerant Preachers learn divine spells, but NOT those from the abjuration and conjuration schools.
- Shamans learn natural spells, chosen freely.
- Witches learn arcane spells, but only those from the enchantment/charm, illusion, necromancy, and transmutation schools.
CASTING ABILITY SCORE: The ability score you use for determining bonus spells and saving throw DC modifiers depends on the kind of magic you cast. If you are an arcanist (a hedge wizard or a witch), use intelligence. If you are a priest (a faith healer or an itinerant preacher), then you use charisma. And if you are a naturalist (a shaman), then use wisdom.
KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Follow the guidelines above to select from the correct spell choices. The level of the spell cannot exceed three-quarters of your adept level (minimum 1).
Class Abilities
TYRO THROUGH LEGEND TIER PROGRESSION
Levels 1, 6, 11, and 16: Signature Ability: Choose one of the following signature powers: Chymistrie, Lackey, Ritual, or Seance.
Level 2, 7, 12, and 17 Interaction Ability: Community Bonus: You gain a +1 bonus on Diplomacy, Sense Motive, and Craft (Alchemy) checks (stackable) OR an interaction cantrip (see below).
Level 3, 8, 13, and 18 Combat Ability: You gain a +1 to save DC and caster level when casting a spell of your choice (stacking for the same spell, or selecting a new one) OR a combat cantrip (see below).
Level 4, 9, 14, and 19 Exploration Ability: Learning Bonus: You gain a +1 bonus on four Knowledge checks (stackable) OR an exploration cantrip (see below). Select the exact knowledge skills when you level up.
Level 5, 10, 15, and 20 Adept Choice: Select an adept interaction, combat, or exploration ability of the appropriate tier or lower that you have not yet chosen, or choose a magic feat.
Cantrips
At non-signature levels, you may choose to learn an interaction, combat, or exploration cantrip. The particular cantrip allowed must be of a type that is the same as the spells you can learn:
- Faith Healers and Itinerant Preachers: Divine cantrips.
- Hedge Wizards and Witches: Arcane cantrips.
- Shamans: Natural cantrips.
Adept Signature Abilities
CHYMISTRIE
When you gain this signature ability, you learn to make one magical or non-magical item of your choice from the lists below. Use Spellcraft to make magical items and Craft (Alchemy) to make non-magical items. Each item requires 40 gp and four hours to make (the DC of the check is listed below); on a failed check, 4 hours and 20 gp are wasted. (Exception: The cost to brew poison is set by the poison creation rules.)
In addition, as you gain character levels, you learn to brew more items, At even character levels after gaining this ability, you select a magic item from the magic item list below to learn how to craft. At odd character levels, select a non-magical item to learn how to craft from the non-magic list. No feat is needed for any of this crafting.
Like any character, you can use the Craft (Alchemy) skill to make acid, alchemist's fire, smokesticks, tindertwigs, antitoxin, sunrods, tanglefoot bags, and thunderstones. In addition, at odd levels after gaining this signature ability, pick one non-magical item from the list below to learn to make.
- Alchemist's Kindness (DC15): Favored by young rakes and those who have drunk with dwarves, this is a crystalline powder resembling salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.
- Antiplague (DC25): If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
- Bloodblock (DC15): This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 20 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above as well as doubling the amount healed).
- Contact Poison (DC varies): You can make weak, strong, and deadly contact poisons that require a ranged touch attack to deliver. Use the poison rules for base pricing.
- Ingested Poison (DC varies): You can make weak, strong, and deadly ingested poison that generally require subterfuge or trickery to deliver. Use the poison rules for base pricing.
- Inhaled Poison (DC varies): You can make weak, strong, and deadly inhaled poison, released in a cloud, that allow a reflex save to dodge. Use the poison rules for base pricing.
- Injury Poison (DC varies): You can make weak, strong, and deadly injury poisons that can be applied to a slashing or piercing weapon. Use the poison rules for base pricing.
- Meditation Tea (DC20): Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.
- Smelling Salts (DC25): These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened. Drawing, uncorking, and using smelling salts is a standard action; stoppering and putting away smelling salts is a move action. Both provoke attacks of opportunity.
- Smoke Pellet (DC20): This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.
- Sneezing Powder (DC20): This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds (treat as the queasy condition). Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves.
- Soothe Syrup (DC15): This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.
- Soul Stimulant (DC25): This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level's penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level's effects.
- Sparkle Powder (DC25): This coarse gray powder has three uses. (1) Thrown against a floor (a standard action), it blinds creatures within the 10-foot-radius burst for 1 round, Fortitude DC 13 negates. (2) Thrown into the air of an adjacent square, it reveals if there is an invisible creature there, giving the creature a sparkly coating for one round -- no saving throw is allowed. (3) Tossed into the air as a readied action when an ally creates a fire-based area attack (as a burning hands spell, for example), the powder adds 1d6 of nonmagical fire damage to the effect.
At even levels choose an item from the list below. If a magic item has a Roman numeral in the name, then it is one in a series that requires knowing all the earlier items before a later one can be taken.
- Elixer of Dexterity (DC15): You can make a magical drink that grants a +5 competence bonus for ten minutes on a Dexterity skill of your choice (skill is chosen when you drink this elixer). You can drink Elixers of Dexterity while prior elixers are active; the new elixer applies to a different skill.
- Elixer of Fondness (DC25) Whoever drinks this elixer will feel more friendly toward the next person they see (attitude shifts by one step, per the Diplomacy skill) for one hour. There is no saving throw.
- Elixer of Healing (DC15): You can make a magical drink that cures 1d8 hp.
- Elixer of Strength (DC15): You can make a magical drink that grants a +5 competence bonus for ten minutes on a Strength skill of your choice (skill is chosen when you drink this elixer). You can drink Elixers of Strength while prior Elixers are still in effect; each Elixer applies to a different skill.
- Potion I (DC15): You can make a potion of a first level spell you know, with a caster level of 1. You can take a given Potion multiple times; each time it applies to a different spell.
- Potion II (DC20): Like Potion I, but you can make a potion of a first level spell you do not know but is on your adept class spell list, with a caster level of 1.
- Potion III (DC20): Like Potion I, but you can make a potion of a second level spell you know, with a caster level of 2.
- Potion IV (DC25): Like Potion I, but you can make a potion of a second level spell you do not know but is on your adept class spell list, with a caster level of 2.
Moreover, five levels after gaining this signature ability, you can create combo items that combine the effects of two of the items listed above (or the same one twice) that have the same trigger method (drinking, throwing, etc). Ten levels after gaining this ability, you can create combo items that combine the effects of three items, and at fifteen levels after, you can create combo items that combine the effects of four items. To make combo items costs 200 gp for a double combo; 1,000 gp for a triple combo; and 5,000 gp for a quadruple combo. The time required is unchanged.
Chymestrie items made by adepts may be purchased by player characters if they can find an adept wishing to sell, at prices negotiated with the game master (generally twice the cost to make, at a minimum). Player character adepts generally can sell these items for half the cost to make them.
LACKEY
You gain a lackey companion, a creature bound to you that can serve you in a variety of useful ways, at no cost. You cannot have a lackey if you already have a companion of any other sort. See the general rules for companions for details on how to call your lackey.
You may want to make a character sheet for your lackey. Use the basic statistics for a creature of the companion's kind listed below. Your lackey gains a hit die each time you level, per the the general rules for companions.
Choose from the following options for your lackey companion.
- Donkey - Size Medium; Speed 40 ft.; AC +2 natural armor; Attack 1 bite (1d3); Ability Scores Str 14, Int 3, Wis 10, Dex 13, Con 12, Cha 8; Special Qualities racial +4 Spot and Search related to sound.
- Kobold - Size Small; Speed 30 ft.; Attack by weapon; Ability Scores Str 11, Int 8, Wis 9, Dex 15, Con 12, Cha 6; Special Qualities proficient in simple close weapons.
- House Cat - Size Tiny; Speed 30 ft.; Attack bite (1d2), 2 claws (1d2); Ability Scores Str 2, Int 6, Wis 14, Dex 16, Con 6, Cha 10; Special Qualities low-light vision, scent, racial +4 Climb.
- Little Dog - Size Small; Speed 40 ft.; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 10, Int 5, Wis 16, Dex 14, Con 14, Cha 8; Special Qualities scent, racial +4 Spot.
- Riding Horse - Size Large; Speed 50 ft.; AC +3 natural armor; no attacks; Ability Scores Str 16, Int 4, Wis 12, Dex 12, Con 16, Cha 8; Special Qualities racial +4 Swim.
- Songbird - Size Diminutive (same mods as tiny, but +/-4, not +/-2); Speed 20 ft., fly 40 ft. (average); Attack bite (1d2); Ability Scores Str 1, Int 7, Wis 14, Dex 15, Con 6, Cha 9; Special Qualities racial +4 Perform.
In addition to the capabilities above, when your lackey gains an even hit die, select one of the Class Special abilities listed below or one in the companion rules. If the name of these abilities include a roman numeral, it indicates that the prior ones in the series are required before an advanced one can be taken.
- Adept's Helper I (Ex): With a standard action, your companion can tell a creature's attitude toward you so long as you, the companion, and the creature are all within 60 ft. No Sense Motive check is needed.
- Adept's Helper II (Ex): Your lackey listens carefully and is a good spy; it can use the aid another action vs DC10 to offer a +3 bonus on Gather Information rolls. This class special cannot be taken by a donkey or riding horse lackey.
- Beneath Notice (Su): While your companion uses total defense as a standard action, it will not be targeted with any attack that round unless you and all other allies are defeated. This does not prevent area attacks or other incidental damage caused by being on a live battlefield.
- Chymistrie Helper (Ex): Your companion can use the aid another action vs DC10 to offer a +3 bonus to your Craft and Spellcraft rolls to make Adept items. Prerequisite: Adept's Helper I.
- Deliver Touch Spells (Su): Your arcane campanion can deliver touch spells for you. If you and your lackey are in contact at the time you cast a touch spell, you can designate your lackey as the “toucher.” The lackey can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates.
- Faithful Mount (Ex): You have no penalty for riding bareback. You cannot fail a check to "Stay in Saddle" even if you are riding without a saddle. You gain a bonus on all other Ride checks when mounted on your companion equal to your even (column B) Wisdom bonus, in addition to your usual Dexterity bonus. This class special cannot be taken by a kobold, house cat, or songbird lackey.
- Ritual Helper (Su): When your companion assists in a ritual, your effective caster level is your character level +1. Prerequisite: Adept's Helper I.
- Seance Helper (Ex): Your lackey does not count against the total number of creatures allowed in your seance circle, and its presence nearby you grants a +1 on your will save to call forth a spirit. Prerequisite: Adept's Helper I.
- Share Spells II: Any non-instantaneous spell you cast on yourself can, if you choose, affect both you and your lackey. The companion must be within 5 feet of you at the time of casting to receive this benefit, and the spell stops affecting the bonded creature if it moves farther than 5 feet away from you; it does not affect the creature again if it returns before the duration expires. The spell's duration is halved between you and your lackey (for example, a spell with a duration of 1 hour has a duration of 30 minutes for both you and your lackey. You may share any spells you can cast, except ones that do not affect creatures of that type. (Share Spells I is available to any companion per the Companion rules and is required for this ability.)
RITUAL
This power grants you knowledge of spells beyond the two that you learn each time you gain a caster level. Pick an adept spell you can learn, one less than or equal to your current caster level. Add that spell to your ritual list. Each time you gain a character level, add another spell to your ritual list.
You can cast spells you know and spells on your ritual list using a special ritual. Even if your caster level is zero, you can use a ritual to cast a spell. Casting a spell in this way vastly increases the casting time, but it also increases the effectiveness of the casting:
When you first gain this ability, you can take a day (8 hours) to perform a ritual and cast a single spell. When you do so, you use your character level, not your caster level, to determine variable affects such as duration and so forth. Doing so does not use up a spell slot. If a saving throw is needed against a ritual spell, then the saving throw DC is 9 plus half of character level plus casting ability score.
Five levels after you gain this ability, the required length of the ritual decreases from 8 hours to 1 hour.
Ten levels after you gain this ability, you can apply any one metamagic feat you know to a spell cast through a ritual.
Fifteen levels after you gain this ability, you can add adept spells to your ritual list that are equal to or less than your character level.
SEANCE
One per day, you can call and speak with a spirit of the dead. To perform a seance, you join hands with those who knew the deceased, and you make a Will saving throw to channel the dead, who speaks through you to those assembled, if you make the saving throw. A seance must be conducted at dawn or at dusk. The location must be quiet and peaceful. If the seance succeeds, the spirit speaks as it will, in its voice through your mouth, in its native tongue, understanding only those languages it knew in life. It is possible that it will speak in a language you do not understand, but others in attendance might. The spirit lies or speaks the truth, as its natural inclination and alignment would direct it. The maximum number of people that can meet in your seance is equal to your combined even Wisdom, Charisma, and Intelligence modifiers. That is also the duration, in minutes, of the conversation you can have with the deceased, if you make the will save. The base will saving throw is a DC30. Your saving throw is modified as follows:
Circumstances | Roll Modifier |
---|---|
Spirit personally knew someone in circle | +1 per person known |
Spirit did not know anyone in the circle | save always fails |
Spirit was summoned to a seance in the past and was forced to tell the truth | -5 |
Object is present that was treasured by the spirit | +1 per object (max +3) |
Spirit's hair, blood, or other body part is present | +2 |
Spirit loved the location of the seance | +3 |
You know the name of the spirit | +2 |
Time passed since the spirit died | -1 per full year |
Spirit is evil | +5 |
Spirit's attitude towards a person in the circle (use least favorable) | |
- Hostile | save always fails |
- Unfriendly | -10 |
- Indifferent | +0 |
- Friendly | +5 |
- Helpful | +10 |
Note that evil creatures are more likely to answer a call to a seance because they desire even a few minutes of relief from the horrific torture of the afterlife they must otherwise endure.
Five character levels after gaining this ability, you can compel the spirit to speak only the truth, if you so desire. Spirits compelled in this way are less likely to accept a call to another seance.
After ten character levels, you can summon a spirit even if the spirit knew none of those present. Use the Indifferent modifier of +0.
After fifteen character levels, you can cast a question into the unknown, and a strange spirit will arrive to answer your question. With none of the circumstances listed above applicable, the save DC of 30 applies.