Ultimate Adept
From LiMaWiki
[edit] Game Rule Information
Adepts have the following game statistics.
- Abilities:
- Alignment: Any.
- Hit Points per Level: 1d4 + Con modifier.
- Hit points are maximized at 1st character level.
- Skill Points per Level: 4 + Int modifier.
- Skill points are multiplied by 4 at 1st character level.
Class Skills: The adept's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowedge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int),and Survival (Wis)
[edit] Class Table
Base Fort Ref Will Level Attack Bonus Save Save Save Special . 1st +0 +0 +0 +0 Harmless -1, Spellcasting 2nd +1 +0 +0 +0 - 3rd +1 +1 +1 +1 Brew Potion 4th +2 +1 +1 +1 Domain 5th +2 +1 +1 +1 Harmless -2, 6th +3 +2 +2 +2 - 7th +3 +2 +2 +2 Turn Undead 8th +4 +2 +2 +2 - 9th +4 +3 +3 +3 Harmless -3 10th +5 +3 +3 +3 Craft Wonderous Item
Weapon and Armor Proficiency: An adept is proficient with 5 simple weapons of her choice and light armor, but not shields.
Harmless (Ex): An adept is treated as his Challenge Rating was lower by 1 for the purposes of him gaining experience and for others gaining experience for defeating the expert. His “virtual CR” is further reduced by 1 at 5th and 9th level.
Turn Undead: An adept can turn undead as a cleric of three levels lower. This ability can be used once per round.
Brew Potion: An adept gains Brew Potion as a bonus feat.
Craft Wonderous Item: An adept gains Craft Wonderous Item as a bonus feat.
Spellcasting: An Adept casts divine spells, which are drawn from the cleric spell list. To learn or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against an adept's spell is 10 + half the adept's level + the adept’s Wisdom modifier. Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day (excluding invocations, see below). The adept doesn't receive bonus spells per day for having high Wisdom score. Like bard or paladin, an adept may know a number of spells from each spell level equal to 3 + his Wisdom modifier. It is possible for him to learn spells above that limit, but the costs are high. Adept's spell slots regenerate at the sunrise. An adept need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that level. He does not have to decide ahead of time which spells he’ll cast. Adept does not gain bonus slots for domain spells. An adept's caster level is equal to his class level.
[edit] Spells per day
Spells per day Invocations Level 0 1 2 3 4 C.L. known 1st 3 - - - - 1 1 2nd 3 1 - - - 1 2 3rd 3 2 - - - 2 2 4th 3 2 1 - - 2 2 5th 3 3 1 - - 3 2 6th 3 3 2 - - 3 3 7th 3 3 2 1 - 4 3 8th 3 3 3 1 - 4 3 9th 3 3 3 2 - 5 3 10th 3 3 3 2 1 5 4
Learning New Spells: An adept can learn any spell from his list, but doing so is tasking and requires a sacrifice. To learn a spell, an adept must spend an amount of gold equal to spell's level squared x 50 (or 25 gp in case of 0-level spells). That money is used as an offering to a deity (it should not be gold at all, but instead items of value to the deity that cost that much). In addition, an adept prays for spells in a place sacred to his deity. Prayer must take 1 hour per spell's level (30 minutes for a 0-level spell) and can not be interrupted. If it is, it must be performed again, and the offerings are lost. If an adept attempts to learn a spell and he already reached his limit of spells known for that level, multiply gold cost by 10. A newly created 1st level adept knows a number of 0-level spells equal to his Wis bonus. Whenever an adept gains new domain, he can learns spells granted by that domain. If he already can learn this spell because it can be found on the cleric's spell list, instead reduce the gold cost to learn that spell by half.
Invocations: An adept can cast some spells as invocations. That means that he doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses reduced caster level, as shown on table: spells per day. An adept can cast invocations even if he has no slots left. At 1st level, an adept learns how to cast one 0-level spell from the list below as invocation (provided he knows that spell). At 2nd level and every 4 levels thereafter, an adept learns how to cast another spell from the list. An adept can choose a spell he doesn't know yet, but he is unable to cast it until he learns it. He cannot, however, choose a spell he can't yet cast because his class level is too low to access that level of spells. List of spells a cleric can cast as invocations:
- 0-level - Create Water, Light, Purify Food and Drink, Read Magic, Resistance
- 1st level - Cause Fear, Magic Stone, Obscuring Mist, Remove Fear
- 2nd level - Calm Emotions, Death Knell, Gentle Repose, Remove Paralysis, Shatter, Shield Other, Status
- 3rd level - Contagion, Continual Flame, Daylight, Deeper Darkness, Dispel Magic, Obscure Object
Domain: An adept’s deity influences his alignment, what magic he can perform, his values, and how others see him. At 5th level, an adept chooses domain from among those belonging to his deity. An adept can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. A domain gives the adept access to a domain spell at each spell level he can cast, from 1st to 4th, as well as a granted power.

