(Obsolete) Adherent

Obsolete Content: Content in this article is outdated and has been replaced (or is due to be replaced) by its author. This version is posted only for posterity and is no longer considered current in this game or setting.

In Kyngdom, people arrive every day to pray to their little shrines of twenty-one figurines, offering prayers to every god that oversees an aspect of their lives, and hoping nothing terrible will befall them before tomorrow. In Kryphaneos, frantic prayers are made before the tight-shut doors of the temples of the Lord as those unfortunate enough to be trapped out at night seek respite. In Corrindale, lone elves raise their voices to heaven in prayer as they long for the aid of one beyond themselves.

Gods work in many ways. While almost every god has clerics of some form or another, they are not the totality of a god's forces. While it's true that a rogue may be considered a warrior for his god (particularly if the god in question is The Nimble One), there is a world of difference between that rogue and a Hallowed Trap-Springer of the Nimble One.

The Adherent is a singular warrior of his or her god or goddess, given great benefits from their god, and given over to deeds most often seen as militant or powerful. They take upon themselves aspects of their gods' domains, and through these, accomplish deeds that best befit their god's request. Others carry not the will of a deity, but the force of a cause, felt with a deep and personal strength.

Adventures

Few classes need less reason to adventure than the Adherent. Dedicated and true to a path, the Adherent is ultimately a person drive by faith and ideals and that faith – and the power it lends – is an ever-present faction in the Adherent's life. More specific reasons for adventure do vary, by the god. The Nimble One's Adherents may feel the need to search old tombs and traps for new and interesting treasures, while an Adherent of The Lord may adventure to further the Great Lie's aims.

Characteristics

Divine power protects an Adherent, and lends to her special powers. It can be in many forms, but this divine connection is always present, if subtle; an Adherent may be immune to diseases, resistant to mind-warping effects, adept with a weapon, perceptive of lies, or immune to the sensation of pain. The Adherent uses this power in whatever way she sees fit – be it to aid her allies, or to protect herself at all costs.

Alignment

Adherents must have an alignment in one step of their god's. Adherents who have an alignment domain (Good, Evil, Law, or Chaos) must also have an alignment coinciding with that domain. Furthermore, if they have a god or religion, Adherents have appropriate related codes of conduct.

Religion

Religion is, on one level, the drive of an Adherent's life. An Adherent of Schwartzstrom might not think of herself as such, but it is Schwartzstrom who shapes her life – if only by both Adherent and god having coinciding ideals and goals. However, Adherents may choose to not follow a god, and instead opt for the service of an ideal, or crusading on behalf of a cause rather than a god.

Background

Adherents are as diverse as is possible. Typically, Adherents have religious upbringings (or at least a personal religious focus). Adherents are often idealists or, growing up, sad and lonely followers of a belief or cause that sets them aside from their fellowman.

Races

Any race can produce Adherents. Some gods only accept Adherents from races that specifically interest them (Kurtulmak only accepts Kobold Adherents, for example).

Other Classes

Adherents are very much shaped by their domains, and as such, may vary in their dealings with others. An Adherent of Palescai with the domains of Law and War will probably associate well with a Lawful Good monk whose focus on his militant abilities and training would coincide with the Adherent's. A Neutral Good Adherent of Acydea may well resemble a militant druid, and get along well with druids of similar bents.

THE ADHERENT Hit dice: {$hitdice}
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 2 3 4
1 +1 +2 +0 +0 Domain Powers (1) - - - -
2 +2 +3 +0 +0 Divine Grace - - - -
3 +3 +3 +1 +1 Domain Powers (1) - - - -
4 +4 +4 +1 +1 - 0 - - -
5 +5 +4 +1 +1 Domain Powers (2) 0 - - -
6 +6/+1 +5 +2 +2 Domain Powers (2) 1 - - -
7 +7/+2 +5 +2 +2 - 1 - - -
8 +8/+3 +6 +2 +2 Domain Powers (3) 1 0 - -
9 +9/+4 +6 +3 +3 - 1 0 - -
10 +10/+5 +7 +3 +3 Domain Powers (3) 1 1 - -
11 +11/+6/+1 +7 +3 +3 Domain Powers (4) 1 1 0 -
12 +12/+7/+2 +8 +4 +4 - 1 1 1 -
13 +13/+8/+3 +8 +4 +4 Domain Powers (4) 1 1 1 -
14 +14/+9/+4 +9 +4 +4 Domain Powers (5) 2 1 1 0
15 +15/+10/+5 +9 +5 +5 - 2 1 1 1
16 +16/+11/+6/+1 +10 +5 +5 Domain Powers (5) 2 2 1 1
17 +17/+12/+7/+2 +10 +5 +5 Domain Powers (6) 2 2 2 1
18 +18/+13/+8/+3 +11 +6 +6 - 3 2 2 1
19 +19/+14/+9/+4 +11 +6 +6 Domain Powers (6) 3 3 3 2
20 +20/+15/+10/+5 +12 +6 +6 Ascendancy 3 3 3 3
Class Skills ({$skillslvl} + int mod per level, x4 at 1st level): {$cskills}

Game Rule Information

  • Abilities: Charisma is usually the most important ability score for an Adherent, as all their special abilities are based off Charisma. Depending on the Adherent, strength and Constitution are usually very important, though Adherents who are more focused on bowmanship may value Dexterity more. A Wisdom of 14 or more is required to cast the highest-level of Adherent spells, and a Wisdom of 11 or better is required to cast any Adherent spells at all.
  • Alignment: An Adherent must be of an alignment within one step of her god's, or an alignment appropriate to her ideals (for example, an Adherent with the Plant and Good domains must be of a good alignment).
  • Hit Die: d10

Class Skills

The Adherent's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).

Domains and Class Skills

An Adherent who chooses Animal or Plant as one of her domains has Knowledge (nature) (Int) as a class skill. An Adherent who chooses Travel as one of her domains also has Wilderness Lore (Wis) as a class skill. An Adherent who chooses Knowledge as a domain also has Knowledge (Any) (Int) as a class skill. An Adherent who chooses Pleasure as a domain also has Bluff (Cha) as a class skill.

  • Skill Points at 1st Level: (2 + Int modifier) x 4
  • Skill Points at Each Level: 2 + Int modifier

Class Features

The following are the class features of the Adherent class.

Weapon and Armour Proficiency

Adherents are proficient in all forms of armour, with shields, and with simple and martial weapons. Adherents are, ultimately, militant characters that are expected to be able to defend themselves.

Domains

At first level, Adherents choose two domains that shape their abilities. These are aspects of the world, their ideals, or their god that shapes their beliefs and helps to define them and how they do things. At levels 1, 3, 5, 6, 8, 10, 11, 13, 14, 16, 17, and 19, the Adherent gains a special ability from each domain, detailed in the domains section and Non-core domains section. An Adherent can gain an ability from each domain of an appropriate number at each of these levels, in any order that appeals to her. For example, an Adherent may choose the Glory and Good domains, and take the Good Domain 1 ability at 1st level, but at level 5, may take the Glory domain 2 ability before the Good domain 2 ability.

Adherents' domains are chosen from the same list as clerics, but they grant the Adherent different abilities to a cleric's. The spells of the Adherent's domains are added to the Adherent's spell list, but only the spells of levels 1 through to 4. Adherents do not receive spell slots above 5 anyway, but they cannot activate spell-trigger or spell-completion items of spells of spells of level five or above from their domains.

Divine Grace (Su)

At 2nd level, the Adherent adds her Charisma modifier as a bonus to all her saving throws. This ability is known by many names amongst varying adherents, from "Nature's Blessing" to "Dark Rite", but it is functionally always the same. Adherents are protected by their faith.

Spells

Starting at 4th level, the Adherent gains the ability to cast a small number of divine spells. To cast a spell, an Adherent must have a Wisdom score of at least 10+ the spell's level, so an Adherent with a Wisdom of 10 or lower cannot cast these spells. Adherent bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the Adherent gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the Adherent gets only bonus spells (as per Table 1-1 on page 8 of the PHB). An Adherent without a bonus spell for that level cannot yet cast a spell of that level. An Adherent has access to any spell on her spell list, just as a cleric does.

Through 3rd level, an Adherent has no caster level. Starting at 4th level, an Adherent's caster level is one-half her class level.

Adherent Spell List

An adherent chooses her spells from the following list:

  • 1st: bless water, adhering weapon, bless, cause fear, command, create water, cure light wounds, detect poison, detect undead, divine favour, endure elements, entropic shield, magic weapon, mount, protection from Good/Evil/Law/Chaos, shield of faith
  • 2nd: aid, calm emotions, resist elements, shield other, spiritual weapon. undetectable alignment
  • 3rd: blindness/deafness, daylight, discern lies, dispel magic, invisibility purge, magic vestment, negative energy protection, prayer, searing light
  • 4th: divine power, freedom of movement, greater magic weapon, neutralize poison, sacrosanct weapon, status, mark of justice

Ascendency

The Adherent has become a living embodiment of her ideals. The Adherent's type changes to Outsider, and she gains Damage Reduction 10/magic. Unlike other outsiders, she may still be raised or resurrected.

Notes

This class supersedes (and removes the need for) the Paladin core class, and the Blackguard, Holy Liberator, Templar, and any other similar prestige classes (Which have a similar progression to the Paladin). It also can be used to produce a class similar to the Ranger.

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