(Obsolete) Adherent Domains

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The following is a list of domains, and related abilities, available to the adherent class. These domains are found in the D&D core rulebooks. Domains inspired by other sourcebooks can be found here.

On Overlapping Domains

In some cases, some domains grant the same domain ability – for example, both Healing and Repose grant the ability to Turn Undead. In these cases, the abilities come into play separately and are to be tracked separately. In some cases, this does not grant any particular benefit to the Adherent, and can result in a "wasted" ability. In these cases, the DM may feel free to grant a bonus feat or some other bonus to compensate the Adherent (though, in some cases, this should be discouraged, as some domains are balanced by having weak abilities at some levels and strong abilities at others).

Core Domains

These domains are found in the D&D core rulebooks.

Air

  1. Improved Initiative: The Adherent's movements are swift as the wind itself. The Adherent gains Improved Initiative as a bonus feat.
  2. Turn Earth Creatures/Rebuke Air Creatures (Su): The Adherent may Turn or Destroy Earth creatures as a good cleric can undead, or she may Rebuke or Command Air creatures as an evil cleric can undead. This ability may be used 3 + the Adherent's Charisma modifier times a day.
  3. Flight (Su): The Adherant gains a fly speed equal to his movement speed, with a manoeuvrability of good.
  4. Imbue Weapon (Su): The Adherent may charge her weapon with electricity, the element of air. Any weapon the Adherent wields has the Shocking Burst property.
  5. Supreme Initiative (Ex): The Adherent is incredibly fast, and may act and react with a swiftness unexpected by almost all. The Adherent gains an additional +4 to initiative checks, which stacks with Improved Initiative. Furthermore, his flight speed improves by ten feet, and his manoeuvrability becomes perfect.
  6. Elemental Form (Su): Once a day, the Adherent may Wildshape (as the druidic ability) into any Air Elemental with a number of Hit Dice equal to or less than the Adherent's. This ability lasts a number of minutes equal to 3 + the Adherent's Charisma modifier.

Animal

  1. Animal Companion (Ex): The Adherent gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Adherent's list of options: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the Adherent on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name. An Adherent may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Adherent level. Like a druid, an Adherent cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
  2. Naturewalk (Ex): Animals do not attack the Adherent unless provoked. This is identical in most respects to the spell Invisibility to animals, but animals can very much see the Adherent – they simply do not regard the Adherent as a threat or foe. An animal will still defend itself if the Adherent proves to be in any way a threat.
  3. Scent (Ex): The Adherent gains the Scent extraordinary ability, as per the Monster Manual.
  4. Pounce (Ex): If the Adherent charges, she may make a full attack action, even though she has already moved. This ability may be used a number of times per day equal to 3 + the Adherent's Charisma modifier.
  5. Blindsight (Ex): The Adherent gains 120 feet of blindsight.
  6. Flight (Su): The Adherent gains a fly speed equal to his land speed, with a manoeuvrability of good. He also gains a natural armour bonus equal to his charisma modifier.

Chaos

  1. Resist Enchantment (Ex): The Adherent gains a +2 bonus to saves against spells and spell-like abilities from the school of Enchantment.
  2. Immunity to Charm and Compulsion (Ex): The Adherent becomes immune to all Charm and Compulsion effects.
  3. Aura of Discord (Su): The Adherent grants her Resist Enchantment ability to all within a 10' radius of herself. This affects allies and enemies.
  4. Subversion (Su): The Adherent, and all her allies within 10' of the Adherent gain the Slippery Mind ability.
  5. Untouched Self (Su): The Adherent becomes immune to anything that would enforce rule over her – a rule of fear, a rule of minds, or a rule of weakness. Mind-influencing effects, negative levels, and fear effects no longer affect her.
  6. True Seeing (Su): Even if the Adherent lies her tongue black, it's hard for others to do the same to her. The Adherent gains a constant True Seeing power, as the divine version of the spell.

Death

  1. Rebuke Undead (Su): The Adherent may rebuke or control undead a number of times a day equal to 3 + her Charisma modifier.
  2. Cause Fear (Sp): The Adherent gains the capacity to inflict fear with his very presence. Whenever the Adherent makes an attack against an opponent within 30 feet, that foe has to make a Will saving throw against a DC of 11 + your Charisma modifier or be affected by the Cause Fear spell.
  3. Death Knell (Su): The Adherent begins to feed off the life force of those she slays. Whenever she successfully drops an opponent to 0 or fewer hit points, if the opponent fails a saving throw with a DC of 12 + the Adherent's Charisma modifier, the target is immediately subject to a Death Knell spell as if the Adherent had cast it.
  4. Create Undead (Sp): The Adherent gains the ability to cast Create Undead once a day, as a spell-like ability, at a caster level equal to her class level.
  5. Create Greater Undead (Sp): The Adherent gains the ability to cast Create Greater Undead once a day, as a spell-like ability, at a caster level equal to her class level.
  6. Lord of Death (Su): The number of hit dice of undead the Adherent may command through rebuking is multiplied by ten. The Adherent may not command any individual undead with more hit dice than herself (Thus, a 20th level Adherent may command as many as 200 hit dice of undead, but she may not command a Gargantuan Zombie, which has 24 hit dice).

Destruction

  1. Smite (Su): Once per day, the Adherent may make a Smite attempt with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per class level. For example, a 13th-level Adherent armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. Whenever the Adherent gains a new Domain ability from the Destruction domain, he gains an additional use of his Smite per day.
  2. Heedless Strikes (Ex): The Adherent ignores an amount of hardness of objects equal to his Charisma modifier.
  3. Striking Shockwave (Su): Whenever the Adhereant destroys an object, the force of the shockwave is enough to deal an amount of sonic damage to all adjacent foes or those holding the weapon equal to 1d6+ the Adherent's charisma modifier. If this ability destroys another object, it triggers again to a maximum distance of 15 feet away from the Adherent.
  4. Shatter (Sp): The Adherent may use Shatter as a spell-like ability, at will, with a caster level equal to her class level. The save DC for this effect is 12 + the Adherent's Charisma modifier.
  5. Greater Smite (Su): The bonus damage the Adherent deals with a smite attack is doubled. The Adherent may make only one Great Smite per day.
  6. Force of Destruction (Su): As a standard action, the Adherent may empower herself with the power of destruction. This causes the Adherent to double in size (and her gear grows proportionally). This increase grants the Adherent a +4 Enlargement bonus to Strength, increases her size category by one step (Medium to Large, Small to Medium, etc.), increases her mass by a factor of eight, and increases the damage dealt by her weapons by one step. The Adherent may use this ability once a day, but it lasts until it is dismissed.

Earth

  1. Impervious Skin: The Adherent is as strong as the earth itself. She gains a natural armour bonus equal to her Constitution modifier or half her Adherent level whichever is lower. She also gains an extra hit point for each Adherent level she has.
  2. Turn Air Creatures/Rebuke Earth Creatures (Su): The Adherent may Turn or Destroy Air creatures as a good cleric can undead, or she may Rebuke or Command Earth creatures as an evil cleric can undead. This ability may be used 3 + the Adherent's Charisma modifier times a day.
  3. Immoveable (Ex): The Adherent is a fixture on earth. Provided the Adherent is in contact with the ground, she gains a +4 bonus against all bull rush and trip attempts, and whenever an opponent attempts to perform such an action, if they fail, they are instead subject to a bull rush from the Adherent. The Adherent cannot move with the opponent to continue the bulrush.
  4. Imbue Weapon (Su): The Adherent may charge her weapon with acid, the element of earth. The Adherent's weapon gains the Acidic Burst as long as he wields it.
  5. True Hardiness (Ex): The Adherent is prodigiously tough, and gains an additional 2 hit points per class level. She also gains Damage Reduction 1/-.
  6. Elemental Form (Su): Once a day, the Adherent may Wildshape (as the druidic ability) into any Earth Elemental with a number of Hit Dice equal to or less than the Adherent's. This ability lasts a number of minutes equal to 3 + the Adherent's Charisma modifier.

Evil

  1. Detect Good (Sp): The Adherent can Detect Good at will, as a spell-like ability.
  2. Smite Good (Su): Once per day, the Adherent may attempt to smite Good with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per class level. For example, a 13th-level Adherent armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the Adherent accidentally smites a creature that is not Good, the smite has no effect but it is still used up for that day. Whenever the Adherent gains another domain ability, he gains the ability to Smite Evil an additional time per day.
  3. Resist Good (Su): The Adherent gains a resistance bonus to all saving throws against spells with the [Good] descriptor equal to her Charisma bonus. This stacks with the Adherent's Divine Grace ability.
  4. Unholy Weapon (Su): Any weapon the Adherent wields is imbued with the Unholy property as long as the Adherent wields it.
  5. Good's Turncoat (Su): If at any point the Adherent is ever targeted with a spell or spell-like ability with the [Good] descriptor, that spell or power is immediately reflected back upon its originator, and all variable, numeric effects of the spell are multiplied by one and one-half. This spell effects the caster as if it were affecting the Adherent herself, even if the caster would be immune to the spell because of their alignment..
  6. Fell Savant (Su): The Adherent is such a depraved element of evil that her very presence shrivels and withers good. Good spells cast within 30' of the Adherent, or with the Adherent as the target have their caster level reduced by half – this effect is determined before ranges are, which means that a spell cast at the Adherent can sometimes fail after its casting, as its range is reduced. The Adherent is a center of a constant Magic Circle Against Good effect.

Fire

  1. Flickering Flame (Ex): The Adherent is truly difficult to catch, flickering like a flame; he gains a dodge bonus to his AC equal to half his class level or his Intelligence modifier, whichever is lower.
  2. Turn Water Creatures/Rebuke Fire Creatures (Su): The Adherent may Turn or Destroy Water creatures as a good cleric can undead, or she may Rebuke or Command Fire creatures as an evil cleric can undead. This ability may be used 3 + the Adherent's Charisma modifier times a day.
  3. Burning Path (Ex): The Adherent can push himself, burning twice as bright for half as long. The Adherent may sacrifice ten hit points to double his movement and jump distances for the round. If the Adherent uses this ability in conjunction with a charge, he deals an extra amount of damage equal to his Charisma modifier.
  4. Imbue Weapon (Su): The Adherent charges her weapon with the element of Fire. Any weapon the Adherent wields gains the Flaming Burst property.
  5. Greater Flickering Form (Ex): The Adherent's capacity to evade his opponents is incredible. Whenever an opponent misses him, he gains a bonus to his next attack and damage rolls against that opponent equal to the amount by which his opponent missed him.
  6. Elemental Form (Su): Once a day, the Adherent may Wildshape (as the druidic ability) into any Fire Elemental with a number of Hit Dice equal to or less than the Adherent's. This ability lasts a number of minutes equal to 3 + the Adherent's Charisma modifier.

Good

  1. Detect Evil (Sp): The Adherent can Detect evil at will, as a spell-like ability.
  2. Smite Evil (Su): Once per day, the Adherent may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per class level. For example, a 13th-level Adherent armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the Adherent accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Whenever the Adherent gains another domain ability, he gains the ability to Smite Evil an additional time per day.
  3. Resist Evil (Su): The Adherent gains a resistance bonus to all saving throws against spells with the [Evil] descriptor equal to her Charisma bonus. This stacks with the Adherent's Divine Grace ability.
  4. Holy Weapon (Su): Any weapon the Adherent wields is imbued with the Holy property as long as the Adherent wields it.
  5. Evil's Reckoning (Su): If at any point the Adherent is ever targeted with a spell or spell-like ability with the [Evil] descriptor, that spell or power is immediately reflected back upon its originator, and all variable, numeric effects of the spell are multiplied by one and one-half. This spell effects the caster as if it were affecting the Adherent herself, even if the caster would be immune to the spell due to their alignment.
  6. Paragon (Su): The Adherent is such a blazing element of good that her very presence shrivels and withers evil. Evil spells cast within 30' of the Adherent, or with the Adherent as the target have their caster level reduced by half – this effect is determined before ranges are, which means that a spell cast at the Adherent can sometimes fail after its casting, as its range is reduced. The Adherent is a center of a constant Magic Circle Against Evil effect.

Healing

  1. Lay On Hands (Su): The Adherent can channel positive energy with great skill. An Adherent can cure a number of hit points of damage equal to her Charisma modifier times her level. This curing need not all be used at once. This effect is a positive energy effect, and so, harms undead rather than healing them.
  2. Turn Undead (Su): The Adherent's ability to channel positive energy improves to even greater levels, and the Adherent can now Turn Undead, as a cleric four levels lower.
  3. Abundant Life (Su): The Positive energy the Adherent manipulates is all the stronger in her, and countermands the nefarious effect of negative energy effects. She gains a number of ‘positive levels' equal to her Charisma modifier. Whenever the Adherent is exposed to an effect that would deal damage with negative energy (Such as an inflict wounds spell) or ability drain (such as a shadow's attack), she instead loses a Positive level, and the effect is negated. Regardless of how much or how little the effect, any single negative energy effect removes only one positive level. If the Adherent is exposed to a level-draining effect or negative levels (such as an enervation or a vampire's energy drain attack), the adherent loses a number of Positive levels equal to the negative levels, before she accumulates any actual negative levels. The Adherent recovers all her Positive Levels after eight hours of rest. If the Adherent is suffering from a negative level before resting, these negative levels persist.
  4. Greater Lay on Hands (Su): The Adherent's Lay On Hands ability is made stronger – the number of hit points she can heal with her Lay on Hands ability is multiplied by one and a half. Thus, a 14th-level Adherent with a Charisma of 22 would be able to heal 126 hit points a day, rather than 84.
  5. Wellspring of Life (Su): The Adherent's capacity for positive energy is nothing short of massive. Whenever the Adherent is exposed to a negative energy effect by a foe within 10', the Adherent's own aura of positive energy prompts a massive backlash in energy, dealing a number of d6 damage to the target equal to the Adherent's Charisma modifier. This damage is partially positive and partially negative, and so, will harm undead and non-undead alike.
  6. True Conduit (Su): The Adherent is truly a channel of raw positive energy. Her very being crackles with its energy, and she can travel on the Positive Energy Plane and suffer no ill effects. Furthermore, she gains Fast Healing 5, and all Cure spells cast by allies within 5' of the Adherent are Empowered, with no adjustment to the spell's level.

Knowledge

  1. Lore (Ex): The Adherent absorbs bits of knowledge from here and there, becoming a repository of obscure facts. The Adherent gains a the Bardic Lore ability.
  2. Defensive Tricks (Ex): The Adherent adds his Intelligence modifier to his Will and Reflex saves.
  3. Applicable Knowledge (Ex): The Adherent gains a bonus feat. Each morning, when he would prepare his spells, he may choose a new feat for which he fulfils the preresquisites. This feat can be used to qualify for other feats or prestige classes.
  4. Weapon Trick (Ex): The Adherent gains a competence bonus on attack rolls equal to his Intelligence modifier.
  5. Arcane Word (Sp): The Adherent's study expands. Each morning, as he prepares his spells, he may choose a single Arcane spell from the Wizard or Sorceror spell list with a level lower than one third of his class level. He can, for the rest of that day, cast that spell as a spell-like ability a number of times per day equal to 3+ his Charisma modifier. For this spell-like ability, the Adherent's caster level is considered to be his class level, and he uses his Intelligence to determine the ability's saving throw DC. He cannot select any spell that has an XP component or a material component with an overall worth of more than 1gp. He cannot choose a spell that has an overall casting time greater than a single standard action. This ability does not grant actual arcane spellcasting ability to the Adherent. This spell-like ability is subject to Arcane Spell Failure.
  6. Foresight (Sp): The Adherent gains the ability to cast Foresight on himself at will.

Law

  1. Resist Fear (Ex): The Adherent gains a +2 bonus to saves against all fear effects.
  2. Immunity to Fear (Ex): The Adherent becomes immune to all negative morale and fear effects.
  3. Aura of Courage (Su): The Adherent grants her Resist Fear ability to allies within a 10' radius of herself.
  4. Bastion of Order (Su): All allies within 10' of the Adherent are immune to fear and negative morale effects.
  5. Ruled Self (Su): The Adherent becomes immune to anything that would disrupt her actions – the Adherent becomes immune to mind-influencing effects and negative levels.
  6. True Seeing (Su): The Adherent is a master of the truth of matters, and is constantly affected by a True Seeing power.

Luck

  1. Extraordinary Fortune (Ex): The Adherent may reroll a single skill check, attack roll, or saving throw, once a day. Even if the second roll is lower than the first, the Adherent must take it – not all luck is good, after all.
  2. Spin Fate (Ex): The Adherent of Luck understands that 'chance' is less random than people believe, and she can adjust the probability of certain events. When the Adherent makes a saving throw, she can choose to subtract 2 from her saving throw modifiers (making it easier for her to fail) - neither more nor less. She stores the 2 points as a sort of Save karma called 'Spin'. Each time she adjusts a saving throw, she accumulates another 2 points of spin. At any one time, the Adherent can store a maximum spin value equal to her class level. The Adherent can use accumulated spin as a bonus to her saving throws, adding up to 3 points of spin to any one save. If the Adherent attempts to accrue more spin than her normal limit, any excess spin is lost. Note: The Adherent cannot accumulate spin by penalising saving throws against spells that are harmless or beneficial.
  3. Fortune's Edge (Su): The Adherent may reroll up to three attack rolls each day. This is in addition to the reroll granted by her Extraordinary Fortune ability.
  4. Fickle Finger of Fortune (Su): The Adherent gains the ability to influence fate in extraordinary ways. Once a day, as a free action, the Adherent may force an opponent to reroll a single saving throw, skill check, or attack roll. This ability must be declared before the result of the roll is applied. The Adherent has to be able to see her target to use this ability.
  5. Aura of Luck (Su): The Adherent and all her allies within 30' of the Adherent suffer a +2 luck bonus to checks, saves, and damage, and all enemies within 30' of the Adherent suffer a –2 luck penalty to checks, saves, and damage.
  6. Luck of the Gods (Su): The Adherent is simply insanely lucky. Once a day, the Adherent may automatically succeed at a saving throw, regardless of the save's associated Difficulty Class. Using this ability is a free action. The automatic success must be declared before saves are rolled.

Magic

  1. Detect Magic (Sp): The Adherent can detect magic as a spell-like ability at will, with a caster level equal to her class level.
  2. Full Casting (Ex): The Adherent's caster level is equal to her class level, rather than one half her class level. Further, at each even Adherent level, he may choose a single spell from the Wizard spell list and add it to his Spells known list no higher than half his Adherent level. The Adherent my add a spell that he could never cast to his spell list this way, but he could use that spell to trigger spell-trigger items, or to craft a magic item of it.
  3. Sustaining Magic (Ex): Whenever a spell is cast upon the Adherent, if the Adherent wishes, its caster level is considered one higher. The Adherent also regains hit points equal to the spell level of a spell whenever he's the subject of a spell he chooses to improve in this fashion. He also doesn't have to eat for the rest of the day.
  4. Magical Harmony (Su): The Adherent may, a number of times per day equal to his Charisma modifier, choose to have a spell cast within 30' of him be Empowered, Extended, or Widened. This is a free action and can be used on the Adherent's own spells.
  5. Recursive Suppression (Su): Whenever the Adherent or the Adherent's equipment is the subject of a successful dispel magic or similar effect (greater dispelling, Mordenkainen's Disjunction), the Adherent's may choose to have spells not dispelled; instead, these spells are suppressed for 2d4 rounds. If one of the Adherent's items are targeted and a dispel check is successful, the item is suppressed for half the rounds it normally would (rounding up). The Adherent can use this ability a number of times per day equal to 3 + her Charisma modifier. Furthermore, when the ability of the weapon is no longer suppressed, the Adherent's magical resonance retaliates, attacking the caster who suppressed them, dealing damage to that caster equal to their caster levels + the Adherent's charisma modifier.
  6. Spell Resistance (Ex): The Adherent gains Spell Resistance equal to 15 + her class level.

Plant

  1. Rebuke Plants (Su): The Adherent may Rebuke or Command plant creatures.
  2. Dutiful Tender (Ex): Any plant creatures commanded by the Adherent gain a +4 bonus to their constitution and strength scores as long as they remain within 30 feet of the Adherent.
  3. Trackless Step (Su): The Adherent leaves no trail in natural surroundings, and cannot be tracked. He also gains a +4 bonus to Hide and Move Silently checks in a forested environment.
  4. Bark and Blood (Ex): The Adherent's skin hardens subtly, taking on a green tint, and her blood thickens like tree sap. The Adherent gains a +4 natural armour bonus, and when struck by anything with a wounding effect, the Adherent stops bleeding after a single round.
  5. Nature's Bile (Ex): Any weapon the Adherent wields is naturally inclined to the vicious, patient nature of plants. The Adherent's weapon gains the Greater Wounding property as long as the Adherent wields it.
  6. Plant's Heart (Ex): The Adherent's type changes to plant. The Adherent becomes immune to critical hits, poison, and polymorphing. If the Adherent's type changes to something else, the Adherent is still considered a plant creature in any situation that benefits him, and is still immune to critical hits, poison, and polymorphing.

Protection

  1. Mettle (Su): An Adherent's special blessing allows her to shrug off magical effects that would otherwise harm her. If an Adherent makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
  2. Damage Reduction (Ex): The Adherent gains Damage Reduction 1/-.
  3. Ironhide (Ex): The Adherent gains a natural armour bonus equal to his Constitution modifier.
  4. Damage Reduction (Ex): The Adherent's Damage Reduction increases to 3/-.
  5. Recoil (Ex): Whenever the Adherent is dealt damage by a melee attack that is reduced by his damage reduction, the attacker takes an amount of damage equal to the Adherent's damage reduction.
  6. Damage Reduction (Ex): The Adherent's Damage Reduction increases to 5/-.

Strength

  1. Feat of Strength (Su): The Adherent can perform a feat of strength, gaining an enhancement bonus to her strength equal to her Adherent level for one round. Activating this power is a free action.
  2. Inner Might I (Ex): The Adherent gains a +2 bonus to Strength.
  3. Prodigious Strength (Ex): For the purpose of Strength-based skills and ability checks, the Adherent's Strength modifier is doubled.
  4. Inner Might II (Ex): The Adherent's Strength bonus increases to +4
  5. Unwavering Might (Ex): The Adherent is immune to any effect that causes Strength Damage or Strength Drain. This is immunity to the entire effect; for example, if an effect deals 1d6 damage and 1 point of strength bonus, the Adherent is immune to the normal damage and the strength damage.
  6. Inner Might III (Ex): The Adherent's Strength bonus increases to +6.

Sun

  1. Turn Undead (Su): Three times a day, the Adherent may turn undead, as a cleric of his class level. The Adherent begins to channel the purifying powers of the sun. At first, this is merely having the capacity to turn undead; the Adherent cannot channel positive energy sufficient to destroy Undead.
  2. Greater Turning (Su): The Adherent may make a turning undead attempt that resembles normal turning, but rather than turning an undead, instantly destroys them. The Adherent may only use this ability once a day, but their normal Turning attempts may now destroy undead.
  3. Dismissal (Su): The Adherent may extend her turning to utter a blasting rebuke against that which would taint the planes. She may use Dismissal as a supernatural ability. Her caster level for this spell is equal to her level or Charisma modifier, whichever is higher. This ability may be used 3 times a day, and the Adherent uses her Charisma modifier to determine the spell's saving throw. Whenever the Adherent gains another ability from the Sun domain, he gains an additional use of this ability per day.
  4. Daylight (Su): The Adherent may make herself the subject of a Daylight effect, with a caster level equal to her class level. This ability may be used three times per day. Whenever the Adherent gains another ability from the Sun domain, he gains an additional use of this ability per day.
  5. Baneful Weaponry (Su): The Adherent may charge her weapon with the powers of the Sun. Any weapon the Adherent wields gains the Undead Bane property.
  6. Sun Apotheosis (Su): The Adherent becomes a creature more akin to the sun. The Adherent gains Fire Resistance equal to her Charisma modifier, and may use her Daylight and Dismissal abilities at will.

Travel

  1. Unfettered Steps (Su): For number of rounds equal to her class level per day, the Adherent can act normally regardless of magical effects that impede movement (similar to the effect of the spell Freedom of Movement). This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
  2. Longstrider (Su): The Adherent becomes the subject of a constant longstrider effect, as the spell.
  3. Dimension Door (Sp): The Adherent may cast Dimension Door as a spell-like ability, once per day with a caster level equal to her class level. Whenever the Adherent gains another ability from the Travel Domain, she may use this ability an extra time each day.
  4. Celerity (Ex): The Adherent gains Improved Initiative as a bonus feat. Also, his base movement increases by 10 feet.
  5. Greater Teleport (Sp): The Adherent may cast Greater Teleport as a spell-like ability, 3 times a day, cast at her class level. Whenever the Adherent gains another ability from the Travel Domain, she may use this ability an extra time each day.
  6. Wayfarer: The distance the Adherent may travel and the weight she may carry using her Greater Teleport and Dimension Door spell-like abilities is doubled.

Trickery

  1. Class Skills: The Adherent gains Bluff, Disguise, and Hide as class skills, and gains an additional 2 skill points each class level.
  2. Sneak Attack +1d6: The Adherent gains the Sneak Attack ability, as a rogue. Whenever the Adherent gains a Domain ability from the Trickery Domain, his sneak attack increases by 1d6.
  3. Improved Feint (Ex): The Adherent gains Improved Feint as a bonus feat.
  4. Hide In Plain Sight (Su): The Adherent can make a hide check to hide, even when observed, fading into the foreground.
  5. Underhanded Strike (Ex): If the Adherent successfully feints and attacks her opponent while they are denied their dexterity bonus to Armour Class from her feint, the Adherent's next attack roll against that opponent is considered an automatic critical threat. This ability may be used a number of times a day equal to 3 + the Adherent's Charisma modifier.
  6. Impossible Truths (Ex): The Adherent can spin a mistruth so perfect, so incredibly strung against the fabric of reality, and so convincingly, that he can in fact modify the memories of those that hear him. This effect duplicates the Modify Memory spell, and can be used three times per day.

War

  1. Proficiency and Focus (Ex): The Adherent automatically gains simple, martial or exotic weapon proficiency and the Weapon Focus feat with her deity's favoured weapon. If the Adherent has no god, she may instead gain martial or simple weapon proficiency and Weapon Focus with a large or smaller weapon.
  2. Superior Tactics (Ex): Whenever the Adherent flanks a foe, she and her ally with whom she flanks the foe gain an additional +2 to hit and damage.
  3. Bless (Su): The Adherent becomes the centre of a constant bless effect, as the spell, cast at her class level.
  4. Prayer (Su): The Adherent becomes the centre of a constant Prayer effect, as the spell, cast at her class level.
  5. Recitation (Su): The Adherent becomes the centre of a constant Recitation effect, as the spell, cast at her class level.
  6. Focus Of War (Su): The Adherent is nothing short of a tower in battle, a lynchpin around which all others may focus their strategies. The Adherent's threatened area increases by 5', and any time the Adherent and an ally threaten the same opponent, the Adherent and their ally are considered to be flanking that opponent.

Water

  1. Unfettered In Sea (Ex): The Adherent gains a swim speed equal to her land speed.
  2. Turn Fire Creatures/Rebuke Water Creatures (Su): The Adherent may Turn or Destroy Fire creatures as a good cleric can undead, or she may Rebuke or Command Water creatures as an evil cleric can undead. This ability may be used 3 + the Adherent's Charisma modifier times a day.
  3. Suffocation (Ex): Any opponent the Adherent strikes with a melee attack takes an additional 1d6 of nonlethal damage, as the Adherent's steady, resolute pounding wears down their resolve.
  4. Imbue Weapon (Su): The Adherent's weapon becomes charged with cold, the element of water. Any weapon the Adherent wields gains the Frost property.
  5. Unfailing Endurance (Ex): The Adherent is a bastion of sheer resilience. His Suffocation effect becomes an aura around him, sapping the strength of his foes. At the beginning of each round, all opponents within 30 feet of the Adherent take 1d6 nonlethal damage.
  6. Elemental Form (Su): Once a day, the Adherent may Wildshape (as the druidic ability) into any Water Elemental with a number of Hit Dice equal to or less than the Adherent's. This ability lasts a number of minutes equal to 3 + the Adherent's Charisma modifier.

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