(Obsolete) Adherent Domains (Non-core)

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The following is a list of domains, and related abilities, available to the adherent class. The cleric versions of these domains can be found various D&D expansion sourcebooks. Adherent versions of Domains from the D&D core rulebooks 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).

Corruption

  1. Corrupt Object (Su): The Adherent ignores up to 3 points of hardness of any object she strikes.
  2. Corrupt Practice (Su): The Adherent's body becomes inured to the wracking pains of Corrupt spells. The Adherent always suffers 1 less point of ability damage when paying the Corruption Cost of a Corrupt spell (with a minimum of 1 point of ability damage).
  3. Corrupt Gaze (Su): The Adherent may make a Gaze attack a number of times per day equal to 3 + her Charisma modifier. Those who are the subject of this gaze attack must make a Fortitude Saving throw (DC 10 + ½ the Adherent's class level + the Adherent's Charisma modifier) or be nauseated for one round. Using this gaze attack is a free action.
  4. Corrupt Speech: The Adherent gains Dark Speech as a bonus feat.
  5. Corrupt Mind (Su): Anyone attempting to affect the Adherent with a mind-affecting effect must make a Will saving throw against a DC of 10 + ½ the Adherent's class level + the Adherent's Charisma modifier, or immediately suffer 1d6 points of Wisdom damage.
  6. Corrupt Soul (Su): The Adherent's mind and soul are so warped that any divination spell with the Adherent as the subject results in a dark backlash of energy upon the caster. The caster of the divination spell must make a Will Saving throw against a DC of 10 + ½ the Adherent's class level + the Adherent's Charisma modifier, or immediately suffer 2d6 points of Wisdom damage.

Creation

  1. Knowledge of Matter (Ex): The Adherent may add his Charisma modifier to Craft checks. For the purposes of creating magical items, his caster level is equal to his class level.
  2. Craft Reserve (Ex): The Adherent gains a Craft Reserve, allowing him to pay the XP costs for creating items with these points instead of with his own XP. The Adherent's Craft Reserve at the start of each level is equal to his current class level x 50. If an Adherent levels up with remaining Craft Reserve points, these points are lost and his Reserve is instead set to the amount for the next level. Therefore, a 15th level Adherent who has 100 points remaining in his Craft Reserve who levels up, has his Craft Reserve set to 800 points.
  3. Making Time (Ex): The Adherent with this ability always finds time, bit by bit, to work on projects while adventuring. While the Adherant can't work on more than one project at a time, the Adherent may craft an item while still adventuring, in the little moments of downtime characters use between rest. In any day involving travel or sleep, the Adherent may get a full day's worth of work on an item he's crafting, provided he has a portable toolset to work with.
  4. The Way of the Wielder (Su): Everything speaks of its origin, every creation its creator – and every tool or device made can speak to the Adherent of its wielder. The Adherent can identify the owner of an item as if using the object reading power, at will. Unlike normal Object Reading, the Adherent cannot detect owners past the most recent. The Adherent also knows how to hide from such sight – the Adherent is invisible to Object Reading effects. An Adherent who uses this ability on an item previously owned by an Adherent would find the item strangely ownerless – which could be a hint in and of itself.
  5. Penultimate Form (Ex): The craftwork and creation of the Adherent starts to defy conventional belief – not only can he craft magical items without a conventional expenditure of XP, he starts to reduce his reliance on the materials needed to create items. The value of any item the Adherent crafts is valued at 75% of its full value to determine how much raw material the Adherent needs to create it.
  6. Ex Nihilo (Su): The Adherent can craft things from spun whole cloth. He can choose to pay extra Craft XP, up to double the normal amount of Craft XP to create an item without any raw materials at all – each extra point of Craft XP he pays subsumes 5 gp of the cost.

Divination

  1. Identify (Sp): The Adherent may use Identify as a spell-like ability 1/day, using her class level as caster level. Every time the Adherent gains a Domain ability from this Domain, he gains an additional use of this ability per day.
  2. Tongues (Su): The Adherent becomes constantly affected by a Tongues spell.
  3. Scrying (Sp): Three times a day, the Adherent may use Scrying, as a spell-like ability.
  4. Detect Thoughts (Sp): The Adherent is able to cast Detect Thoughts, at will, as a spell-like ability. The DC for this spell-like ability is 12 + the Adherent's Charisma modifier.
  5. True Strike (Sp): The Adherent gains the ability to use True Strike as a spell-like ability, with a caster level equal to the Adherent's own. This spell-like ability can be used once per caster level (Maximum 10/day).
  6. Foresight (Su): The Adherent becomes affected by a constant Foresight affect, as the spell cast at his class level.

Domination

  1. Overwhelming Will (Ex): The pervading power of self-confidence and the overwhelming force of personality can sway even the most hardened soul. The Adherent gains a competence bonus to Diplomacy checks equal to half her class level.
  2. Aura of Dominance (Su): The Adherent can lend the power of her will to subjugate those around her. All within 20 feet of the Adherent suffer a –2 penalty to Will saving throws. The Adherent may choose who to affect with this power.
  3. Leadership: The Adherent gains Leadership as a bonus feat, and does not suffer a penalty to her Leadership score for cruelty, or for causing the death of her followers or cohorts.
  4. Subjugate (Ex): Any who make a saving throw against a Mind-Affecting, Charm, or Compulsion affect caused by the Adherent must make two saving throws, and take the worse of the two. If the target is entitled to a reroll (such as from the luck domain), the Adherent chooses which of the three rolls the target uses to determine its save.
  5. Force of Will (Su): The Adherent adds her level to her Diplomacy checks, rather than half her level.
  6. Epic Leadership: The Adherent gains this normally Epic Feat as a bonus feat, even if she does not fulfil the prerequisites.

Dwarf

  1. Great Fortitude: The Adherent gains Great Fortitude as a bonus feat.
  2. Indomitable (Su): The Adherent is a monument of strength in the face of adversity. Once a day, the Adherent may assume an Immovable Stance. While under the affect of this stance, the Adherent receives +4 Constitution, +4 Strength, and a +2 deflection bonus to AC. While doing this, the Adherent cannot be moved, not by her own wishes, nor by external influences. This does not allow the Adherent any movement, not even a five-foot step. The Stance lasts a number of rounds equal to 3 + the Adherent's Charisma modifier. After using her Indomitable ability, the Adherent is fatigued for the remainder of the encounter. Whenever the Adherent gains an additional ability from the Dwarf Domain, he gains an additional use of his Indomitable ability per day.
  3. Slight Steps: The Adherent can make a Five-foot step while using his Indomitable ability.
  4. Iron Will: The Adherent gains Iron Will as a bonus feat. Whenever the Adherent gains another domain ability from the Dwarf Domain, he gains an additional +1 bonus to Will Saves.
  5. Perfect Stonecunning (Ex): The Adherent gains the Stonecunning ability. If he already had the Stonecunning ability, the bonuses provided by that ability are doubled.
  6. Greater Indomitable: The bonuses the Adherent gains from his Indomitable ability increase to +6 strength, +6 constitution, and a +4 bonus to AC.

Elf

  1. Point Blank Shot: The Adherent gains Point Blank Shot as a bonus feat.
  2. Pass Without Trace (Su): The Adherent is constantly affected by a Pass Without Trace effect, as cast by a druid of the Adherent's class level.
  3. Turn Aberrations/Rebuke Fey (Su): The Adherent may Turn or Destroy Aberrations as a good cleric can undead, or she may Rebuke or Command Fey creatures as an evil cleric can undead. This ability may be used 3 + the Adherent's Charisma modifier times a day.
  4. Perfect Aim (Su): Once a day, the Adherent can make a truly accurate shot with her bow. The Adherent may make a single ranged attack roll with a bonus to hit equal to her level and a bonus to damage equal to her Charisma modifier. Whenever the Adherent gains another Domain ability, he gains an additional use of this ability.
  5. Combat Shot (Ex): The Adherent does not provoke attacks of opportunity for firing a ranged weapon.
  6. Distant Shot: The Adherent gains this (normally) Epic feat, even if she does not fulfil the prerequisites.

Endurance

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Family

  1. Claiming the Blow (Su): Once per round, the Adherent may, as a free action, be the subject of any damage from a successful melee attack roll made to any ally within 10 feet. This damage is subject to the Adherent's damage reduction (if any).
  2. Shield Other (Sp): The Adherent may use Shield Other as a spell-like ability a number of times per day equal to her Charisma bonus (Minimum 1), with a caster level equal to her class level.
  3. Fearless and United (Su): The Adherent, and all allies becomes immune to fear effects as long as they are within 20 feet of one another. Furthermore, the Adherent and her allies can better coordinate their attacks, gaining +1d6 damage when flanking a foe, as a rogue's sneak attack. Allies must be within 20 feet of the Adherent and one another to gain this bonus damage.
  4. Strength of Family (Su): For every ally the Adherent has within 20 feet, the Adherent and her allies gain a +1 bonus on all Will and Fortitude saving throws.
  5. Shared Pain (Ex): Whenever an ally is within 20 feet of the Adherent and suffers damage sufficient to drop them to 0 hit points or lower, the Adherent may grant the ally a number of hit points. The Adherent herself suffers damage equal to the hit points granted. The Adherent may not grant more hit points than her class level.
  6. United, We Stand (Su): Whenever the Adherent and any allies threaten the same foe, that foe is considered flanked, and the Adherent and her allies gain a bonus to damage equal to the Adherent's Charisma modifier.

Fate

  1. Fateful Strike (Ex): The Adherent gains the ability to make an attack of opportunity against an opponent that hits her in melee. The Adherent takes a -4 penalty to her armour class in exchange for the ability to make an attack of opportunity against any creature that makes a successful melee attack roll or melee touch attack roll against her. The opponent that hits her must be in her threatened area, and this ability does not grant her more attacks of opportunity than she is normally allowed in a round. If she hits with her attack of opportunity, she and her opponent deal and take damage simultaneously. The Adherent must specify on her turn that she is activating this feat, and the change to her Armour Class and her ability to make these special attacks of opportunity last until her next turn.
  2. A Single Moment (Ex): The Adherent adds her Charisma modifier to her Initiative.
  3. Wheel of Fate (Su): The Adherent gains the ability to predict the path of fate. At the beginning of the day, the Adherent may make a single d20 roll, and may save the result of this roll for use later, or grant this roll to another within 30 feet. If the subject of the effect does not wish to be affected, they must make a Will saving throw against a DC of 10 + ½ the Adherent's level + The Adherent's Charisma modifier.
  4. Towards The End (Ex): The Adherent gains a +2 sacred bonus to will and fortitude saves.
  5. Implacable Fate (Su): The Adherent pulls her foes closer to death. For every successful attack the Adherent makes against a foe in a round, the Adherent gains a +2 bonus to hit that foe. This cannot confer more than a +6 bonus.
  6. Severing Fate's Strands (Su): Whenever the Adherent is taken to 0 hit points or less by a melee attack, she may make an attack of opportunity against her foe. If this attack hits, the attack is a critical hit, and the subject must make a Fortitude saving throw (DC 10 + ½ the Adherent's level + The Adherent's Charisma modifier) or be knocked to zero hit points by the blow. The attack granted by the Fateful Strike ability is in addition to this free extra attack.

Fey

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Glory

  1. Death's Visage I (Ex): The Adherent of Glory is unstoppable, unshakeable, and a tower of strength in battle. The Adherent is immune to fear and fear effects, and cannot be Intimidated.
  2. Warrior's Sacrifice (Su): The Adherent of Glory may designate a number of hit points, with a maximum number of hit points equal to her Charisma modifier. For each successful melee attack roll made for the next round, she gains a bonus to her damage equal to that number, but suffers an equal amount of damage. The damage the Adherent suffers is not subject to damage reduction or regeneration.
  3. Death's Visage II (Ex): The Adherent of Glory is even greater in battle – she is immune to all negative morale effects, and may continue fighting when below 0 hit points at no penalty.
  4. Painless Soul (Ex): Whenever the Adherent is dealt hit point damage, a portion of it equal to his Charisma modifier is converted to nonlethal damage.
  5. Undying Weapon (Su): Any weapon the Adherent wields gains the Wrathful Healing property as long as the Adherent wields it.
  6. Dying Valour (Su): When facing a single foe in single combat who has successfully reduced her to 0 hit points or less, the Adherent may continue to fight, even if taken to a number of hit points that would otherwise kill her, unhindered in any way, for a number of rounds equal to her Charisma modifier, ignoring damage dealt that takes her below -10. Once the foe has been slain, however, the Adherent suffers the effects of the damage normally. The Adherent may not use Warrior's Sacrifice to activate this effect.

Halfling

  1. Nimble Hands (Ex): The Adherent gains Sleight of Hand and Disable Device as class skills, and may add her Charisma modifier to checks made with these skills.
  2. Nimble Feet (Ex): The Adherent gains a +10' bonus to her base speed, and may add her Charisma bonus to her Climb and Jump checks.
  3. Nimble Blades (Ex): The Adherent is talented at making the most of her weaponry. When making a melee attack roll against a larger opponent, the Adherent deals damage as if her weapon were one size category larger. If the Adherent scores a critical threat against a larger opponent, she may add her Charisma modifier to her attack roll made to confirm the critical threat.
  4. Nimble Wits (Ex): The Adherent is a master of many things; the Adherent chooses a number of skills equal to 3 + her Charisma modifier. The Adherent may now always take 10 on these skill checks, even when circumstances would otherwise prevent the Adherent from taking 10.
  5. Nimble Thoughts (Su): The Adherent gains the Slippery Mind ability, as the Rogue ability of the same name.
  6. Nimble (Su): The Adherent gains a +2 sacred bonus to Dexterity.

Hatred

  1. Spite I (Ex): The Adherent of Hatred will not yield, not even in heart. The Adherent is immune to fear effects, and cannot be intimidated.
  2. Hateful Strike (Su): The Adherent of Hatred may designate a number of hit points, with a maximum number of hit points equal to her Charisma modifier. For each successful melee attack roll made for the next round, she gains a bonus to her damage equal to that number, but suffers an equal amount of damage. The damage suffered by the Adherent is not subject to damage reduction or regeneration.
  3. Spite II (Ex): The Adherent of Hatred's spite is overwhelming– she is immune to all negative morale effects, and may continue fighting when below 0 hit points at no penalty, refusing to be put down by those that would harm her.
  4. Relished Suffering (Ex): Whenever the Adherent is dealt hit point damage, a portion of it equal to his Charisma modifier is converted to nonlethal damage.
  5. Hateful Weapon (Su): The Adherent may grant her weapon the Wrathful Healing property as long as she wields it.
  6. Dying Spite (Su): When facing a single foe in single combat who has successfully reduced her to 0 hit points or less, the Adherent may continue to fight, even if taken to a number of hit points that would otherwise kill her, unhindered in any way, for a number of rounds equal to her Charisma modifier, ignoring damage dealt that takes her below 10. Once the foe has been slain, however, the Adherent suffers the effects of the damage normally. The Adherent may not use Warrior's Sacrifice to activate this effect.

Herald

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Illusion

  1. Illusion Lore (Ex): The Adherent has an innate knack for discerning the difference between the real and perceived. The Adherent gains a +4 bonus to all saves against all spells and spell-like abilities of the illusion school. Further, if an illusion is in existence within 30 feet of the Adherent, regardless of whether or not she has interacted with it, she is entitled to a saving throw to discern its nature.
  2. Change Self (Su): The Adherent gains the ability to duplicate the effect of Change Self, as the spell, at will, with no duration imposed on the spell.
  3. Greater Invisibility (Sp): The Adherent gains the ability to cast Greater Invisibility on herself, as the spell. This ability may be used once a day. Whenever the Adherent gains a new Domain ability from this Domain, he gains an additional use of this ability.
  4. Nondetection (Su): The Adherent becomes constantly affected by a Nondetection effect, as the spell, cast at her caster level.
  5. Phantasmal Killer (Sp): The Adherent may, three times a day, duplicate the effect of a Phantasmal Killer spell. This ability may be used 3 + The Adherent's Charisma modifier times a day, and has a saving throw DC of 14 + the Adherent's Charisma modifier.
  6. Mind Blank (Sp): The Adherent is constantly affected by a Mind Blank effect.

Nobility

  1. Sanctuary (Sp): The Adherent may use Sanctuary as a spell-like ability a number of times per day equal to her Charisma bonus (Minimum 1), with a saving throw DC of 11 + her Charisma modifier, and a caster level equal to the Adherent's own.
  2. Disperse Pains (Su): Once per round, the Adherent may, as a free action, deflect the damage from a single successful melee attack roll dealt to any ally within 30 feet to any other willing ally within 30 feet. This damage is subject to the Ally's damage reduction (if any).
  3. Leadership: The Adherent gains Leadership as a bonus feat, and gains a +2 bonus to her Leadership score.
  4. Perfect Diplomat (Ex): The Adherent gains the ability to placate others with a word. The Adherent may make a Diplomacy check as a Standard Action. Any subjects within 30' the Adherent wishes to affect must make a Will saving throw against the result of this Diplomacy check. If they fail their saves, they are affected as if the subject of a Calm Emotions spell.
  5. Heir of Truth (Su): The followers and cohort of the Adherent gain a bonus to attack and damage rolls equal to the Adherent's Charisma modifier as long as they are within 30 feet of the Adherent.
  6. True Leader: The Adherent gains +2 Charisma.

Orc

  1. Fearless (Ex): The adherent is immune to fear.
  2. Heedless (Ex): As long as the adherent is wearing light or medium armour, his movement is increased by 10 feet.
  3. Reckless (Ex): Whenever the Adherent charges, he gains a +4 bonus on his damage rolls.
  4. Dauntless (Ex): Allies of the Adherent within 30 feet of the adherent share the Adherent's immunity to fear.
  5. Nameless (Ex): The Adherent's immunity to fear extends to all mind-influencing effects, and this is shared with his allies within 30 feet.
  6. Deathless (Su): The Adherent cannot be killed by anything short of complete obliteration. The Adherent gains Regeneration 3. Only magical weapons can deal real damage to the Adherent.

Pestilence

  1. Untouched Blood (Su): The Adherent is immune to disease, but can still be a vector for other diseases.
  2. Contagion (Sp): The Adherent may cast Contagion as a spell-like ability, a number of times per day equal to 3 + her Charisma modifier. The saving throw DC for this spell-like ability is 13 + the Adherent's Charisma modifier.
  3. Disease Focus (Su): All diseases the Adherent carries, and her Contagion spell-like ability have their DCs increased by 2.
  4. Imbue weapon I (Su): The Adherent may charge her weapon with the corroding effects of poisons and waste. Any weapon the Adherent wields gains the Blooddrinker property as long as the Adherent wields it. The blood points gathered by this property are tracked separately.
  5. Greater Disease Focus (Su): All diseases the Adherent carries, and her Contagion spell-like ability have their DCs increased by 2. This overlaps with (does not stack with) Disease Focus.
  6. Imbue weapon III (Su): The Adherent may charge her weapon with the corroding effects of poisons and waste. Any weapon the Adherent wields gains the Marrowcrushing property as long as the Adherent wields it.

Planning

  1. Uncanny Dodge (Ex): The Adherent gains the Uncanny Dodge ability of a Rogue.
  2. Sustenance (Su): The Adherent is able to make a little food and water last a very long time, and can stretch her other resources without suffering. The Adherent is able to subsist on only half the food she normally requires, and may sleep (or trance) only half the time to achieve full rest. A full eight hours of rest is still required to prepare arcane spells, however.
  3. Casting Chance (Su): The Adherent may prepare Adherent spells as a swift action. The Adherent cannot cast a spell prepared this way until her next turn.
  4. Opportunist (Ex): The Adherent gains the Opportunist ability, as the Rogue's special ability.
  5. Uncanny Instincts (Sp): The Adherent gains the capacity to gather information in an almost unnatural fashion, formulating his plans. Three times per day, the Adherent gains the ability to cast Scrying as a spell-like ability cast at the Adherent's class level.
  6. Anticipation (Ex): At the beginning of each day, the Adherent chooses a type of Energy damage, Negative Energy damage, or a type of weapon damage. For the rest of the day, the Adherent has resistance to that Damage type equal to his class level.

Pleasure

  1. Insinuating Beauty (Ex): The Adherent gains a competence bonus to all Charisma-based skills and checks equal to one-half her class level when dealing with other creatures of her same racial type (such as humanoid, monstrous humanoid, or outsider).
  2. Disease Immunity (Ex): The Adherent is immune to disease, as are all allies within 30' of the Adherent.
  3. Lips of Rapture (Su): The Adherent's kiss confers a state of bliss upon its recipient, conferring a +2 morale bonus on attacks, weapon damage, and saves. Moreover, it temporarily suspends the effects of exhaustion, fatigue, and nausea. An enraptured recipient receives a +2 saving throw bonus against enchantment spells and effects. This ability lasts 5 rounds, and can be used a number of times per day equal to the Adherent's Charisma bonus. The one downside to the Adherent's Enrapturing Kiss is that it also has the effect of a daze spell upon the recipient (the normal saving throw applies), as if cast by a sorceror of the Adherent's caster level (save DC 10 + the Adherent's Charisma modifier).
  4. Transcending Beauty (Su): Racial borders no longer confine the Adherent's beauty. The Adherent gains a competence bonus to all Charisma-based skills and checks equal to her level, and this bonus applies when dealing with any living creature. This is a charm effect. This ability replaces the Insinuating Beauty ability of the Adherent. If this ability would not affect a subject (such as being immune to charms), the Adherent uses his Insinuating Beauty ability instead if it applies.
  5. Thirst For Victory (Su): The Adherent knows that one can find enjoyment in things other than the pleasures of the flesh – victory is just as potent a calling. The Adherent may designate a single foe within 30 feet. The target creature must make a Will saving throw (DC 10 + ½ the Adherent's class level + the Adherent's Charisma modifier) or engage the Adherent in melee combat, to the exclusion of all other opponents in battle. The foe will charge the Adherent, and fight regardless of anything else, suffering a –2 penalty to his armour class. Activating this ability is a free action.
  6. Untouchable Beauty (Ex): The Adherent's beauty is simply so stunning that enemies are shamed by it. All enemies who approach within 30' of the Adherent whose Charisma is lower than the Adherent's must make a saving throw against a DC of 10 + ½ the Adherent's class level + the Adherent's Charisma modifier, or be affected as by a daze spell (regardless of hit dice), and suffer 1d8 Wisdom damage. This saving throw must be made every round the opponent is within 30' of the Adherent, unless the Adherent attacks the opponent. Successive failures do not result in more Wisdom damage.

Renewal

  1. Last Gasp (Su): If the Adherent falls below 0 hit points, she regains a number of hit points equal to 1d8 + her Charisma modifier. This supernatural ability functions once per day as a free action. If an attack brings her to -10 hit points or less, you die before this power takes effect. Whenever the Adherent gains a new domain ability from this domain, he gains an additional use of this ability per day.
  2. Fast Healing 1 (Ex): The Adherent quickly recovers from minor damage, gaining fast healing 1. She recovers lost hit points at the rate of 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the Adherent to regrow or reattach lost body parts.
  3. Damage Resistance (Su): The Adherent takes a quantity of damage per attack equal to her Charisma modifier as nonlethal damage, rather than real damage. Thus, if the Adherent with a Charisma of 18 is struck for ten points of damage, she takes six points of damage, and four points of nonlethal damage.
  4. Fast Healing 3 (Ex): The Adherent's fast healing improves to Fast Healing 3.
  5. Recuperation (Su): At the beginning of each day, the Adherent regains a number of points of ability damage for each score equal to her Charisma modifier. She also gains an additional saving throw against any effect that still follows her, even if it normally doesn't allow one at this point. Also, an Adherent with this ability never needs to make a saving throw to lose Negative Levels – all negative levels the Adherent suffers vanish 24 hours after they were gained.
  6. Instant Recovery (Su): Once a day, when taken to 0 or fewer hit points, the Adherent is immediately the recipient of a Heal spell, cast at his Adherent level. If the Adherent is instantly taken to –10 hit points, she dies before this power takes effect. The Adherent may choose to have Instant Recovery or Last Gasp apply in a situation, or both.

Repose

  1. Turn Undead (Su): The Adherent may turn or destroy undead a number of times a day equal to 3 + her Charisma modifier.
  2. Deathwatch (Su): The Adherent is constantly affected by a Deathwatch power.
  3. Seal Life (Su): The Adherent gains strength from unravelling unlife. Whenever she successfully destroys an undead, the undead in question must make a saving throw with a DC of 12 + the Adherent's Charisma modifier. If the target fails, the target is immediately subject to a Death Knell spell as if the Adherent had cast it.
  4. Presence of Power (Su): Whenever the Adherent strikes an undead as created by an Animate Dead or Create Undead spell with a melee attack, the target undead must make a saving throw as if the Adherent had made a turning attempt against them. If the Adherent flees as a result of this, the Adherent gets an immediate attack of opportunity against it.
  5. Greater Presence of Power (Su): The Adherent's Presence of Power ability now extends to all undead.
  6. Positive Energy Aura: The Adherent gains the Epic feat Positive Energy Aura, even if she does not otherwise fulfil the prerequisites.

Rune

  1. Scribe Scroll: The Adherent gains this as a bonus feat.
  2. Runecraft (Ex): The Adherent gains the ability to recognise written languages and understand them with relative ease. Given ten minutes of uninterrupted study, the Adherent may read any written language (though she cannot speak it).
  3. Rune Tattooing (Su): The Adherent may scribe ornate, magical runes on her own body. These runes can be activated once a day as spell-trigger items. The Adherent may scribe a number of scrolls on her body equal to 3 + her Constitution modifier, to a maximum of 21 runes. To scribe a rune on herself, the Adherent must spend GP equal to the spell's level * the caster level of the spell * 150 gp, and spend XP equal to spell's level * the caster level of the spell * 12 xp. The Adherent is the only one who can trigger these Runes, however. To scribe a rune takes 1 day per 500 gp in its price. In all other respects, scribing a rune is the same as crafting a wand. A rune so inscribed can be triggered once per day, and is not spent afterward.
  4. Runic Study (Ex): The Adherent is able to read any language she sees with only a round of study. The practice of breaking a language down to a readable state is so simple to her that she can do it in almost no time at all. Furthermore, activating her rune tattoos can be done as a free action (though only one rune tattoo can be activated a round).
  5. Tattoo Art (Ex): The Adherent is able to scribe her runic tattoos on the bodies of others. A person's body can hold 3 + the individual's constitution modifier, to a maximum of 21 runes. Each Rune an Adherent scribes on another individual costs that individual XP rather than the Adherent himself, and that individual may trigger the runes.
  6. Runic Mastery (Su): The Adherent is able to read, write, and speak, any language she sees, instantly. The Adherent is also immune to language-dependent effects, as the ways of words are known to her.

Storm

  1. Imbue Weapon I (Su): The Adherent may charge her weapon with electricity. Any one weapon wielded by the Adherent gains the Shock property.
  2. The Second Strike (Ex): Whenever the Adherent strikes an opponent with a weapon imbued with the Shock property, the round afterward, that opponent takes an additional d6 electricity damage.
  3. Imbue Weapon II (Su): The Adherent charges her weapon with the power of storms, of bitter cold and icy wind. Any one weapon wielded by the Adherent gains the Frost property.
  4. Burning Cold (Ex): The cold fire from the Adherent's weapon is so intense that those who are struck by it are chilled to their core. All who take damage from the Adherent's Frost weapon suffer a –2 penalty to their attack and damage rolls for a number of rounds equal to the Adherent's charisma modifier.
  5. Imbue Weapon III (Su): The Adherent further charges her weapon with the thunder that follows the lightning. Any one weapon wielded by the Adherent gains the Screaming property.
  6. Howling Winds (Ex): The thunderclap that follows a lightning bolt is the passage of that which never was – a momentary peal of nature's fury. Any opponent that takes damage from the Sonic aspect of the Adherent's weapon must make a Fortitude save vs a DC of 10 + ½ the Adherent's class level + the Adherent's Strength modifier or be knocked 5' away (as if the Adherent had bullrushed them) from the Adherent, fall prone, and rendered permanently deaf.

Summoning

  1. Summoned Ally I (Su): Once a day, as a standard action, the Adherent may summon a single creature as if he had cast the Summon Monster I spell (complete with alignment restrictions). The creature acts in all regards as if the Adherent had cast Summon Monster I, except it remains until dismissed (which can be done once a day). The ally may travel as far from the adherent as the Adherent wants. Whenever the summoned ally dies or is killed, it is treated as if it were dismissed. Each Summoned Ally ability can only give the Adherent a single ally at once.
  2. Augmented Ally I (Ex): The Adherent's Summoned Allies gains +1 to hit and damage rolls and +2 hit points per hit dice.
  3. Summoned Ally II (Su): The Adherent gains a second ally. The Adherent may choose a creature from the Summon Monster III or lower lists.
  4. Augmented Ally II (Ex): The Adherent's summoned allies gains +2 to its Strength, Constitution, and Charisma.
  5. Summoned Ally III (Su): The Adherent gains a third ally, which can be selected from the Summon Monster V list or lower.
  6. Augmented Ally III (Ex): The Adherent's summoned allies have maximum hit points for their hit dice, and as long as they're within 30 feet of the Adherent, have the effect of Haste, and receive a bonus to their saving throws equal to the Adherent's charisma modifier.

Time

  1. Improved Initiative: The Adherent gains this as a bonus feat.
  2. A Single Moment (Ex): Once combat has started, the Adherent may Refocus as a free action. This puts the Adherent in the initiative order as if she had rolled a 20 for her Initiative on her next turn.
  3. Forethought (Ex): The Adherent is never considered flat-footed.
  4. Constant Forethought (Ex): The Adherent is more and more attuned to the flow of time, becoming precognisant as to the nature of combat. The Adherent may always take a surprise round, unless physically restrained from doing so.
  5. Temporal Sense (Su): The Adherent is capable of reacting to the most impossible stimuli, reacting to events before they happen and avoiding attacks before they've even been launched. The Adherent gains an insight bonus to his AC equal to one-fourth his Adherent level, and gains Blindsense 15'.
  6. Foresight (Su): The Adherent is constantly affected as if by the spell foresight, cast at her class level.

Tyranny

  1. Crushing Will (Ex): The Adherent is able to exert her will over another. The Adherent may force an opponent she has just struck with a melee attack to make a will saving throw (DC 10 + ½ the Adherent's class level + The Adherent's Charisma bonus) or be stunned, for one round. This ability may be used once per Adherent level per day.
  2. Whetstone of Pain (Ex): Whenever the Adherent strikes a foe in melee, they deal an additional 4 points of nonlethal damage from extreme pain. This ability can be used a number of times per day equal to 3 + the Adherent's Charisma modifier, and can be declared after it has been determined if the attack roll was successful.
  3. Leadership: The Adherent gains Leadership as a bonus feat.
  4. Unyielding (Ex): The Adherent cannot be affected by any fear effect.
  5. Unbending (Ex): The Adherent cannot be affected by any Mind-influencing effect.
  6. Epic Leadership: The Adherent gains this normally Epic Feat as a bonus feat, even if she does not fulfil the prerequisites.

Undeath

  1. Inflicting Touch (Su): The Adherent can channel negative energy with great skill. An Adherent can inflict a number of hit points of damage equal to her Charisma modifier times her level. This inflicting need not all be used at once. This effect is a negative energy effect, and so, heals undead rather than harming them.
  2. Rebuke Undead (Su): The Adherent's ability to channel negative energy improves to even greater levels, and the Adherent can now Rebuke Undead, as a cleric four levels lower.
  3. Negative Energy Touch (Su): The Negative energy the Adherent manipulates is all the stronger in her, and countermands the nefarious effect of negative energy effects. She may make a touch attack that bestows 1d4 negative levels. The subject may make a Fortitude save to resist this effect against a DC of 10 + ½ the Adherent's level + The Adherent's Charisma modifier. The Adherent may not bestow more negative levels a day than her Charisma modifier. For example, a Charisma 18 Adherent may only bestow 4 negative levels a day.
  4. Greater Inflicting Touch (Su): The Adherent's Inflicting Touch ability is made stronger – the number of hit points of damage she can deal with her Inflicting Touch ability is multiplied by one and a half. Thus, a 14th-level Adherent with a Charisma of 22 would be able to deal 126 hit points a day, rather than 84.
  5. Wellspring of Death (Su): The Adherent's capacity for Negative energy is nothing short of massive. Whenever the Adherent is exposed to a positive energy effect by a foe within 10', the Adherent's own aura of Negative energy prompts a massive backlash in energy, dealing a number of d6 damage to the origin of the positive energy equal to the Adherent's Charisma modifier. This damage is partially Negative and partially negative, and so, will harm undead and non-undead alike. Turning Undead is a positive energy effect.
  6. True Conduit (Su): The Adherent is truly a channel of raw Negative energy. Her very being crackles with its energy, and she can travel on the Negative Energy Plane and suffer no ill effects. Furthermore, all Inflict spells cast by allies within 5' of the Adherent are Empowered, with no adjustment to the spell's level.

Winter

  1. Resistances (Ex): The Adherent gains Cold and Electricity resistance 5.
  2. Aura of Winter I (Su): The air around the Adherent becomes heavily permeated with the essence of Winter itself. At the beginning of the Adherent's turn, all foes within 5 feet of the Adherent must make a Fortitude saving throw (DC 10 + ½ Adherent's class level + Adherent's Charisma modifier) or take 1d6 cold damage.
  3. Greater Resistance (Ex): The Adherent gains Cold and Electricity resistance 10.
  4. Aura of Winter II (Su): The Adherent's aura of Winter improves; its range increases to 10 feet, and the damage dealt increases to 2d6, and any foes who successfully save against instead take half damage.
  5. Heart of Winter (Ex): The Adherent becomes immune to cold damage, and takes only half damage from fire damage.
  6. Aura of Winter III (Su): The Adherent's aura of Winter improves; its range increases to 20 feet, and the damage dealt increases to 4d6.

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