Adherent

Table: Adherent
Level BAB Fort Ref Will Special Mana Points
1st +0 +0 +0 +2 Divine Calling, Moral Devotion, Aura, Domains, Channel Energy 1d8, Lore 8 Points+7 Bonus
2nd +1 +0 +0 +3 - 8 Points+7 Bonus
3rd +1 +1 +1 +3 Channel Energy 2d8 10 Points+7 Bonus
4th +2 +1 +1 +4 - 10 Points+7 Bonus
5th +2 +1 +1 +4 Channel Energy 3d8 12 Points+7 Bonus
6th +3 +2 +2 +5 Blessing of Morality 12 Points+7 Bonus
7th +3 +2 +2 +5 Channel Energy 4d8 14 Points+7 Bonus
8th +4 +2 +2 +6 - 14 Points+7 Bonus
9th +4 +3 +3 +6 Channel Energy 5d8 16 Points+7 Bonus
10th +5 +3 +3 +7 - 16 Points+7 Bonus
11th +5 +3 +3 +7 Gift of Divinity, Channel Energy 6d8 18 Points+7 Bonus
12th +6 +4 +4 +8 - 18 Points+7 Bonus
13th +6 +4 +4 +8 Channel Energy 7d8 20 Points+7 Bonus
14th +7 +4 +4 +9 - 20 Points+7 Bonus
15th +7 +5 +5 +9 Channel Energy 8d8 22 Points+7 Bonus
16th +8 +5 +5 +10 Blessing of Morality 22 Points+7 Bonus
17th +8 +5 +5 +10 Channel Energy 9d8 24 Points+7 Bonus
18th +9 +6 +6 +11 - 24 Points+7 Bonus
19th +9 +6 +6 +11 Channel Energy 10d8 26 Points+7 Bonus
20th +10 +6 +6 +12 Domain Mastery 26 Points+7 Bonus

Hit Die: d6

Class Skills: The Adherent’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

Skill Ranks per Level: 6 + Int modifier.

All of the following are Class Features of the Adherent class. A character must sleep to regain uses of any ability limited in uses per day.

Weapon and Armor Proficiency: An Adherent is proficient with all simple weapons and light armor. Medium and heavier armor and shields interferes with an Adherent’s gestures, which can cause their spells with somatic components to fail (see Arcane Spell Failure Chance).

Spellcasting: An Adherent is capable of tapping their mana to learn and cast spells. Like other spellcasters, an Adherent gains additional Mana Points as they level that may be allocated to any Pool the Adherent has access to (see Mana Pools for more information). Unlike many casters, an Adherent gains an amount of bonus points when they level that are automatically allocated to either their Red, White or Black mana pool (depending on their choice for Fire, Light or Shadow) so long as they have access to the appropriate Mana Pool.

Bonus Languages: An Adherent’s bonus language options include Celestial and Abyssal. These choices are in addition to the bonus languages available to the character because of his race.

Divine Calling: At 1st level, an Adherent must decide whether to dedicate himself to the Light, to the Shadow, or to the Fire. If the Adherent chooses Light, the bonus Mana Points he gains automatically go to his White Mana Pool and his Channel ability is based on his Wisdom score. If the Adherent chooses Shadow, the bonus Mana Points he gains automatically go to his Black Mana Pool and his Channel ability is based on his Charisma score. If the Adherent chooses Fire, the bonus Mana Points he gains automatically go to his Red Mana Pool and his Channel ability is based on his Charisma score.

Moral Devotion: At 1st level, an Adherent may choose to devote himself to Good, Evil, Chaos, or Law. The Adherent must be of a Good alignment to devote himself to Good, an Evil alignment to devote himself to Evil, a Chaotic alignment to devote himself to Chaos, or a Lawful alignment to devote himself to Law. A true neutral Adherent may not make a moral devotion.

If the Adherent devotes himself to Good, his Good spells gain a +2 to their save DC and he foregoes his ability to learn and cast Evil spells. If the Adherent devotes himself to Evil, his Evil spells gain a +2 to their save DC and he foregoes his ability to learn and cast Good spells. If the Adherent devotes himself to Chaos, his Chaotic spells gain a +2 to their save DC and he foregoes his ability to learn and cast Lawful spells. If the Adherent devotes himself to Law, his Lawful spells gain a +2 to their save DC and he foregoes his ability to learn and cast Chaos spells.

Aura (Ex): An Adherent of a chaotic, evil, good, or lawful order has a particularly powerful aura corresponding to their religion or order’s alignment (see the detect evil spell for details). Adherents that don’t belong to a religion or order but choose the Chaotic, Evil, Good, or Lawful moral devotion have a similarly powerful aura of the corresponding alignment.

Domains: An Adherent’s religion or order influences his alignment, what magic he can perform, his values, and how others see him. An Adherent chooses two domains from among those belonging to his religion or his order. An Adherent can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If an Adherent does not belong to a particular religion or order, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the Adherent access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Adherent gets the granted powers of both the domains selected.

Channel Energy (Su): Regardless of alignment, any Adherent can release a wave of energy by channeling the power of his dedication through his holy symbol or his order’s symbol (or a personal symbol if the Adherent has neither). This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good Adherent (or one that belongs to a good church or order) channels positive energy that deals damage to undead creatures and heals living creatures.

An evil Adherent (or one that belongs to an evil church or order) channels negative energy that deals damage to living creatures and heals undead creatures.

A neutral Adherent that belongs to a neutral church or order or doesn’t belong to a church or order must choose whether he channels positive or negative energy.

Once this choice is made, it cannot be reversed. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the Adherent. The amount of damage dealt or healed is equal to 1d8 points of damage plus 1d8 points of damage for every two Adherent levels beyond first. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10+1/2 the Adherent’s level+ the Adherent’s Wisdom modifier (if Light was chosen) or Charisma modifier (if Shadow or Fire was chosen). Creatures healed by channeled energy cannot exceed their maximum hit point total – all excess healing is lost. An Adherent may Channel energy a number of times per day equal to 3 + his Wisdom modifier (if Light was chosen) or Charisma modifier (if Shadow or Fire was chosen). This is a standard action that does not provoke an attack of opportunity. An Adherent can choose whether or not to include himself in this effect. An Adherent must be able to present his holy symbol or order’s symbol (or personal symbol) to use this ability.

Lore (Ex): Thanks to long hours of study, an Adherent has a wide range of stray knowledge. The Adherent adds half his class level (minimum 1) to all Knowledge skill checks and may make all base Knowledge skill checks untrained. An Adherent loses this bonus when dealing with a topic on which he’s never read rumor or lore, but will regain it after some exposure (GM’s discretion).

Blessing of Morality: At 6th level, if the Adherent chose to dedicate himself to Good he may Quicken (as the Quicken spell metamagic) a Good spell once per day. If the Adherent chose to dedicate himself to Evil he may Quicken an Evil spell once per day.. If the Adherent chose to dedicate himself to Chaos he may Quicken a Chaotic spell once per day. If the Adherent chose to dedicate himself to Law he may Quicken a Lawful spell once per day.

At 16th level, if the Adherent chose to dedicate himself to Good, he may choose to add the Good descriptor to a spell he is casting a number of times per day equal to his Wisdom modifier (if he chose Light) or Charisma modifier (if he chose Shadow or Fire). If the Adherent chose to dedicate himself to Evil, he may choose to add the Evil descriptor to a spell he is casting a number of times per day equal to his Wisdom modifier (if he chose Light) or Charisma modifier (if he chose Shadow or Fire). If the Adherent chose to dedicate himself to Chaos, he may choose to add the Chaotic descriptor to a spell he is casting a number of times per day equal to his Wisdom modifier (if he chose Light) or Charisma modifier (if he chose Shadow or Fire). If the Adherent chose to dedicate himself to Law, he may choose to add the Lawful descriptor to a spell he is casting a number of times per day equal to his Wisdom modifier (if he chose Light) or Charisma modifier (if he chose Shadow or Fire). An Adherent may now Quicken a Good spell (if he chose Good) or Evil spell (if he chose Evil) or Chaotic spell (if he chose Chaos) or Lawful spell (if he chose Law) twice per day.

Gift of Divinity: At 11th level, if the Adherent chose to dedicate himself to Light he gains a +1 White caster level and +2 to the save DCs of his White spells, though he takes a -1 caster level penalty to all other mana pools. If the Adherent chose to dedicate himself to Shadow he instead gains a +1 Black caster level and +2 to the save DCs of his Black spells and takes a -1 caster level penalty to all other mana pools. If the Adherent chose to dedicate himself to Fire he instead gains a +1 Red caster level and +2 to the save DCs of his Red spells and takes a -1 caster level penalty to all other mana pools.

Domain Mastery: At 20th level, an adherent unlocks the true power of their domain. If they have more than one domain, they must choose one to master for this ability. They gain the 20th level ability noted in their chosen domain. Once made, this choice is final, and cannot be changed.

Adherent

Skies of Glass Planeswalker Planeswalker