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Adept

Alignment: Any

Hit Die: d6.

Skill Points: 1st Level: (2 + Int Modifier) x 4, Each subsequent level: 2 + Int Modifier

Class Skills: The adept’s class skills (and the key ability for each skill) are  Concentration (Con), Craft (Int), Handle Animal (Cha), Divine Ritual (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis).

Weapon and Armor Proficiency: Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.

Table: The Adept

Level Base Attack Bonus Fort Save Reflex Save Will Save Special
1 +0 +0 +0 +2  
2 +1 +0 +0 +3 Call Familiar
3 +1 +1 +1 +3  
4 +2 +1 +1 +4  
5 +2 +1 +1 +4  
6 +3 +2 +2 +5  
7 +3 +2 +2 +5  
8 +4 +2 +2 +6  
9 +4 +3 +3 +6  
10 +5 +3 +3 +7  
11 +5 +3 +3 +7  
12 +6/+1 +4 +4 +8  
13 +6/+1 +4 +4 +8  
14 +7/+2 +4 +4 +9  
15 +7/+2 +5 +5 +9  
16 +8/+3 +5 +5 +10  
17 +8/+3 +5 +5 +10  
18 +9/+4 +6 +6 +11  
19 +9/+4 +6 +6 +11  
20 +10/+5 +6 +6 +12  

 

Table: Spells per day

Level 0 1st 2nd 3rd 4th 5th
1 3 1 - - - -
2 3 1 - - - -
3 3 2 - - - -
4 3 2 0 - - -
5 3 2 1 - - -
6 3 2 1 - - -
7 3 3 2 - - -
8 3 3 2 0 - -
9 3 3 2 1 - -
10 3 3 2 1 - -
11 3 3 3 2 - -
12 3 3 3 2 0 -
13 3 3 3 2 1 -
14 3 3 3 2 1 -
15 3 3 3 3 2 -
16 3 3 3 3 2 0
17 3 3 3 3 2 1
18 3 3 3 3 2 1
19 3 3 3 3 3 2
20 3 3 3 3 3 2


Spells: An adept casts divine spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Like a cleric, an adept may prepare and cast any spell on the adept list, provided she can cast spells of that level. Like a cleric, she prepares her spells ahead of time each day. The DC for a saving throw against an adept's spell is 10 + spell level + the adept's Wisdom modifier.

Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

When the adept gets 0 spells of a given level, she gets only bonus spells for that spell slot. An adept without a bonus spell for that level cannot yet cast a spell of that level. Bonus spells are based on Wisdom.

Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition.

At second level an adept gains the Call Familiar divine ritual as a memorized ritual:

Call Familiar

Arcane Ritual or Divine Ritual (Adept)
Conjuration
DC: 10
Flaw: 1
Components: V, S
Korba: 0.05 drams
Casting Time: 1 hour
Range: Plane
Target: One creature
Duration: Permanent
Saving Throw: None
Spell Resistance: No

You can only cast this ritual if you do not currently possess a familiar. If you dismiss your current familiar you must wait a year and a day before you can cast this ritual without penalty. If you do not wait the full duration then you may still cast the ritual but the DC will increase by 6 and the flaw by 2.

Critical Success: The familiar is a greater familiar.

Critical Failure: The familiar arrives at -9 hit points and bleeding. If not immediately stablized the familiar dies, incurring the normal penalties.

Flaw: Your class level is effectively reduced by one when determining the familiar's characteristics."

Adept Spell List

0 level-create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic.

1st level-bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.

2nd level-aid, animal trance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison,  invisibility, mirror image,, see invisibility, web.

3rd level-animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.

4th level-cure critical wounds, minor creation, restoration, stoneskin, wall of fire.

5th level-break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.
 

 

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