Tuesday, November 2, 2021

Campaign Design - Base Classes: Adherent

Adherent
(from AEG's Good)

The adherent is an NPC class.

Most of those who serve a celestial or infernal power do not serve as clerics or paladins, but rather work the will of the heavens or hells by maintaining the libraries, the graveyards, and the churches. Though their tasks are humble, they are still important, and without their labors, the practices of faith would grind to a halt.

In the Three Worlds campaign, an adherent must select one of the Lords of Heaven or Lords of Hell as their patron. All adherents in the Three Worlds campaign must be devoted to a specific deity, church, or cult.

Players are unlikely to play adherents, who occupy the dullest levels of any religion, and are most useful as an information source for adventuring parties. Every religious institution that can support more than a handful of clerics will have a staff of adherents, and most churches will have a full retinue. Adherents can also act as holy advisors when clerics are unavailable, as experts in their fields who are often ignored by their own organizations.

Note that in the Three Worlds campaign, player characters may not be evil, and as a result are prohibited from being adherents devoted to most of the Lords of Hell.

Abilities: Wisdom determines how powerful a spell an adherent can cast, how many spells he can cast per day, and how hard those spells are to resist.
Alignment: An adherent’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d4.
Luck Die: d2.

Class Skills
  • Skill List: The adherent's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft: Any (all skills taken individually) (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Any Two (taken individually) (Int), Profession: Any (all skills taken individually) (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class Features
All of the following are the class features of the adherent:
  • Base Attack Bonus: Average. An adherent gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An adherent gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An adherent gains a +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An adherent gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Adherents are proficient with one simple weapon. Adherents are not proficient with any armor or shields.

  • Spells: An adherent casts divine spells, which are drawn from the cleric/favored soul spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. An adherent must choose and prepare his spells in advance. To prepare or cast a spell, an adherent must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adherent’s spell is 10 + the spell level + the adherent’s Wisdom modifier. Like other spellcasters, an adherent can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Wisdom score. An adherent also gets one domain spell of each spell level he can cast, starting at 1st level. At some levels, an adherent has access to a domain spell of a given level, but no others. These levels are marked as "0 + 1" on the adherent's spell table. When an adherent prepares a spell in a domain spell slot, it must come from his chosen domain. Adherents meditate or pray for their spells. Each adherent must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether an adherent can prepare spells. An adherent may prepare and cast any spell on the cleric/favored soul spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

  • Deity, Domains, and Domain Spells: An adherent’s deity influences his alignment, what magic he can perform, his values, and how others see him. An adherent chooses a single domain from among those belonging to his deity, as found on the list of cleric domains. An adherent can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. The 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 power of the domain selected. If a domain spell is not on the cleric/favored soul spell list, an adherent can prepare it only in his domain spell slot.

Adherent
Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Spells
3
0+1
-
-
-
-
-
-
-
-
2nd
-
4
1+1
-
-
-
-
-
-
-
-
3rd
-
4
2+1
0+1
-
-
-
-
-
-
-
4th
-
5
2+1
1+1
-
-
-
-
-
-
-
5th
-
5
3+1
2+1
0+1
-
-
-
-
-
-
6th
-
5
3+1
2+1
1+1
-
-
-
-
-
-
7th
-
6
3+1
3+1
2+1
0+1
-
-
-
-
-
8th
-
6
4+1
3+1
2+1
1+1
-
-
-
-
-
9th
-
6
4+1
3+1
3+1
2+1
0+1
-
-
-
-
10th
-
6
4+1
4+1
3+1
2+1
1+1
-
-
-
-
11th
-
6
4+1
4+1
3+1
3+1
2+1
0+1
-
-
-
12th
-
6
4+1
4+1
4+1
3+1
2+1
1+1
-
-
-
13th
-
6
4+1
4+1
4+1
3+1
3+1
2+1
0+1
-
-
14th
-
6
5+1
4+1
4+1
4+1
3+1
2+1
1+1
-
-
15th
-
6
5+1
5+1
4+1
4+1
3+1
3+1
2+1
0+1
-
16th
-
6
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
-
17th
-
6
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1
0+1
18th
-
6
5+1
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
19th
-
6
5+1
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1
20th
-
6
5+1
5+1
5+1
5+1
4+1
4+1
4+1
3+1
2+1
In addition to the stated number of spells per day for 1st through 9th-level spells, an adherent cleric gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the adherent may receive for having a high Wisdom score.

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