Showing posts with label Three Worlds. Show all posts
Showing posts with label Three Worlds. Show all posts

Sunday, June 7, 2026

General Rules: Feats - Arcane Tutor

Arcane Tutor is a somewhat unique feat that allows an arcane spellcasting character to recruit wizards as apprentices. This page details how I handle this feat.

Arcane Tutor [General]
Your reputation as a powerful wizard and accomplished adventurer draws ambitious young mages who seek to learn the secrets of magic. These neophytes provide you with regular payments and assistance in the mundane portions of a wizard’s life in return for regular instruction in the arcane arts.
  Prerequisites: Arcane caster level 6th+, you must own a permanent base of operations that provides living quarters and workspace for your team of students.
  Benefit: This feat attracts a steady stream of loyal apprentices to you. These wizards act as followers and subordinates, carrying out tasks at your command and aiding your research into arcane studies. Unlike followers gained with the standard Leadership feat, these apprentices expect to pay you for your assistance.

Apprentices

Your apprentices are generally loyal and reliable retainers. Unlike ordinary NPCs, who have their own agendas and objectives, apprentices look to the character for direction and guidance. As a general rule, they will not betray you or deceive you unless they are severely mistreated, although in such cases they will usually simply abandon your service.

Unless the DM rules otherwise, apprentices never willingly risk their lives to fulfil your wishes. They enter your service to expand their magical skills, not serve as fanatical suicide soldiers.

You must pay all expenses your apprentices encounter while fulfilling missions you give them.

Apprentices may be designed by the player, subject to the DM's approval. Apprentices should be built using the standard array of ability scores (11, 11, 11, 10, 10, 10) or the nonelite array of ability scores (13, 12, 11, 10, 9, 8) at your option. You may, if you wish switch back and forth between these two arrays for different apprentices. Apprentices can be any standard playable race, and are all wizards. When an apprentice enters the character's service, they will be equipped with equipment with a total value equal to the starting gear for a wizard. Any additional equipment must be provided by the player character.

Special Rules for Arcane Tutors with the Leadership Feat: If a character who has the Arcane Tutor also has the Leadership feat, their apprentice wizards be built using the elite array of ability scores (15, 14, 13, 12, 10, 8), subject to applicable racial modifiers. An apprentice may be any playable race, and may take advantage of any of the options available to player characters, including the 0-level rules, flaws, and traits. When apprentices enter the character's service, they will be equipped with equipment with a total value appropriate to an NPC of the apprentice's level (see Table 4-23: NPC Gear Value on page 127 of the Dungeon Master's Guide). Any additional equipment must be provided by the player character. These apprentices count against the total number of 1st-level followers the character may have under the Leadership feat.

Apprentices enter the player's service with a spellbook containing the minimum number of spells for a wizard of their experience level. There is a 50% chance that any spell in the apprentice's spellbook is a spell that the player does not already know.

Apprentices refuse to undertake or complete any actions that would cause them to lose a level of ability.

Your arcane tutor score is your arcane caster level plus your Charisma modifier. In addition, apply the Leadership modifiers listed under the Leadership feat to this score. Your followers are all wizards. Arcane Tutor does not grant you a cohort and gives you far fewer followers than leadership, the apprentices offer you more flexibility and capabilities than the followers offered by the Leadership feat.

Benefits of Apprentices

Income: The most tangible benefits of taking on apprentices is the fees they pay to you in return for your instruction. The pay rate you receive depends on the level of your apprentice. The more experienced the apprentice, the less he is willing to pay. Younger mages stand to learn much more, and thus are willing to pay more, than a wizard who has already mastered the basics of magic.

Apprentice LevelMonthly Income
1st90 shillings
2nd60 shillings
3rd40 shillings
4th30 shillings

Bonus Spells: When an apprentice enters your service, you may add all of their spells to your books. In return, the apprentice gains 2 spells per caster level from your books. The DM determines which spells an apprentice selects. When an apprentice gains a level, you decide which spells they add to their books. You gain these spells in your books too. You must select spells that your apprentice is capable of casting.

Produce and Sell Items: If your apprentice has any item creation feats, you may have them create items that you may sell. You must buy spell components and raw materials necessary to make the item from your own pocket. An apprentice must normally meet the prerequisites, such as minimum caster level, feats, and spells known, to craft an item. An apprentice automatically refuses to produce items whose experience point cost would cause them to lose a level. Apprentices seek your aid to expand their skills, not working themselves to death in a magic item sweatshop.

Assist Item Creation: An apprentice may help you create an item that you could normally complete on your own. Your apprentice does not need to meet any of the prerequisites necessary to craft the item, though the more experienced the apprentice, the more help they can lend you. Only a single apprentice can help you create an item, as two or more apprentices simply get in your way and lengthen the process.

An apprentice splits the experience point cost of creating an item with you, reducing the experience point cost by 10% per level. An apprentice may never lose a level through the process of helping you create an item. If helping you would cause this to happen, the apprentice absorbs only enough total experience point loss to bring him to the minimum needed to attain his current level, leaving you to pay the remaining portion of his normal share. Your apprentice can also work on portions of the item creation process concurrently with your efforts, allowing you to cut down on the total time needed to complete the project. Reduce the time needed to produce the item by 1 day for each two levels of experience your apprentice has attained. You may never reduce the time necessary to produce an item to less than 1 day. The apprentice does not shoulder any of the experience point cost caused by casting spells necessary to complete an item unless the apprentice is the one who actually uses the spell. When an apprentice assists in creating an item, there is a chance that they may inadvertently spoil your efforts owing to his inexperience. See Research Mishaps below, under Drawbacks to Apprentices.

Finish Items: An apprentice can shoulder the burden of creating items that you have designed. You sustain the full experience point loss for completing the item, but your apprentice completes all mundane work and helps manage the arcane portions of item creation. You need only spend 1 day working on the item. Your apprentice handles the rest of the labor involved in finishing the item. In order to complete the item, the apprentice must have any item creation feats needed to create it. You may fulfill the minimum caster level and spells needed, but your apprentice must have the necessary item creation feats. If casting the spells necessary to complete the item would require more than 1 day of work, you must spend the time necessary to complete those spells before your apprentice can complete the item. If an apprentice lacks any of the prerequisites necessary to create an item, such as spells needed to produce it, or is below the required caster level, there is a chance the apprentice encounters a mishap in creating the item. Consult Research Mishaps, below, under Drawbacks to Apprentices.

Other Actions: An apprentice is capable of using the rest of his skills and abilities at your direction. You could have your apprentices use spells such as identify to pick through a pile of magic items uncovered on your last adventure. You could also order your apprentices to research a topic in a library using the rules presented in Quintessential Wizard, allowing them to gain virtual skills and skill ranks that they subsequently use.

Drawbacks to Apprentices

Recruiting Apprentices: You must actively recruit spellcasters who could benefit from your instruction. You may gain apprentices in two ways. The DM may rule that an NPC wizard comes into your service based on your interactions with him over the course of an adventure. Otherwise you must advertise for and recruit neophytes. Make a recruitment check by rolling a d20 and adding your Charisma modifier and arcane caster level. The more engaging your personality and the more skilled you are with magic, the better your chances of attracting an apprentice. The size of the city in which you seek recruits modifies your ability to successfully find a willing student.
Town/City PopulationRecruitment Modifier
400 - 1,000-2
1,001 - 2,000+0
2,001 - 5,000+2
5,001 - 12,000+4
12,001 - 25,000+6
25,001++8

The base DC to recruit a 1st-level apprentice is 5. For each 5 by which you beat this DC, you may opt to increase your new apprentice’s level by 1 or recruit an additional apprentice. You may combine these effects to recruit multiple wizards whose level is above 1. If your result is high enough to yield an apprentice but not good enough to attract one whose level is as high as you wish, you may always ignore the result of a recruitment check. You are under no obligation to accept potential apprentices.

You may make one recruitment check per day, spending 2d4 hours at libraries, wizard’s guild halls, and other places where spellcasters normally congregate. Regardless of the results of a recruitment check, you may never recruit more apprentices than allowed by your Arcane Tutor score. Apprentices are aware that a master can only spread himself among so many students and refuse to sign on with a tutor who already has an abundance of pupils.

Retaining Apprentices: When an apprentice signs on to work for you, they do not agree to a lifelong contract. Most apprentices stay with a master for a year at most before setting off on their own, either seeking out a new master to learn from or going it alone as an adventurer, researcher, or craftsman. A newly recruited apprentice remains within your service for 3d6 months, after which they leave your service for greener pastures.

An apprenticeship is a two-way street. While your apprentice works for you, you must also take time to instruct them in the mystic arts. You must spend 2 weeks out of every 2 months tutoring your apprentices. If you fail to meet this requirement, reduce each apprentice’s period of service by 3d6 months. If this reduces any apprentice’s tenure to 0 or less, they immediately leave. Any projects they were working on remain unfinished. Your apprentices expect instruction and aid in return for the work they do and the cash they pay you.

Upkeep: A portion of the money an apprentice pays you goes to room and board. You must own or provide a permanent structure where your apprentices may live and work. You must pay 5 shillings per apprentice level per month to provide them with food, clothes, and other basic necessities. If you fail to meet this payment, reduce the fees from each apprentice by half. Stung by your skinflinted ways, your apprentices withhold their payments to you and instead use their money for food and shelter.

Work Rates: While apprentices spend much of their time in your service, they also have their own personal projects and studies. Each apprentice allocates two weeks per month to working on magic items, research, and other projects you assign to them. They spend the rest of their time studying their spellbooks, practicing their skills, and completing scrolls and other magic items for their own use. During this free time, each apprentice gains 1d6 x 100 experience points through adventures, work, and research.

Apprentice Recruitment Table

Number of Apprentices per Level
Arcane Tutor Score1st2nd3rd4th
1 or less0000
21000
32000
42000
52100
63100
73200
83210
93210
103220
113221
123321
133322
143322
154332
164432
175433
185443
196543
206544
217654
227654
238755
248765
25+9865

Apprentice Retention Table
Every month after the third of each apprentices tenure under the character's tutelage, roll 1d20. A result equal to or below the retention roll figure means the apprentice has left the character's service and struck out on their own.

MonthRetention
30
41
52
63
74
86
98
1010
1112
1214
1316
1417
1518
1619
1719
1820

Research Mishaps

When an apprentice helps finish creating an item you designed or helps you complete an item, there is a chance that your student’s efforts end in an arcane mishap. If your apprentice is involved in making an item whose prerequisites they do not completely fill, they must make a mishap check. Roll a d20 and add your apprentice’s arcane caster level and their Intelligence modifier. This check has a DC of 10 if your apprentice works to complete an item you initially designed or 8 if they help you throughout the process of making an item. A roll of 1 always fails this check. Increase the DC by 2 for each prerequisite the apprentice does not meet. If your apprentice fails this check, roll d100 and consult the arcane mishap table.

If a mishap effect refers to a worker, there is a 50% chance that you or your apprentice are affected by the result if the two of you work together on making an item. Otherwise, if you left the apprentice to work alone the mishap affects only them.

Arcane Mishap Table
d100 Result Arcane Mishap:

  01 - 03 “I see. It needs steel, not lead.” Slight errors in production waste some materials. Increase the cost of producing the item by 25%. The item remains unfinished until you pay the price and spend an additional day working on the item.
  04 - 06 “Oh dear. Where’d I put that diamond dust?” Moderate errors in production waste some materials. Increase the cost of producing the item by 50%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  07 - 09 “It was cracked when I found it.” Major errors in production waste some materials. Increase the cost of producing the item by 100%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  10 - 12 “So I misread pounds for ounces. How expensive can mithral be?” Traumatic errors in production waste some materials. Increase the cost of producing the item by 200%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  13 - 15 “Two for one beers don’t happen every night.” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 1 day.
  16 - 18 “Well, allowing it to soak for three nights didn’t hurt it.” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 3 days.
  19 - 21 “You wanted me to do what by when?” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 1 week.
  22 - 24 “Should it be bubbling like that?” An energy backlash during the item’s creation causes a minor explosion. Treat this as a fireball cast by a 5th level wizard centered on the apprentice’s work area.
  25 - 27 “Should smoke be coming out of it?” An energy backlash during the item’s creation causes a moderate explosion. Treat this as a fireball cast by a 7th level wizard centered on the apprentice’s work area.
  28 - 30 “Don’t worry, that’s normal. Now, let’s add lamp oil to it.” An energy backlash during the item’s creation causes a tremendous explosion. Treat this as a fireball cast by a 9th level wizard centered on the apprentice’s work area.
  31 - 33 “Will it ever stop growing? Please say yes.” A worker’s nose grows to one foot in length, causing them 1d6 points of permanent Charisma damage. If the damage heals, the victim’s nose slowly returns to normal.
&nsbp; 34 - 36 “Well, wizards don’t need muscles anyway.” An arcane backlash wracks a worker’s body, shriveling his muscles and causing 1d6 points of permanent Strength damage.
  37 - 39 “I-i-i-i-i-t c-c-c-c-c-could b-b-b-b-be w-w-w-w-w-worse.”Bolts of electricity arc from the item, leaving a worker with a variety of nervous tics, shakes, and unsteady hands. The worker takes 1d6 points of permanent Dexterity damage.
  40 - 42 “Wait a second. How do those cantrip things work again?” A temporary fold in space causes an astral parasite to take root in a worker’s brain, causing 1d6 points of permanent Intelligence damage.
  43 - 45 “I have seen the light!” A rogue bit of divine energy seeps into the creation process, causing a bizarre magical effect that forces the apprentice to become a fanatical adherent of a deity appropriate to his alignment. He leaves your service to become a cleric. Money and experience points spent to produce the item are wasted. A restoration spell returns him to normal.
  46 - 48 “. . .” A massive backlash of enchantment magic causes the apprentice to slip into a deep catatonic state. Money and experience points spent to produce the item are wasted. A restoration spell returns him to normal.
  49 - 51 “Back in my day, apprentices didn’t screw up so badly!” A critical mistake in this item’s creation causes a time warp, causing a worker to leap to the next age category. Money and experience points spent to produce the item are wasted.
  52 - 56 “What is that thing?” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster III spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  57 - 60 “I didn’t summon that. Did you summon that?” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster V spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  61 - 62 “What a fascinating creature. Let’s try to communicate with it.” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster VII spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  63 “Oh, gods, run. RUN!” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster IX spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  64 - 66 “Ribbit.” A slight flaw in the process used to shape the magical energy imbued into the item causes transmutation magic to flood the area. Treat this as a baleful polymorph cast by an 8th level sorcerer that turns a worker into a frog. Money and experience points spent to produce the item are wasted.
  67 - 70 “I’m shrinking!” A magical disturbance causes a bizarre fluctuation in the properties of dimensional space. A worker begins to shrink rapidly. He immediately becomes two size categories smaller. Greater restoration removes this effect. Money and experience points spent to produce the item are wasted.
  71 - 72 “Everything’s shrinking!” Material space stretches and bends in the immediate area of the experiment. A worker immediately grows two size categories larger. Greater restoration removes this effect. Money and experience points spent to produce the item are wasted.
  73 - 75 “Strange. That wasn’t supposed to produce a sudden whiff of brimstone.” A dimensional gate opens to the outer realms, allowing a horde of demons with a total Encounter Level of 10 to pour into the laboratory area. Money and experience points spent to produce the item are wasted.
  76 - 96 “There! Perfect!” A critical mistake during the item’s production permanently warps the magical properties, resulting in a cursed item. The exact nature of the curse depends on the type of item produced. Weapons, armor, shields, rings, rods, staves, wands, and wondrous items gain 1d3 cursed item traits. Potions turn out as a randomly determined ingested poison, while scrolls either fail to function, cause the opposite of the intended spell, or target the caster in the case of damaging spells.
  97 - 99 The apprentice forgets to inscribe proper protective runes. The energy matrix inscribed in the item runs rampant. A worker is subject to disintegrate as if cast by an 11th level wizard.
  100 Roll twice on this table, rerolling this result if it comes up again.

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Sunday, January 12, 2025

Campaign Design - Prestige Class: Bound Spellcaster

Bound Spellcaster (from the Demon Hunter's Handbook)

The bound spellcaster are wizards and sorcerer who oppose demons by turning their own power against them. The bound spellcaster absorbs the strength and corrupt essence of a lower planar outsider, gaining incredible physical and spiritual might, but sacrificing their soul in the process.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a bound spellcaster, one must meet the following criteria:
  • Skills: Knowledge: the Planes 10+ ranks, Spellcraft 10+ ranks.
  • Feats: Spell Focus (Conjuration) and Spell Penetration.
  • Base Will Save: +5.
  • Spellcasting: Able to cast 4th-level arcane spells including dimensional anchor, lesser planar binding, and magic circle against evil.
  • Alignment: Any nonevil.
  • Special: Must destroy a dæmon, demon, or devil in single combat using nothing but spells and magic items you have personally created.
Class Skills
  • The bound spellcaster's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Profession: Any (Wis), Sense Motive (Wis), Spellcraft (Int), 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 each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the bound spellcaster prestige class.
  • Base Attack Bonus: Poor. A bound spellcaster gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A bound spellcaster gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A bound spellcaster gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A bound spellcaster gains +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Bound spellcasters gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

  • Spells: A bound spellcaster continues training in spellcasting to supplement their study of dæmons, demons and devils. When an odd numbered bound spellcaster level is gained (1st, 3rd, 5th, 7th, and 9th) and also at 10th level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting.

    If a character had more than one arcane spellcasting class that granted access to arcane spells before she became an bound spellcaster, she must decide to which class she adds each odd-numbered level of bound spellcaster for the purpose of determining spells per day and spells known.

  • Assume Demon Flesh (Ex): In an effort to gain both understanding of and power over fiends of all sorts, the bound spellcaster summons the essence of a powerful dæmon, demon, or devil and through a blasphemous ritual of the darkest sort, strips its spirits flesh and binds it to its own. In so doing, he gains the strength that only the pure, corrupt essence of the beasts of the lower planes can bring, but also dooms his soul to a slow, relentless spiral down into darkness and squalor.

    To perform this ritual, the bound spellcaster must summon and bind a lower planar being of at least half his own caster level in Hit Dice. To do this, he must prepare a magic circle against evil, summon the creature with some variation of the planar binding spell, and then imprison it with a dimensional anchor. Assuming this is done correctly, the caster can attempt to force the bound outsider to merge with his own body, and subsume its spirit into his own. Since this is not a standard service the demon can be bound to, the bound spellcaster must force the issue using a charisma check as per the lesser planar binding spell; the check cannot be modified by promises of reward, as no demon would ever willingly risk having its spirit effectively destroyed. even for the few scant centuries a mortal spellcaster might be expected to live. Instead, the bound spellcaster can increase his chances of successfully binding the outsider by collecting items of personal value to it, such as a sacrificial knife used by a cultist who worshiped it, or by seeking out and discovering its true name. The bonus received depends upon the importance of items used; a sacrificial knife might be worth +1 to the check, while knowledge of the outsider's true name would grant a +6 bonus. The total bonus to the caster's check can never rise above +6. Should the caster fail to compel the demon, he can try again, as per the rules for lesser planar binding spell, gaining the same bonuses, if applicable, from the artifacts he possesses.

    Assuming the bound spellcaster is successful in compelling the outsider, then it is immediately destroyed, its spirit flesh torn from its bones and absorbed into the caster. The caster is immediately and irrevocably transformed, his body taking on vestigial signs of demonic taint; he sprouts short horns, his tongue forks, his teeth extend slightly, he exudes the slight stench of brimstone and burning flesh, and a light dusting of dark scales erupts from his body.

    At this point, the bound spellcaster begins to transform into a half-fiend, gaining some of the powers of the template. At 1st level, he gains the following:

    • +1 bonus to natural armor class.

    • He gains the spell-like abilities of a half-fiend with Hit Dice equal to his caster level (these abilities improve as the bound spellcaster increases in level).

    • Darkvision to 30 feet.

    • +2 to saves against poison.

    • Acid resistance 5, cold resistance 5, electricity resistance 5, and fire resistance 5.

    • +2 Strength, +2 Dexterity, and +2 Intelligence.

  • Soiled Purity (Ex): When a bound spellcaster devours the spirit flesh of a demon, its corruption permanently stains his soul, leading him one step closer to the path of evil and the ways of an evil outsider. His alignment shifts one step towards evil.

  • Demonic Ally (Ex): As the bound spellcaster is transformed by his dealings with the lower planes, so too is the familiar that serves him. When the character takes on his 1st level as a bound spellcaster, his familiar gains the fiendish template. The template is applied as normal save that the fiendish familiar gains the ability to smite evil once per day rather than good. In addition, the familiar gains the ability to speak any and all lower planar languages. The bound spellcaster may add his bound spellcaster levels to the levels of other arcane classes that grant a familiar for the purpose of determining his familiar's abilities.

    The transformation the familiar undergoes is more that spiritual, as his outside visage shifts and morphs to a more demonic form. The familiar develops crimson scales or smooth skin covered in small, grotesque boils. His eyes blaze with cold fire, and steam rises from his paws whenever they make contact with the mortal plane. When the familiar gains the ability to speak, his voice becomes a low hiss, reverberating and echoing with a dozen unnatural tones. Not matter its size, the familiar takes on a hulking appearance, more massive and imposing than any natural animal of its type.

  • Shatter Corruption's Strength (Ex): Beginning at 2nd level, the bound spellcaster's spiritual connection to evil outsiders allows him the ability to overcome their supernatural resistance to mortal spells. He gains a +1 profane bonus to his caster checks to pierce the spell resistance of evil outsiders, and adds a +1 profane bonus to the spell save DCs of all spells cast against evil outsiders.

    At 5thth level, the bound spellcaster's profane bonuses to both piercing spell resistance and the DCs of his spell increase to +2, and at 8th level, they increase to +3.

  • Up the Darkling Path (Ex): At 3rd level, the bound spellcaster's spirit soaks up more of the evil outsider's corrupt power, further transforming the character's body and soul. He gains the following new abilities from the half-fiend template:

    • He gains a claw and bite attack, as per the description of the half-fiend template.

    • He gains the ability to perform a spell smite. One per day, he can add a bonus equal to his caster level to the damage inflicted by any spell. This bonus applied only to spell cast against evil outsiders.

    • He gains damage reduction 5/+1.

    • He gains +2 Constitution and +2 Charisma

  • Darkened Spirit (Ex): When the bound spellcaster reaches 4th level, the slumbering spirit of the evil outsider within him stirs, poisoning his eternal soul. The bound spellcaster's alignment shifts one step on the law-chaos axis towards the alignment of the evil outsider he bound. If the bound spellcaster's alignment is already the same as the outsider's then nothing happens.

  • Improved Binding (Ex): The bound spellcaster understands how to bind and control summoned evil outsiders. Beginning at 6th level, he gains a bonus equal to his bound spellcaster class level to all Charisma checks made to compel evil outsiders to perform a service, as per the lesser planar binding spell. In addition, he can draw a diagram to make his magic circle against evil more secure (as per the spell description) in only one round, and need not make a Spellcraft check when doing so.

  • Fury of Hell (Ex): By 7th level, the bound spellcaster's spirit has almost fully consumed the demon bound within he body. He gains the following abilities from the half-fiend template, which stack with those he already possesses:

    • His claw and bite attacks are considered magic weapons.

    • He gains immunity to poison.

    • He gains bat wings, allowing him to fly at his base speed with average maneuverability.

    • He gains spell resistance equal to 10 plus is caster level.

    • His darkvision increases to 60 feet.

    • His damage reduction increases to 10/+1.

  • Blackened Soul (Ex): At 8th level, the bound spellcaster has become thoroughly corrupted by the evil outsider's will. His alignment shifts one more step towards evil. An evil bound spellcaster does not necessarily abandon his role as a demon hunter, but he becomes infinitely more cruel in his methods.

  • Dark Ascendance (Ex): At 10th level, the bound spellcaster's spirit shreds the defenses of the evil outsider within him, and he undergoes a dark apotheosis. He gains all the following attributes from the half-fiend template, and is now a full half-fiend:

    • His type changes to outsider, though he does not recalculate his Hit Dice, Base Attack Bonus, or Base Saves. He is considered a native outsider.

    • His resistance to acid, cold, electricity, and fire all increase to 10.

    • His total caster level is now equal to his bound spellcaster level plus his previous arcane caster levels, but only for the purpose of determining his spell resistance, his ability to spell smite, and his access to the half-fiend's spell-like abilities.

    • He gains an additional +2 Strength, +2 Dexterity, and +2 Intelligence.

Bound Spellcaster
LevelSpecialSpells per Day
1stAssume Demon Flesh, Soiled Purity, Demonic Ally+1 level of existing arcane spellcating class
2ndShatter Corruption's Strength +1-
3rdUp the Darkling Path+1 level of existing arcane spellcasting class
4thDarkened Spirit-
5thShatter Corrpution's Path +2+1 level of existing arcane spellcasting class
6thImproved Binding-
7thFury of Hell+1 level of existing arcane spellcasting class
8thShatter Corruption's Strength +3-
9thBlackened Soul+1 level of existing arcane spellcasting class
10thDark Ascendance+1 level of existing arcane spellcasting class

Home     Prestige Classes

Saturday, September 28, 2024

Campaign Design - Prestige Classes: Prestige Paladin of Freedom

Paladin of Freedom (adapted from Unearthed Arcana)

After training in the arts of combat and the mysteries of the divine, the prestige paladin of freedom is anointed as a holy warrior dedicated to the protection of chaos and goodness. Most prestige paladins of freedom are clerics, favored souls, fighter/clerics, or fighter/favored souls though rare cleric/barbarians or favored soul/barbarians might pursue this path as well. Prestige paladins are usually dedicated to a chaotic good deity - Caire, Brid, and Þunor are most common. Many are lone wanderers, opposing tyranny and oppression while walking the earth. Compared to the standard paladin, the prestige paladin of freedom gives up a small amount of combat prowess in exchange for a larger spell list and a higher top end of his spell casting powers. Also, his class features aren't quite as powerful as the standard paladin's as a result of his reduced paladin class level.

In the Freeholds, the paladin of freedom class represents the basic holy warrior devoted (usually) to Caire, Brid, and Þunor, although some venerate Aíne, Syfa, or Yng. While many chaotically aligned orders and sects have their own unique training emphasizing those attributes most important to the veneration of their patron celestial, virtually all train paladins of freedom. Some groups emphasize training paladins more than others, and many see the initial training for paladin status as merely a starting point for the real indoctrination in the ways of that particular order. Although it would theoretically possible for followers of Eiur or Woda to train as paladins of freedom, such individuals would be exceptionally rare, in part because of Eiur's somewhat pacifistic creed being at odds with the idea of holy warriors devoted to her service.

Although the standard rules allow for “ecumenical” paladins devoted to no particular deity, but instead representing the power of good, I require that paladins follow a particular celestial. Most paladins of freedom are not members of one of the many holy orders of warrior-knights, preferring to walk their own individualistic path.

Hit Die: d10.
Luck Die: d4.

Requirements
To qualify to become a prestige paladin of freedom, a character must fulfill all the following criteria.
  • Alignment: Chaotic Good.
  • Base Attack Bonus: +4.
  • Skills: Knowledge: Religion 2+ ranks, Knowledge: Nobility and Royalty 2+ ranks, Ride 4+ ranks.
  • Feats: Mounted Combat.
  • Spell casting: Ability to cast protection from evil as a divine spell.
Class Skills
  • Skill List: The prestige paladin's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge: Nobility and Royalty) (Int), Knowledge: Religion (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
  • 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 Each Level: 2 + Intelligence modifier.
Class Features
All the following are class features of the prestige paladin of freedom class.
  • Base Attack Bonus: Good. A prestige paladin of freedom gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A prestige paladin of freedom gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A prestige paladin of freedom gains a +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A prestige paladin of freedom gains a +13 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Paladins of freedom are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

    • Option - Smiting Arrow: A paladin of freedom can choose to give up their proficiency with heavy armor and shields in exchange for the ability to smite evil with ranged attacks at up to 30 feet. Once made, this choice may not be changed thereafter.

  • Spells per Day: A prestige paladin of freedom's training focuses on divine spell casting. At every odd numbered level reached, the prestige paladin of freedom gains new spells per day as if he had also gained a level in whatever divine spell casting class he belonged to before he added the prestige class.

  • Spells: The prestige paladin of freedom adds some spells to his class spell list for any one divine spell casting class he belonged to before he added the prestige class. Regardless of his original divine spell casting class, he adds the following spells to his list of available spells for that class. He still needs to prepare (and, if appropriate, learn) these additional spells to cast them, and for all other purposes he is treated exactly as a caster of the appropriate level in his original divine spell casting class with respect to what spells are on his class spell list.

    • 1st Level: Alternate silvered weapon, blaze of light, bless weapon, clear mind, deafening clang, divine sacrifice, find temple, gaze of truth, golden barding, holy spurs, know greatest enemy, lesser one mind, lionheart, moment of clarity, protection from law, rhino's rush, second wind, sense heretic, silverbeard, sticky saddle, strategic charge, swift bless weapon, traveler’s mount, warning shout.
    • 2nd Level: Angelskin, aura of glory, call mount, holy mount, loyal vassal, one mind, steed of the seas, strength of stone, zeal.
    • 3rd Level: Blessing of Bahamut, diamondsteel, find the gap, forceward, greater one mind, heal mount, magic circle against law, mind bond, regal procession, remove curse, righteous fury, smite heretic, word of binding.
    • 4th Level: Dispel law, door to great evil, draconic might, favor of the martyr, freedom of movement, glory to the martyr, holy sword, righteous sword, sacred haven, seek eternal rest, spiritual chariot, winged mount.

    In addition, a paladin of freedom can never prepare or cast any of the following spells: death ward, discern lies, dispel chaos, magic circle against chaos, or protection from chaos.

  • Divine Sight: At 1st level, the paladin of freedom gains the power to see evil or law. The paladin must choose one of these two options, and once made, this choice may not be changed thereafter.

    • Detect Evil (Sp): At will, a paladin with this ability can use detect evil, as the spell.

    • Detect Law (Sp): At will, a paladin with this ability can use detect law, as the spell.

  • Vengeance of Freedom: At 1st level, a paladin of freedom is granted power to aid her crusade against evil. The paladin of freedom must choose one of the following two options. Once made, this choice may not be changed thereafter.

    • Hunter of Fiends (Ex): A paladin of freedom with this ability gains outsider (evil) as a favored enemy. The paladin gains a bonus equal to half their divine caster level (minimum 1) on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. In addition, the paladin gains Track as a bonus feat and the paladin may treat Survival and Knowledge: the Planes as class skills.

    • Smite Evil (Su): Once per day, a paladin of freedom with this ability may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of four times per day at 15th level.

  • Turn Undead (Su): A paladin of freedom gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of a level equal to her paladin of freedom levels. For the purpose of determining her ability to turn undead, a prestige paladin's class levels stack with her levels from all his other classes from which she has gained the ability to turn undead. For instance, a 4th-level fighter/1st-level cleric/2nd-level prestige paladin of freedom would turn undead as a 3rd-level cleric.

    A paladin with cleric levels who has selected one of the alternative abilities to replace their turn undead ability does not stack their cleric and paladin of freedom levels to turn undead. Instead, their paladin levels stack with their cleric levels for determining the effectiveness of their alternative ability. In addition, any paladin that does not already have the turn undead ability (such as a paladin who was a favored soul before becoming a paladin) may select one of the alternative abilities appropriate to their divine patron in place of the ability to turn undead.

  • Divine Grace (Su): At 2nd level, a paladin of freedom gains a bonus equal to her Charisma bonus (if any) on all saving throws.

  • Lay on Hands (Su): Beginning at 2nd level, a paladin of freedom with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her (paladin level + 3) × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

  • Divine Gift: Upon reaching 2nd level, a paladin of freedom gains one of the three divine gifts listed below. Once the choice is made, it cannot be changed thereafter.

    • Charging Smite (Su): If a paladin with this ability smites evil as part of a charge attack, they deal an extra 2 points of damage per divine caster level to any evil creature they strike (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.

    • Special Mount (Sp): A paladin with this ability can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin). Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.

    • Weapon of Arborea: A paladin with this ability gains a weapon forged by a celestial. The weapon must be the divine patron's favored weapon. The crafter requires that the paladin name the weapon. The paladin can summon the weapon to her hand or return it to its resting place in the forges of Heaven as a free action, and you can call it to your hand even if it is not in its resting place (such as if you have been disarmed). The paladin may call this weapon a number of times per day eqaul to 1 + her Wisdom modifier (minimum of once per day). Whatever its kind, the weapon is of intricate and unearthly beauty, although the paladin is bound by oath never to sell the weapon or give it to another creature (even to loan it to a friend). The weapon is a +1 weapon of its kind at 2nd level. When the wielder becomes a 5th level paladin, it becomes a +2 weapon, when she becomes a 10th level paladin, the weapon becomes a +2 holy weapon, and when she becomes a 15th level paladin, the weapon becomes a +2 anarchic holy weapon. It overcomes damage reduction as if it were good aligned and cure spells and other healing magic repair damage to is as if it were a living creature. The paladin may expend money and experience points to enhance the weapon as if she had the Craft Magic arms and Armor feat (on top of what the weapon is through this ability). If the weapon is ever destroyed, a different celestial weaponsmith crafts the paladin of freedom a new weapon, presenting it to her a year and a day after the previous weapon was destroyed.

  • Divine Resolve (Su): At 3rd level, the paladin of freedom becomes immune to compulsion effects (magical or otherwise). This ability functions while the paladin is conscious, but not if she is unconscious or dead.

  • Activate Aura (Su): At 3rd level, a paladin gains an aura. The aura extends from the paladin in a radius equal to 5 feet per point of Charisma bonus (with a minimum of 5 feet), and affects the paladin and all allies within the area. Activating an aura is a free action, and a paladin can only have one aura active at one time. The aura lasts for 1 round per paladin level. At 3rd level a paladin may activate their aura one time per day, but gains the ability to activate his aura more often as he progresses in level. The paladin gains a second aura at 9rd level, and a third aura at 14rd level. Some auras mimic spells of the same name: These auras' effects do not stack with the spells' effects.

    • Aura of Banishment: Only evil outsiders can feel this aura and suffer from its effects. No evil outsider with fewer Hit Dice than the paladin's character level can be summoned into this area, nor can such creatures use summonings or teleporting effects. In addition, this aura grants the paladin of freedom a +2 bonus on bluff checks against evil outsiders.

    • Aura of Might: The paladin of freedom and all her allies gain a +1 sacred bonus to damage rolls for every 3 of her paladin levels, to a maximum of +5 at level 15.

    • Aura of Devotion: The paladin of freedom and her allies receive a +1 deflection bonus to Armor Class for every 3 of her paladin levels, to a maximum of +5 at level 15.

    • Aura of Healing: The paladin of freedom and her allies gain fast healing 1 for the duration of the aura. Paladins devoted to Eiur must select this aura with the selection they gain at 3rd level.

    • Aura of Retribution: Whenever a creature deals damage with a melee attack to the paladin or one of her allies, it takes 2d4 points of holy damage +1 point per the paladin of freedom's Charisma bonus (if any). The base damage increases to 3d4 at 10th level and 4d4 at 15th level.

    • Aura of Resolve: When the aura of resolve is activated, each ally within the aura of the paladin paladin of freedom gains a +4 morale bonus on saving throws against compulsion effects.

    • Aura of Resistance: The paladin and her allies gain spell resistance equal to 5 + her paladin of freedom class level.

    • Aura of Sanctity: When the aura of sanctity is activated, the paladin of freedom must choose one of the following effects: fear effects (including possession), death effects, or petrification. While the aura is in effect the paladin is immune to the chosen effect and allies within the area of the aura gain a +4 bonus on saves against the chosen effect.

    • Aura of Wisdom: The paladin of freedom and her allies each regain one prepared spell or spell slot of a level equal to the highest level spell that the paladin can cast.

  • Divine Benison: At 3rd level, a paladin of freedom gains one of the following two abilities. Once this choice is made, it may not be changed thereafter.

    • Angel's Sight (Ex): A paladin of freedom with this ability gains darkvision with a range of 60 feet and low-light vision. If the paladin already has one of these senses, they gain no additional bonus from this ability.

    • Divine Health (Ex): A paladin of freedom with this ability gains immunity to all diseases, including supernatural and magical diseases.

  • Remove Disease (Sp): At 4th level, a paladin of freedom can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every four levels after 4th (twice per week at 8th and three times at 12th).

  • Crusader Strike (Ex): At 5th level, a paladin with the smite evil ability can string together multiple smite evil strikes. Each smite evil strike beyond the first deals additional damage equal to her Charisma bonus (if any) for each previous smite evil strike against that creature.

  • Weapon of Justice: At 7th level, a paladin gains Weapon Focus and Weapon Specialization with her divine patron's favored weapon, if she does not already have those feats.

  • Code of Conduct: A paladin must be of chaotic good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she oppose tyranny and oppression, seek to liberate slaves whenever possible, help those in need (provided they do not use the help for evil or lawful ends), and punish those who harm or threaten innocents.

  • Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.
Prestige Paladin

LevelSpecialSpells per Day
1stDivine sight, holy vengeance, turn undead+1 level of existing divine spell casting class
2ndDivine grace, lay on hands, divine gift-
3rdActivate aura once per day, divine resolve, divine benison+1 level of existing divine spell casting class
4thRemove disease once per week-
5thCrusader strike+1 level of existing divine spell casting class
6th--
7thWeapon of justice+1 level of existing divine spell casting class
8thRemove disease twice per week-
9thActivate aura twice per day, second aura+1 level of existing divine spell casting class
10th--
11th-+1 level of existing divine spell casting class
12thRemove disease three times per week-
13th-+1 level of existing divine spell casting class
14thActivate aura three times per day, third aura-
15th-+1 level of existing divine spell casting class

The Paladin of Freedom's Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s Hit Dice, base attack bonus, saves, skill points, and feats).

Paladin LevelBonus Hit DiceNatural Armor AdjustmentStrength Adj.IntelligenceSpecial
2nd-4th+2+4+16Empathic link, improved evasion, share spells, share saving throws
5th-7th+4+6+27Improved speed
8th-10th+6+8+38Command creatures of its kind
11th-15th+8+10+49Spell resistance
  • Paladin Level: The level of the paladin. If the mount suffers a level drain, treat it as a mount of a lower-level paladin.
  • Bonus Hit Dice: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
  • Natural Armor Adjustment: The number listed here is an improvement to the mount's AC. It represents the preternatural toughness of a paladin's mount.
  • Strength Adjustment: Add this figure to the mount's Strength score.
  • Intelligence: The mount's Intelligence score.
  • Improved Evasion (Ex): If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Empathic Link (Su): The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of the empathic link between the mount and the paladin, the paladin has the same connection to an item or place that the mount does, just as a master and his familiar.
  • Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
  • Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
  • Improved Speed (Ex): The mount’s speed increases by +10 feet.
  • Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Charisma modifier) to negate the effect.
  • Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 8. To affect the mount with a spell, a spell caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Ex-Paladins of Freedom: A paladin of freedom who ceases to be chaotic good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

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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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