The Adept
Not all who have a mystic's inborn power choose to delve deeply into the arcane, or completely eschew their nature. Some walk a middle road, balancing their physical prowess with their mystic arts. Though they will never have the power of a specialist, their versatility more than makes up for it. Not as flashy as the mystics who focus on the arcane, adepts nevertheless command a powerful assortment of magics, often tending more towards subtlety than pure power.

Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 Χ 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Special: Adept can only be chosen during character creation, or if the character has the Mysticism feat or Mystic class levels.

Table: The Adept
Level Base Attack Bonus Fort Save Ref Save Will Save Special Base Chamber Points Spells Known
0th 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +0 Bonus feat 0* 4 — — — — — —
2nd +1 +3 +0 +0 Bonus feat 0* 5 2 — — — — —
3rd +2 +3 +1 +1 — 1 6 3 — — — — —
4th +3 +4 +1 +1 — 5 6 3 2 — — — —
5th +3 +4 +1 +1 Bonus feat 6 6 4 3 — — — —
6th +4 +5 +2 +2 — 9 6 4 3 — — — —
7th +5 +5 +2 +2 — 14 6 4 4 2 — — —
8th +6/+1 +6 +2 +2 Bonus feat 17 6 4 4 3 — — —
9th +6/+1 +6 +3 +3 — 22 6 4 4 3 — — —
10th +7/+2 +7 +3 +3 — 29 6 4 4 4 2 — —
11th +8/+3 +7 +3 +3 Bonus feat 34 6 4 4 4 3 — —
12th +9/+4 +8 +4 +4 — 41 6 4 4 4 3 — —
13th +9/+4 +8 +4 +4 — 50 6 4 4 4 4 2 —
14th +10/+5 +9 +4 +4 Bonus feat 57 6 4 4 4 4 3 —
15th +11/+6/+1 +9 +5 +5 — 67 6 4 4 4 4 3 —
16th +12/+7/+2 +10 +5 +5 — 81 6 5 4 4 4 4 2
17th +12/+7/+2 +10 +5 +5 Bonus feat 95 6 5 5 4 4 4 3
18th +13/+8/+3 +11 +6 +6 — 113 6 5 5 5 4 4 3
19th +14/+9/+4 +11 +6 +6 — 133 6 5 5 5 5 4 4
20th +15/+10/+5 +12 +6 +6 Bonus feat 144 6 5 5 5 5 5 4
*At this level the adept only has bonus umbra from high Charisma.

Class Skills

The adept's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) Χ4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

All of the following are class features of the adept.

Weapon and Armor Proficiency

An adept is proficient with all simple and martial weapons, all armor (heavy, medium, and light) and shields (except tower shields). An adept can cast adept spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an adept wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass adept still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonus Feats

At 1st level, an adept gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a Felthespari character. The adept gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as combat feats or metamagic feats. The adept must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. An adept cannot choose feats that specifically require levels in the soldier class unless he is a multiclass character with the requisite levels in the soldier class.

These bonus feats are in addition to the feats that a character of any class gains every three levels. An adept is not limited to combat feats or metamagic feats when choosing these other feats.

Spells

An adept casts arcane spells, which are drawn from the adept spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an adept must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Charisma modifier.

Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day, as based on his total available umbra. His base daily umbra allotment is given on Table: The Adept. When the table shows 0 base daily umbra, the adept only has bonus umbra from a high Charisma score.

The adept’s selection of spells is extremely limited. An adept begins play knowing four 0-level spells of your choice. At most new adept levels, he gains one or more new spells, as indicated on Table: The Adept. (Unlike spells per day, the number of spells an adept knows is not affected by his Charisma score; the numbers on Table: The Adept are fixed.)

Upon reaching 5th level, and at every third adept level after that (8th, 11th, and so on), an adept can choose to learn a new spell in place of one he already knows. In effect, the adept "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adept spell the adept can cast. An adept may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, an adept need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he still has umbra left in his umbra pool for the day.

Bonus Umbra
The adept receives bonus umbra points for having high Charisma, as shown on Table: Bonus Umbra, below. To use the table, find the adept's ability score on the left hand column, then move to the right until you've reached the highest level of spell they can cast. The result is the number of bonus umbra points the adept receives.

Table: Bonus Umbra
Charisma Bonus Umbra (By Maximum Spell Level)
0th 1st 2nd 3rd 4th 5th 6th
12-13 — 1 1 1 1 1 1
14-15 — 1 4 4 4 4 4
16-17 — 1 4 9 9 9 9
18-19 — 1 4 9 16 16 16
20-21 — 2 5 10 17 26 26
22-23 — 2 8 13 20 29 40
24-25 — 2 8 18 25 34 45

Regaining Umbra
A adept's spells are fueled by black ether stored in his umbra, which is gathered naturally by the adept's draws throughout the day. By spending eight hours in a state of relative rest and calm, such as sleeping, the adept will automatically recover his full daily allotment of umbra points. Alternatively, the adept can spend one hour in uninterrupted deep meditation and focus to recover his umbra. Since casting spells is mentally taxing, however, any umbra points used in the prior eight hours will not be recovered.