Adept

The adept is a practitioner of minor magics.

Table: The Adept

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
Max Level
Known
Spell Slots
/Day
1st+0+0+0+2Minor esoterica, simplified feats, simplified skills0
2nd+1+0+0+3Adept Ability1st1
3rd+1+1+1+31st2
4th+2+1+1+41st2
5th+2+1+1+4Magic craftsman2nd3
Hit Die: d6
Class Skills: Arcane Lore, Handle Animal, Heal, Natural Lore, Profession, and Theology.

Class Features

Weapon and Armor Proficiency

An Adept gains no proficiency with any type of weapon, armor, or shield.

Minor Esoterica

At 1st level, an adept chooses whether to cast arcane or divine spells. Once made, this choice cannot be changed.

An adept casts either arcane or divine spells which are drawn from the adept spell list (see below). An adept need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has any spell slots remaining. An adept’s spell slots have no level, allowing her to cast any spell she knows.

An adept’s selection of spells is extremely limited. An adept begins play knowing four 0-level spells. At each new adept level, she gains one new spell of any spell level she can cast.

Unlike other spellcasters, an adept has no key ability score and does not gain bonus spell slots for for having a high ability score. The save DC or her spells is 10 + the spell’s level.

Cantrips/Orisons

Casting a 0-level spell does not consume a spell slot, allowing the adept to use them repeatedly throughout the day.

Simplified Feats

Adepts do not gain feats (except racial bonus feats). Each time that an adept would gain a feat, she instead gains a +1 to her save DCs, +1 to spell damage rolls, or +1 spell slot per day.

Simplified Skills

Adepts do not gain skill points. When an adept makes a skill check, she uses her class level in place of her skill rank for class skills. She has zero ranks in all cross class skills.

Adepts from races with the Skilled or Highly Skilled ability choose one additional skill to treat as a class skill but otherwise gain no benefit from that ability.

Adept Ability

At second level, an adept gain an additional ability based on whether they cast arcane or divine spells.

An arcane adept gains Obtain Familiar as a bonus feat, but she does not need to pay the initial cost to obtain her first familiar.

A divine adept gains the Channel Divinity ability and may either turn or rebuke undead. However, they may only use this ability once per day.

Magic Craftsman

At 5th level, an adept gains the ability to make a single type of magic item from the following list: potions, rings, scrolls, wands, or wondrous items.

The adept can ignore the spell requirements for crafting their chosen type of magic item, but the DC to craft the item increases by 10 for every missing spell prerequisite, and they cannot use this ability to ignore spell prerequisites with a spell level higher than 2nd.