Adherent

"My body has limits. I just haven't found them yet."





Level Base Attack Bonus Fort Save Ref Save Will Save Class Features ... ................. ... ... ... ................. 1st +1 +0 +2 +0 Slow Fall 20 feet, Sneak Attack 1d6 2nd +2 +0 +3 +0 Animal Familiar, Evasion 3rd +3 +1 +3 +1 Slow Fall 30 feet, Quick Feet, Skill Focus, Skirmish Damage 1d6 4th +4 +1 +4 +1 Skirmish Armor +1, Trackless Step, Skillful Tactician 5th +5 +1 +4 +1 Slow Fall 40 feet, Sneak Attack 2d6, Adherent Bonus Feat 6th +6/+1 +2 +5 +2 True Adherent Specialization 7th +7/+2 +2 +5 +2 Slow Fall 50 feet, Skirmish Damage 2d6, Uncanny Dodge 8th +8/+3 +2 +6 +2 Skirmish Armor +2, Wallrunner, Familiar Vision 9th +9/+4 +3 +6 +3 Slow Fall 60 feet, Sneak Attack 3d6, Skirmish Damage 3d6, Catlike Descent 10th +10/+5 +3 +7 +3 Adherent Bonus Feat, Various Methods 11th +11/+6/+1 +3 +7 +3 Slow Fall 70 feet, Adherent Specialization Damage 4d6, Skill Focus, On the Run 12th +12/+7/+2 +4 +8 +4 Skirmish Armor +3, Fast Movement 10 13th +13/+8/+3 +4 +8 +4 Slow Fall 80 feet, Adherent Specialization Damage 5d6, Improved Uncanny Dodge 14th +14/+9/+4 +4 +9 +4 Proficient Adherent, Master Tactician, Free Movement 15th +15/+10/+5 +5 +9 +5 Slow Fall 90 feet, Adherent Specialization Damage 6d6, Adherent Bonus Feat 16th +16/+11/+6/+1 +5 +10 +5 Skirmish Armor +4, Fast Movement 20 17th +17/+12/+7/+2 +5 +10 +5 Slow Fall 100 feet, Adherent Specialization Damage 7d6, Quicker Feet 18th +18/+13/+8/+3 +6 +11 +6 Adherent Bonus Feat 19th +19/+14/+9/+4 +6 +11 +6 Slow Fall Any Distance, Adherent Specialization Damage 8d6, Skill Focus, Improved Catlike Descent 20th +20/+15/+10/+5 +6 +12 +6 Skirmish Armor +5, Master Wallrunner, Assassination

Class Features: The following are all class features of the Adherent.

Familiar Attributes

Spoiler: Familiar Attributes Show Animal Skill Modifier Save Modifier Special Attribute Eagle +3 to Spot Checks +1 to FORT +2 to Initiative Falcon +3 to Hide Checks +1 to REF +2 to Initiative Osprey +3 to Listen Checks +1 to REF +(lvl) to Hit Points Hawk +3 to Spot Checks +1 to FORT +1 to Armor Class Owl +3 to Move Silently Checks +1 to WILL +1 to Armor Class Raven +3 to Survival Checks +1 to WILL +(lvl) to Hit Points

Skirmish Damage

Skirmish Armor

Quicker Feet

Master Tactician

Bonus Feats

Spoiler: Bonus Feats Show Skill Focus [Class Skill]: +3 to a single Class Skill, does not stack

Acrobatic: +2 to Jump and Tumble checks

Agile: +2 to Balance and Escape Artist checks

Alertness: +2 to Listen and Spot checks

Animal Affinity: +2 to Handle Animal and Ride checks

Athletic: +2 to Climb and Swim checks

Deceitful: +2 to Disguise and Forgery checks

Deft Hands: +2 to Sleight of Hand and Use Rope checks

Diligent: +2 to Appraise and Decipher Script checks

Investigator: +2 to Gather Information and Search checks

Negotiator: +2 to Diplomacy and Sense Motive checks

Nimble Fingers: +2 to Disable Device and Open Lock checks

Persuasive: +2 to Bluff and Intimidate checks

Self-Sufficient: +2 to Heal and Survival checks

Stealthy: +2 to Hide and Move Silently checks

Freerunners

Spoiler: Freerunners Show Freerunning: Beginning at 6th level, the Adherent can Take 10, even in situations that would otherwise not allow it, on any Balance, Climb, Jump, or Tumble check, a number of times per day equal to his INT modifier.

Flawless Stride (Ex): Starting at 8th level, an Adherent can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

An Adherent loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Damage Specialization: At 9th level, a Freerunner receives his last damage die in Sneak Attack, and from this point onward continues to gain 1d6 damage to his Skirmish ability every two levels rather than every four (4d6 at 11th, 5d6 at 13th, 6d6 at 15th, 7d6 at 17th, and 8d6 at 19th).

Shadowmelders

Spoiler: Shadowmelders Show Shadowmelding: Beginning at 6th level, the Adherent can Take 10, even in situations that would otherwise not allow it, on any Disguise, Hide, Move Silently, or Sleight of Hand check, a number of times per day equal to his INT modifier.

Hide in Plain Sight (Ex): Beginning at 8th level, an Adherent can use the Hide skill in any terrain (including crowds of people), even while being observed. See the ranger class feature, page 48 of the Player's Handbook. An Adherent loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Damage Specialization: At 9th level, a Shadowmelder receives his last damage die in Skirmish, and from this point onward continues to gain 1d6 damage to his Sneak Attack ability every two levels rather than every four (4d6 at 11th, 5d6 at 13th, 6d6 at 15th, 7d6 at 17th, and 8d6 at 19th).

Improved Uncanny Dodge (Ex):

Spoiler: Example Show For example, a level 10 human Adherent would have a base land speed of 30 feet. He would be able to move up to 15 feet (half his base land speed) along a vertical surface, after taking the appropriate 15 foot head start. This would leave him 0 feet to move after completing the Wallrun. The Adherent would have to make a DEX check for the first ten feet of the Wallrun, and another for the final five feet.

Proficient Wallrunner

Spoiler: Example Show For example, a level 15 human Adherent, with Fast Movement 10, would have a base land speed of 40 feet. He would be able to move up to 20 feet (half his base land speed) along a vertical surface, after taking the appropriate 10 foot head start. This would leave him 10 feet to move after completing the Wallrun. The Adherent would have to make a DEX check for the first fifteen feet of the Wallrun, and a second check for the final five feet.

Master Wallrunner

Spoiler: Example Show For example, a level 20 human Adherent, with Fast Movement 20, would have a base land speed of 50 feet. He would be able to move up to 25 feet (half his base land speed) along a vertical surface, after taking the appropriate 5 foot head start. This would leave him 20 feet to move after completing the Wallrun. The Adherent would have to make a single DEX check for the 25 foot Wallrun.

Improved Catlike Descent