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ADEPT
Intellectual, shaman, mystic, the adept specializes in the sciences and arts of the mind. Adepts are known and respected for their knowledge and insight. They're particularly known for their skill with the supernatural.
Adepts fill many roles in DPoNI. Their arcane powers range from subtle visions and insight into the psyche to overt manipulations of the physical world.
Adept Traits
Adepts have the following traits:
Adept Level
Advancement
| Level | Combat Bonus | Reputation Bonus |
|---|---|---|
| 1st | +0 | +1 |
| 2nd | +1 | +1 |
| 3rd | +1 | +1 |
| 4th | +2 | +2 |
| 5th | +2 | +2 |
| 6th | +3 | +2 |
| 7th | +3 | +2 |
| 8th | +4 | +3 |
| 9th | +4 | +3 |
| 10th | +5 | +3 |
| 11th | +5 | +3 |
| 12th | +6 | +4 |
| 13th | +6 | +4 |
| 14th | +7 | +4 |
| 15th | +7 | +4 |
| 16th | +8 | +5 |
| 17th | +8 | +5 |
| 18th | +9 | +5 |
| 19th | +9 | +5 |
| 20th | +10 | +6 |
Abilities: Mental abilities are usually more important to adepts than physical ones. Exactly which one depends on the adept's Key Ability (see below). Adepts also find a healthy Constitution helpful, especially if they plan to exercise their arts in the field rather than in the comfort of a college or hermitage.
The Talent (Core Ability): A character who starts life as an adept can spend a Conviction point to make one use of a supernatural power they do not possess, provided that power is not on their philosophy's barred list of powers.
Skills: At character creation, choose 4 + Intelligence score starting skills (minimum of 1 -- all starting skills come at 4 ranks). Adepts gain 4 + Int skill ranks per additional level (minimum of 1). Important skills for adepts include Concentration, Craft, Gather Information, Knowledge (particularly supernatural) and Notice.
Feats: At character creation, choose 4 from either the General or the Adept categories. An adept can also choose a power in place of a feat. Adepts gain a new feat or power each level -- the feat can be chosen from either the General or the Adept categories.
Saving Throws: Adepts have good Will saves and normal Fortitude and Reflex saves. Adepts also gain a +2 bonus at character creation on their Will saves.
Powers: Adepts can develop and use certain supernatural powers. An adept can choose to acquire a power in place of one of the adept's normal feats, either starting feats or those acquired by improving in level. So a starting adept can have up to four powers (at the cost of taking no starting feats). Each time the adept gains a level the player has a choice of taking a new feat or a new power.
An adept's rank with their powers is equal to their adept level + 3.
Key Ability: When taking their first level in the adept role, characters must choose which of their mental abilities (Intelligence, Wisdom or Charisma) will serve as their Key Ability. This is the ability that modifies their Power checks and the Difficulty of any saving throws made against their powers. The Powers section has more details.

