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== Adept ==  
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== The Adept ==
{{quote|The acolytes of the college of sorceries will not allow an outsider to see the Necromancer.}}
 
  
The worlds of D&D have a multitude of world altering magicians who slay dragons with their mighty magics and transform the very fabric of history and reality with their minds. But while these characters are often the primary focus of the D&D game, the fact remains that magic is an extremely palpable and utilitarian force in the D&D world, and the vast majority of those who use it are not actually capable of performing such awesome displays of magical prowess. These are the Adepts – the people who wield sorceries in a manner that is entirely unlikely to get their names told in lasting song and story.
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{{quote|The Magister will see you now.}}
  
'''Adepts in the Game:''' Adepts aren't playable as PCs. They lack the depth and tactical versatility to be an interesting character and they are not powerful enough to pull their weight in any real adventuring setup. They have a CR equal to half their Adept level and don't get multiclassed with real classes at all. In order to keep this from being potentially unbalanced, we strongly suggest that Adepts show up in groups. So while a 4th level Adept is nominally a CR 2 opponent, he's not really a good challenge for a 2nd level party. But 2 of them are an appropriate challenge for a 4th level party. And that's really what the Adept is for – showing up in groups and getting smacked around anyway.
+
The magical professions are usually seen as glamorous and interesting - and for some, they actually are. However, this is not true for the vast majority of minor mages or enchanters, who usually spend their lives doing relatively-dull (if no less magical) work in the form of acolytes, laboratory assistants or wartime magelings. While their parts are vital to many stories, they usually involve being led or directed to victory or death by someone far more awesome than they are. Nearly all races have adepts, and they are perhaps their only source of magical assistance in the many situations that they must face.
 +
 
 +
'''Adepts in the Game:''' Adepts aren't playable as PCs. They lack the depth and tactical versatility to be an interesting character and they are not powerful enough to pull their weight in any real adventuring setup. They have a CR equal to half their adept level and don't get multiclassed with real classes at all. In order to keep this from being potentially unbalanced, we strongly suggest that adepts show up in groups. So while a 4th level adept is nominally a CR 2 opponent, he's not really a good challenge for a 2nd level party. But 2 of them are an appropriate challenge for a 4th level party. And that's really what the adept is for – showing up in groups and getting smacked around anyway.
 +
 
 +
'''Alignment:''' Adepts can be of any alignment.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
 
<div>{{Anchor|Table: The Adept}}</div>
 
<div>{{Anchor|Table: The Adept}}</div>
Hit Die: d4
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Hit Die: d8
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 36: Line 39:
 
|-  
 
|-  
 
|1st|| class="left" | +0 || +0 || +0 || +2
 
|1st|| class="left" | +0 || +0 || +0 || +2
| class="left" | [[#Replaceable|Replaceable]], [[#Elemental Attack|Elemental Attack]]
+
| class="left" | [[#Magical Arts|Magical arts]], [[#Replaceable|replaceable]]  
 
|-  
 
|-  
 
|2nd|| class="left" | +1 || +0 || +0 || +3
 
|2nd|| class="left" | +1 || +0 || +0 || +3
| class="left" | [[#Dangerous Magic|Dangerous Magic]]
+
| class="left" | [[#Signature Magic|Signature magic]], [[#Special Training|special training]]
 
|-  
 
|-  
|3rd|| class="left" | +1 || +1 || +1 || +3
+
|3rd|| class="left" | +2 || +1 || +1 || +3
| class="left" | [[#Versatile Magic|Versatile Magic]]
+
| class="left" | [[#Improved Magical Arts|Improved magical arts]]
 
|-  
 
|-  
|4th|| class="left" | +2 || +1 || +1 || +4
+
|4th|| class="left" | +3 || +1 || +1 || +4
| class="left" | [[#Defensive Magic|Defensive Magic]]
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| class="left" | [[#Leader|Leader]]
 
|-  
 
|-  
|5th|| class="left" | +2 || +1 || +1 || +4
+
|5th|| class="left" | +3 || +1 || +1 || +4
| class="left" | [[#Special Magic|Special Magic]]
+
| class="left" | [[#Magister|Magister]]
 
|}
 
|}
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
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'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),  
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{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
+
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),  
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),  
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{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
+
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]),
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{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
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{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),
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{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]) (all skills, taken individually),  
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]) (all skills, taken individually),  
{{Property Link|Skill|SRD:Profession Skill|Profession}}.
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{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 +
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
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{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
 +
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 +
 
 +
===Class Features===
 +
 
 +
All of the following are the class features of the adept:
 +
 
 +
'''{{Anchor|Weapon and Armour Proficiency}}:''' Adepts are proficient with all simple weapons. They are proficient with light armour, but not shields. Additionally, they can either begin proficient in light shields or in one martial weapon of their choice.
 +
 
 +
'''{{Anchor|Magical Arts}} {{Sp}}:''' All adepts, regardless of what else they might learn, are trained to throw blasts of energy. This has a range of Close and deals 1d6 damage plus the adept's Intelligence, Wisdom or Charisma modifier (whichever gives the best result) to one target in that range. Anything hit by the blast can make a save of their choice for half damage.
 +
 
 +
'''{{Anchor|Replaceable}} {{Ex}}:''' Adepts represent the faceless hordes of mooks that wander the land. They are intended to be easy to use, and very easy to replace. Instead of worrying about the feats that an adept has, simply give adepts +1 to DCs for any spell-like abilities they have, and +1 to damage for any spell-like abilities they have, for each feat they would normally receive.
 +
 
 +
Additionally, instead of worrying about allocating an adept's skill points, simply select 4 + the adept's Intelligence modifier in skills (1 extra for a human or any other race with a similar ability) and give adepts maximum ranks (3 + their level) in them.
 +
 
 +
'''{{Anchor|Signature Magic}} {{Sp}}:''' From 2nd level, adepts have enough training to use some very basic spells. Choose a single 0-level spell. The adept can now use it as an at-will spell-like ability.
  
 +
'''{{Anchor|Special Training}} {{Ex}}:''' 2nd level adepts have been taught a few things by their experiences. Choose a type of save (from among Fort, Ref and Will). The adept's magical arts class ability now targets this save only (instead of the target's choice). Additionally, they choose one magical form from the list below, and gain all the benefits of that style:
  
===Class Features===
+
''Acid:'' The adept's magical arts class ability can deal acid damage if the adept wants. If the adept chooses to do this, targets receive a -4 penalty on Fort saves against it.
  
''All of the following are class features of the Adept:''
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''Cold:'' The adept's magical arts class ability can deal cold damage if the adept wants. If the adept chooses to do this, targets receive a -4 penalty on Ref saves against it.
  
'''Weapon and Armor Proficiency:''' An Adept is proficient with all simple weapons, as well as Light Armor.
+
''Electricity:'' The adept's magical arts class ability can deal electricity damage if the adept wants. If the adept chooses to do this, they make a touch attack against their target instead of them receiving a save. Additionally, if the target is wearing metal armour or wielding a metal weapon (or consists mostly of metal), the adept receives a +2 bonus on attack rolls with their magical arts class ability.
  
'''{{Anchor|Replaceable}}:''' Adepts represent the faceless hordes of assistant spellcasters, acolytes, and cultists. They are intended to be easy to use, and relatively easy to replace. Instead of worrying about the feats that an Adept has, simply give the Adept +1 to the damage of their magic powers for each feat they would be eligible for.
+
''Fire:'' The adept's magical arts class ability can deal fire damage if the adept wants. If the adept chooses to do this, targets that take any damage from the ability are also set on fire.
  
'''''{{Anchor|Elemental Attack}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Depending upon what school of magic or cult they belong to, the Adept may use one of a number of different energy types. Necromancers and Death cultists use Negative Energy, Fire Adepts and Pyromancers use Fire, and so on. Each Adept has an elemental attack which does one kind of energy damage chosen when the Adept is created. It does a d8 of damage to a single target within Medium range and allows a Saving Throw of the target's choice to halve the damage. The Save DC is either Intelligence, Wisdom, or Charisma based depending upon what the precepts of the group happen to be. This is a spell-like ability, but it has Somatic and Verbal Components anyway (no Arcane Spell Failure though). Energy types are chosen from the following list (though nothing prevents unique cults from having Adepts which use more obscure energy types):
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''Mental:'' Targets receive a -4 penalty on Will saves against the adept's magical arts class ability.
  
* Negative Energy
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''Negative:'' The adept's magical arts class ability heals undead creatures instead of damaging them if the adept chooses. If they choose to do this, anything that is not alive or undead is not affected by their magical arts ability.
* Fire
 
* Electricity
 
* Acid
 
* Cold
 
* Force
 
  
'''{{Anchor|Dangerous Magic}}:''' 2nd level Adepts have magic that causes a dangerous side effects on those who fail their save against the effect and take at least one point of damage. The effects are based on what kind of magic is being used:
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''Positive:'' The adept's magical arts class ability heals living creatures instead of damaging them if the adept chooses. If they choose to do this, anything that is not alive or undead is not affected by their magical arts ability.
  
* Negative Energy - targets who fail their save are frightened for one round.
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''Sonic:'' The adept's magical arts class ability can deal sonic damage if the adept wants.
* Fire - Targets who fail their save are on fire until they are put out.
 
* Electricity - Targets who fail their save are stunned for one round.
 
* Acid - Targets who fail their save will take damage again next turn (save for half), and will continue to take damage every round until they make a save or they are washed off with alcohol.
 
* Cold - Targets who fail their save are slowed for 10 rounds.
 
* Force - Targets who fail their save are pushed back a number of 5' squares equal to the number bonus damage the Adept has from lost feats minus one square for every size category the target is larger than Medium.
 
  
'''{{Anchor|Versatile Magic}}:''' 3rd level Adepts can use their choice of two different energy types, which are still both selected when the Adept is created (the original and the extra energy type).
+
'''{{Anchor|Improved Magical Arts}} {{Ex}}:''' 3rd level adepts deal 2d6 + the appropriate ability score damage with their magical arts class ability instead of 1d6.
  
'''{{Anchor|Defensive Magic}}:''' 4th level Adepts use magic defensively somehow. All allies within 10' of a 4th level Adept have a +2 Resistance Bonus to Saving Throws and a +2 Deflection bonus to AC.
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'''{{Anchor|Leader}} {{Ex}}:''' From 4th level, adepts become leaders of their kind. All allies with Close range of the adept (including themselves) receive a +2 bonus to AC and attack rolls.
  
'''{{Anchor|Special Magic}}:''' 5th level Adepts no longer allow their target to select the Saving Throw type they make against their Magic. The Adept selects one save type (Fort, Reflex, or Will), and all targets must make that saving throw type against their Elemental Attacks regardless of whether that's a good thing for them or not.
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'''{{Anchor|Magister}} {{Ex}}:''' 5th level adepts are masters of magic (insofar as it is possible for someone like them). Choose a single spell up to 3rd level. The adept gains it as an at-will spell-like ability
  
 
===Trading Out Adept Levels===
 
===Trading Out Adept Levels===
  
Adept levels aren't capable of doing anything good. If for some reason an Adept became a named character, he becomes a member of a real character class. That is, simply trade levels of Adept for levels in a real class that has a casting or spell-like ability progression.
+
Adepts aren't capable of doing anything good. If for some reason an adept becomes a named character, he becomes a member of a real character class. That is, simply trade levels of adept for levels in a real class that has a full spellcasting progression (or something similar).
 
 
  
 
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{{3.5e NPC Classes Breadcrumb}}
 
{{3.5e NPC Classes Breadcrumb}}
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[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User]]
[[Category:Tome]]
 
 
[[Category:Class]]
 
[[Category:Class]]
 
[[Category:NPC Class]]
 
[[Category:NPC Class]]
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{{Navboxes}}
 
{{Navboxes}}

Revision as of 13:32, 7 January 2014

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Author: Frank and K
Date Created: Unknown
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The Adept

The Magister will see you now.

The magical professions are usually seen as glamorous and interesting - and for some, they actually are. However, this is not true for the vast majority of minor mages or enchanters, who usually spend their lives doing relatively-dull (if no less magical) work in the form of acolytes, laboratory assistants or wartime magelings. While their parts are vital to many stories, they usually involve being led or directed to victory or death by someone far more awesome than they are. Nearly all races have adepts, and they are perhaps their only source of magical assistance in the many situations that they must face.

Adepts in the Game: Adepts aren't playable as PCs. They lack the depth and tactical versatility to be an interesting character and they are not powerful enough to pull their weight in any real adventuring setup. They have a CR equal to half their adept level and don't get multiclassed with real classes at all. In order to keep this from being potentially unbalanced, we strongly suggest that adepts show up in groups. So while a 4th level adept is nominally a CR 2 opponent, he's not really a good challenge for a 2nd level party. But 2 of them are an appropriate challenge for a 4th level party. And that's really what the adept is for – showing up in groups and getting smacked around anyway.

Alignment: Adepts can be of any alignment.

Table: The Adept

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Magical arts, replaceable
2nd +1 +0 +0 +3 Signature magic, special training
3rd +2 +1 +1 +3 Improved magical arts
4th +3 +1 +1 +4 Leader
5th +3 +1 +1 +4 Magister

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Int) (all skills, taken individually), Listen (Wis), Move Silently (Dex), Perform (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis),

Class Features

All of the following are the class features of the adept:

Weapon and Armour Proficiency: Adepts are proficient with all simple weapons. They are proficient with light armour, but not shields. Additionally, they can either begin proficient in light shields or in one martial weapon of their choice.

Magical Arts (Sp): All adepts, regardless of what else they might learn, are trained to throw blasts of energy. This has a range of Close and deals 1d6 damage plus the adept's Intelligence, Wisdom or Charisma modifier (whichever gives the best result) to one target in that range. Anything hit by the blast can make a save of their choice for half damage.

Replaceable (Ex): Adepts represent the faceless hordes of mooks that wander the land. They are intended to be easy to use, and very easy to replace. Instead of worrying about the feats that an adept has, simply give adepts +1 to DCs for any spell-like abilities they have, and +1 to damage for any spell-like abilities they have, for each feat they would normally receive.

Additionally, instead of worrying about allocating an adept's skill points, simply select 4 + the adept's Intelligence modifier in skills (1 extra for a human or any other race with a similar ability) and give adepts maximum ranks (3 + their level) in them.

Signature Magic (Sp): From 2nd level, adepts have enough training to use some very basic spells. Choose a single 0-level spell. The adept can now use it as an at-will spell-like ability.

Special Training (Ex): 2nd level adepts have been taught a few things by their experiences. Choose a type of save (from among Fort, Ref and Will). The adept's magical arts class ability now targets this save only (instead of the target's choice). Additionally, they choose one magical form from the list below, and gain all the benefits of that style:

Acid: The adept's magical arts class ability can deal acid damage if the adept wants. If the adept chooses to do this, targets receive a -4 penalty on Fort saves against it.

Cold: The adept's magical arts class ability can deal cold damage if the adept wants. If the adept chooses to do this, targets receive a -4 penalty on Ref saves against it.

Electricity: The adept's magical arts class ability can deal electricity damage if the adept wants. If the adept chooses to do this, they make a touch attack against their target instead of them receiving a save. Additionally, if the target is wearing metal armour or wielding a metal weapon (or consists mostly of metal), the adept receives a +2 bonus on attack rolls with their magical arts class ability.

Fire: The adept's magical arts class ability can deal fire damage if the adept wants. If the adept chooses to do this, targets that take any damage from the ability are also set on fire.

Mental: Targets receive a -4 penalty on Will saves against the adept's magical arts class ability.

Negative: The adept's magical arts class ability heals undead creatures instead of damaging them if the adept chooses. If they choose to do this, anything that is not alive or undead is not affected by their magical arts ability.

Positive: The adept's magical arts class ability heals living creatures instead of damaging them if the adept chooses. If they choose to do this, anything that is not alive or undead is not affected by their magical arts ability.

Sonic: The adept's magical arts class ability can deal sonic damage if the adept wants.

Improved Magical Arts (Ex): 3rd level adepts deal 2d6 + the appropriate ability score damage with their magical arts class ability instead of 1d6.

Leader (Ex): From 4th level, adepts become leaders of their kind. All allies with Close range of the adept (including themselves) receive a +2 bonus to AC and attack rolls.

Magister (Ex): 5th level adepts are masters of magic (insofar as it is possible for someone like them). Choose a single spell up to 3rd level. The adept gains it as an at-will spell-like ability

Trading Out Adept Levels

Adepts aren't capable of doing anything good. If for some reason an adept becomes a named character, he becomes a member of a real character class. That is, simply trade levels of adept for levels in a real class that has a full spellcasting progression (or something similar).


Back to Main Page3.5e HomebrewClassesNPC Classes

Base Attack Bonus ProgressionPoor +
Class AbilityAlternate Magic +
Fortitude Save ProgressionPoor +
Identifier3.5e NPC Class +
Length5 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Forgery +, Gather Information +, Heal +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Search +, Sense Motive +, Spellcraft + and Spot +
SummaryAn NPC class for spellcasting mooks. +
TitleAdept +
Will Save ProgressionGood +