The following material is Open Game Content.
Adept (NPC Class)
Adepts are practical spellcasters of rural and barbaric folk, less skilled than the druids and more focused on serving their communities than going on daft adventures into the unknown. Most are skilled in folk remedies and fortune telling, and they are always skilled in another profession.
Hit Dice: 1d6 per level, +1 per level after 9
Weapons Allowed: Club, dagger, dart, mace, short bow, sling, spear, staff.
Armor Allowed: Leather armor, shield.
Attack: As magic-user
Saving Throws: As magic-user
Adepts cast spells from their own list (see below), preparing them in the same way as clerics. Each of an adept’s spells requires them to possess a simple fetish made of bones, feathers, ribbons, etc.
Each adept is also skilled as an alchemist, animal trainer, armorer, fortune teller, guide, healer or sage.
The Adept
Level
|
HD
|
Attack
|
Saving Throw
|
1
|
2
|
3
|
4
|
5
|
1
|
1d6
|
+0
|
15
|
1
|
-
|
-
|
-
|
-
|
2
|
2d6
|
+0
|
14
|
1
|
-
|
-
|
-
|
-
|
3
|
3d6
|
+1
|
13
|
2
|
-
|
-
|
-
|
-
|
4
|
4d6
|
+1
|
12
|
2
|
-
|
-
|
-
|
-
|
5
|
5d6
|
+1
|
11
|
2
|
1
|
-
|
-
|
-
|
6
|
6d6
|
+2
|
10
|
2
|
1
|
-
|
-
|
-
|
7
|
7d6
|
+2
|
9
|
3
|
2
|
-
|
-
|
-
|
8
|
8d6
|
+3
|
8
|
3
|
2
|
-
|
-
|
-
|
9
|
9d6
|
+3
|
7
|
3
|
2
|
1
|
-
|
-
|
10
|
9d6+1
|
+3
|
6
|
3
|
2
|
1
|
-
|
-
|
11
|
9d6+2
|
+4
|
5
|
3
|
3
|
2
|
-
|
-
|
12
|
9d6+3
|
+4
|
4
|
3
|
3
|
2
|
-
|
-
|
13
|
9d6+4
|
+5
|
4
|
3
|
3
|
2
|
1
|
-
|
14
|
9d6+5
|
+5
|
4
|
3
|
3
|
2
|
1
|
-
|
15
|
9d6+6
|
+5
|
4
|
3
|
3
|
3
|
2
|
-
|
16
|
9d6+7
|
+6
|
4
|
3
|
3
|
3
|
2
|
-
|
17
|
9d6+8
|
+6
|
4
|
3
|
3
|
3
|
2
|
1
|
18
|
9d6+9
|
+7
|
4
|
3
|
3
|
3
|
2
|
1
|
19
|
9d6+10
|
+7
|
4
|
3
|
3
|
3
|
3
|
2
|
20
|
9d6+11
|
+7
|
4
|
3
|
3
|
3
|
3
|
2
|
Adept Spells
Level One: Cause fear, charm person, cure light wounds, detect evil, light, protection from evil, sleep.
Level Two: Bless, darkness 15 ft radius, detect invisibility, invisibility, mirror image, pyrotechnics, snake charm, strength, web.
Level Three: Animate dead, cause disease, curse, continual light, cure disease, cure serious wounds, lightning bolt, neutralize poison, remove curse.
Level Four: Create water, massmorph, polymorph, protection from evil 10 ft radius, sticks to snakes, wall of fire.
Level Five: Commune, create food, raise dead, wall of stone.
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