Tempest Fennac
2008-11-13, 02:51 AM
A while back, I thought it would be interresting to modify the NPC Adept class for PC use. Please could you guys tell me what you think of it? (The idea was first suggested in this thread: http://www.giantitp.com/forums/showthread.php?t=88191&highlight=Adept ). I would like to thank CASTLEMIKE and RagnaroksChosen, as well as everyone else who helped me with the original version.
ADEPT (PC modification).
Alignment: Any
Starting Age: Advanced (or just do what I do and always start at the youngest age.:smalltongue:)
Adept (PC modification) Hit Die: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Ranger Companion at level 4 or gain 1 Wizard or Cleric Domain.
2nd|
+1|
+0|
+0|
+3|Wizard Familiar which grants Eschew Materials.
3rd|
+1|
+1|
+1|
+3|
4th|
+2|
+1|
+1|
+4|
5th|
+2|
+1|
+1|
+4|Sudden-Metamagic feat.
6th|
+3|
+2|
+2|
+5|Add Brew Potion as a free feat.
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|
9th|
+4|
+3|
+3|
+6|Add all of the spells from either the Animal or Plant Domains to the Adept's spell list.
10th|
+5|
+3|
+3|
+7|Sudden-Metamagic feat.
11th|
+5|
+3|
+3|
+7|
12th|
+6/1|
+4|
+4|
+8|
13th|
+6/1|
+4|
+4|
+8|
14th|
+7/2|
+4|
+4|
+9|
15th|
+7/2|
+5|
+5|
+9|Sudden-Metamagic feat.
16th|
+8/3|
+5|
+5|
+10|Gain Timeless Body or Sustainance.
17th|
+8/3|
+5|
+5|
+10|
18th|
+9/4|
+6|
+6|
+11|
19th|
+9/4|
+6|
+6|
+11|
20th|
+10/5|
+6|
+6|
+12|Sudden-Metamagic feat.[/table]
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis).
Weapon and Armor Proficiency: Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.
Class features:
Spells: Casts Wis-based spells from the enhanced Adept spell list. Any spells on the list can be memorized (Adepts are like Druids in the sense that they get their spells directly from nature). (see below).
Companion option: See Druid Companion entry.
Domain option: pick any Wizard Domain ( http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizardVariantDomainWiz ard ), or any Cleric Domain ( http://crystalkeep.com/d20/rules/DnD3.5Index-Spells-ClericalDomains.pdf ). Domain spells which aren't on the normal Adept spell list can't be prepared outside of Domain slots. Bonuses from Cleric Domains aren't gained (Adepts only get the extra spell slots).
Familiar: works like a Wizard's Familiar while granting Eschew Materials as long as the Familiar is within 5 feet of the Adept.
Sudden Metamagic: add any Sudden Metamagic feat which you qualify for as long as your familiar is within 30 feet (each SMM will allow you to apply a Metamagic feat to any 1 of your spells everyday with no spell level increase).
Brew Potion: works as the normal feat.
Domain Access: spells are prepared normally (use the Cleric Domains for this class feature).
Timeless Body: As Druid ability.
Sustainance: The Adept no longer needs to eat or drink and they only need 2 hours of sleep/day rather then 8.
Spell list; all spells need Wis equal to 10+spell level to cast. Wis is also used for bonus spells and the spell's Save DC.
0—create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, prestigitation purify food and drink, read magic, touch of fatigue.
1st—bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep, summon nature's ally 1.
2nd—aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, rope trick, scorching ray, see invisibility, summon nature's ally 2, web.
3rd—animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, remove blindness/deafness, slow, summon nature's ally 3, tongues, Magic Circle Against X.
4th—cure critical wounds, minor creation, polymorph, rainbow pattern, restoration, shout, stoneskin, summon nature's ally 4, wall of fire, scrying, freedom of movement.
5th—baleful polymorph, break enchantment, commune, major creation, mass cure light wounds, raise dead, summon nature's ally 5, true seeing, wall of stone, transmute rock to mud, transmute stone to mud.
6th- Heal, Blade Barrier, Greater Dispell, Banishment, Undeath to Death, Chain Lightning, Guards and Wards, Cure Moderate Wounds Mass, Create Undead, Summon Nature's Ally 6, mass bears endurance, mass bull’s strength, mass cat’s grace, move earth.
7th- Mass Cure Serious Wounds, Spell Turning, Prismatic Spray, Repulsion, Control Weather, Resurrection, Regenerate, Greater Restoration, Summon Nature's Ally 7, firestorm, sun beam.
8th- Cure Crtical Wounds Mass, Whirlwind, Word of Recall, Greater Spell Immunity, Prismatic Wall, Sunburst, Greater Shout, Create Greater Undead, Polymorph Any Object, Summon Nature's Ally 8.
9th- Mass Heal, True Ressurrection, Shapechange, Elemental Swarm, Gate, Meteor Swarm, Prismatic Sphere, Miracle, Summon Nature's Ally 9.
Check the Generalist Wizard's spells/day table to see how many spells Adepts can cast/day; http://www.dandwiki.com/wiki/Wizard (Familiar information can also be found here). Spell recovery requires 8 hours of sleep and 1 hour of uninterrupted meditation. A Holy Symbol is also needed to cast spells.
If anyone can think of any other class features, please could you let me know?
ADEPT (PC modification).
Alignment: Any
Starting Age: Advanced (or just do what I do and always start at the youngest age.:smalltongue:)
Adept (PC modification) Hit Die: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Ranger Companion at level 4 or gain 1 Wizard or Cleric Domain.
2nd|
+1|
+0|
+0|
+3|Wizard Familiar which grants Eschew Materials.
3rd|
+1|
+1|
+1|
+3|
4th|
+2|
+1|
+1|
+4|
5th|
+2|
+1|
+1|
+4|Sudden-Metamagic feat.
6th|
+3|
+2|
+2|
+5|Add Brew Potion as a free feat.
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|
9th|
+4|
+3|
+3|
+6|Add all of the spells from either the Animal or Plant Domains to the Adept's spell list.
10th|
+5|
+3|
+3|
+7|Sudden-Metamagic feat.
11th|
+5|
+3|
+3|
+7|
12th|
+6/1|
+4|
+4|
+8|
13th|
+6/1|
+4|
+4|
+8|
14th|
+7/2|
+4|
+4|
+9|
15th|
+7/2|
+5|
+5|
+9|Sudden-Metamagic feat.
16th|
+8/3|
+5|
+5|
+10|Gain Timeless Body or Sustainance.
17th|
+8/3|
+5|
+5|
+10|
18th|
+9/4|
+6|
+6|
+11|
19th|
+9/4|
+6|
+6|
+11|
20th|
+10/5|
+6|
+6|
+12|Sudden-Metamagic feat.[/table]
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis).
Weapon and Armor Proficiency: Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.
Class features:
Spells: Casts Wis-based spells from the enhanced Adept spell list. Any spells on the list can be memorized (Adepts are like Druids in the sense that they get their spells directly from nature). (see below).
Companion option: See Druid Companion entry.
Domain option: pick any Wizard Domain ( http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizardVariantDomainWiz ard ), or any Cleric Domain ( http://crystalkeep.com/d20/rules/DnD3.5Index-Spells-ClericalDomains.pdf ). Domain spells which aren't on the normal Adept spell list can't be prepared outside of Domain slots. Bonuses from Cleric Domains aren't gained (Adepts only get the extra spell slots).
Familiar: works like a Wizard's Familiar while granting Eschew Materials as long as the Familiar is within 5 feet of the Adept.
Sudden Metamagic: add any Sudden Metamagic feat which you qualify for as long as your familiar is within 30 feet (each SMM will allow you to apply a Metamagic feat to any 1 of your spells everyday with no spell level increase).
Brew Potion: works as the normal feat.
Domain Access: spells are prepared normally (use the Cleric Domains for this class feature).
Timeless Body: As Druid ability.
Sustainance: The Adept no longer needs to eat or drink and they only need 2 hours of sleep/day rather then 8.
Spell list; all spells need Wis equal to 10+spell level to cast. Wis is also used for bonus spells and the spell's Save DC.
0—create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, prestigitation purify food and drink, read magic, touch of fatigue.
1st—bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep, summon nature's ally 1.
2nd—aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, rope trick, scorching ray, see invisibility, summon nature's ally 2, web.
3rd—animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, remove blindness/deafness, slow, summon nature's ally 3, tongues, Magic Circle Against X.
4th—cure critical wounds, minor creation, polymorph, rainbow pattern, restoration, shout, stoneskin, summon nature's ally 4, wall of fire, scrying, freedom of movement.
5th—baleful polymorph, break enchantment, commune, major creation, mass cure light wounds, raise dead, summon nature's ally 5, true seeing, wall of stone, transmute rock to mud, transmute stone to mud.
6th- Heal, Blade Barrier, Greater Dispell, Banishment, Undeath to Death, Chain Lightning, Guards and Wards, Cure Moderate Wounds Mass, Create Undead, Summon Nature's Ally 6, mass bears endurance, mass bull’s strength, mass cat’s grace, move earth.
7th- Mass Cure Serious Wounds, Spell Turning, Prismatic Spray, Repulsion, Control Weather, Resurrection, Regenerate, Greater Restoration, Summon Nature's Ally 7, firestorm, sun beam.
8th- Cure Crtical Wounds Mass, Whirlwind, Word of Recall, Greater Spell Immunity, Prismatic Wall, Sunburst, Greater Shout, Create Greater Undead, Polymorph Any Object, Summon Nature's Ally 8.
9th- Mass Heal, True Ressurrection, Shapechange, Elemental Swarm, Gate, Meteor Swarm, Prismatic Sphere, Miracle, Summon Nature's Ally 9.
Check the Generalist Wizard's spells/day table to see how many spells Adepts can cast/day; http://www.dandwiki.com/wiki/Wizard (Familiar information can also be found here). Spell recovery requires 8 hours of sleep and 1 hour of uninterrupted meditation. A Holy Symbol is also needed to cast spells.
If anyone can think of any other class features, please could you let me know?