Realm of Aesair
Welcome to Aesair! We are glad to have you here to play with us. Rules are rather lax so sit back and try and enjoy yourself. Here at Aesair, we want you to be as comfortable as possible. As we have just gotten things up and running, we are a little vacant right now, but any suggestions are welcome for improving your Forum going experience.

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Realm of Aesair
Welcome to Aesair! We are glad to have you here to play with us. Rules are rather lax so sit back and try and enjoy yourself. Here at Aesair, we want you to be as comfortable as possible. As we have just gotten things up and running, we are a little vacant right now, but any suggestions are welcome for improving your Forum going experience.
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Adept (Token Cost: Free)

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Adept (Token Cost: Free) Empty Adept (Token Cost: Free)

Post by Support Team Wed Jan 29, 2014 6:08 pm

Adept
(Dungeon Master's Guide v.3.5, p. 108)
Some tribal societies or less sophisticated regions don’t have the
resources to train wizards and clerics. Reflecting a lesser knowledge
of magic yet an intriguing combination of arcane and divine
skills, the adept serves these cultures as both wise woman (or holy
man) and mystical defender.
Adepts can be found in isolated human, elf, dwarf, gnome, and
halfling communities but are most prevalent among more bestial
humanoid and giant species such as orcs, goblins, gnolls, bugbears,
and ogres.

Hit die
d6

Alignment
Any

Starting gold
2d4 x 10 gp

Skill points
2 + Int

Class Features
All of the following are class features of the adept PC class.
--Weapon and Armor Proficiency: Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.
--Spells: An adept casts divine spells (the same type of spells available to the cleric, druid, paladin, and ranger), which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.
Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.
Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 4–2: The Adept. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook). When Table 4–2 indicates that the adept gets 0 spells per day of a given spell level (for instance, 0 2nd-level spells for a 4th-level adept), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Each adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition.
--Summon Familiar: At 2nd level, an adept can call a familiar just as a sorcerer or a wizard can. See sidebar on page 52 on the Player's Handbook for more information.
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Class Skills
The adept’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.


Note: Player's that take a NPC class gain a 10% increase to XP as long as they remain solely in an NPC class (Adept, Aristocrat, Warrior, Expert, or any combination of the 4), with the exception of Commoner. If taking levels in Commoner, you retain the 10% XP bonus, but do not gain the 25% xp bonus.

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