The following is a class feature of the aristocrat NPC class. Skill Points at Each Additional Level: 4 + Int modifier. Skill Points at 1st Level: (4 + Int modifier) x 4. The aristocrat’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), and Survival (Wis). Adept Spell ListĪdepts choose their spells from the following list.Ġ Level: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.ġst Level: 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.Ģnd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.ģrd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.Ĥth Level: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.ĥth Level: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone. Summon Familiar: At 2nd level, an adept can call a familiar, just as a sorcerer or wizard can. When Table: The Adept indicates that the adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.Įach adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition. In addition, she receives bonus spells per day if she has a high Wisdom score. Her base daily spell allotment is given on Table: The Adept. Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Time spent resting has no effect on whether an adept can prepare spells. 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. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.Īdepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells. Like a cleric, an adept must choose and prepare her spells in advance. Spells: An adept casts divine spells which are drawn from the adept spell list (see below). Adepts are not proficient with any type of armor nor with shields. Weapon and Armor Proficiency: Adepts are skilled with all simple weapons. Skill Points at Each Additional Level: 2 + Int modifier.Īll of the following are class features of the adept NPC class. Skill Points at 1st Level: (2 + Int modifier) x 4. 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).
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