Adept Generic Class [Archive] - Wizards Community

Post/Author/DateTimePost
Silverwood

01-29-06, 09:47 AM
Adept

Hit Die: d6.

Base Attack Bonus: Average.

Base Save Bonuses: Two good saves and one poor save.

Class Skills: Choose any eight skills as class skills, plus Craft and Profession.

Skill Points: 4 + Intelligence modifier (or four times this number at 1st level).

Class Features

Adepts have the following class features.

Weapon and Armor Proficiency: Adepts are proficient with all simple weapons, one martial weapon, light armor, and shields (but not tower shields).

Bonus Feat: The adept gets one bonus feat at 1st level, another at 3rd level, and another one at every third class level thereafter (6th, 9th, and so on).

Special Ability: At 1st level, an adept gains a special ability of her choice.
Silverwood

01-29-06, 09:48 AM
Sample Special Abilities

The following special abilities are some of the special abilities that an adept can gain. At the Dungeon Master’s discretion, the adept can gain a class feature as her special ability.

Alter Ego (Supernatural): The adept gains the ability to assume a specific alternate form as a full-round action, but retains all of her own qualities and class features, except adept class features. The adept chooses her adept class features for both forms. The adept can choose to assume a specific alternate appearance, granting her a +10 bonus on Disguise checks. At the Dungeon Master’s discretion, the adept’s alternate form may have an alignment other than the adept’s original form’s alignment. Any conditions or spells that affect the adept while in one form affects her other form as well.

The adept cannot change shape in places where magic does not normally function (such as within an antimagic field), but she does not revert to her original form while she remains within the magic negating field.

If the adept has or takes levels in other classes, she must make a Will save to change shape. The Difficulty Class to change shape is 10 + two times the total number of levels the adept has in other classes. On a successful save, the adept changes shape as usual. On an unsuccessful save, the adept cannot change shape for a number of rounds equal to the amount by which she failed the save.

Call Creature (Supernatural): At 1st level, the adept must select a type of creature from among the following: animal, elemental, fey, magical beast, plant, undead, vermin. The adept gains the ability to call creatures of this type. The adept forces the nearest single creature of this type within long range (400 feet + 40 feet/level) (if any) to make a Will save. The Difficulty Class to resist this effect is 10 + one-half the adept’s class level. On a successful save, the creature becomes aware of the adept, but does nothing it wouldn’t ordinarily do. On an unsuccessful save, the creature moves toward the adept as quickly and directly as possible.

If there exists a dangerous obstacle between the creature and the adept, the creature may make another Will save, but the creature has a +5 bonus on this check.

Once the creature is within 30 feet of the adept, she can try to give the creature orders, but she must win an opposed Charisma check to make the creature do something it wouldn’t ordinarily do. The adept has a +5 bonus on Charisma-based checks when dealing with creatures affected by this ability.

Ethereal Step (Supernatural): The adept gains limited teleportation ability. As a move-equivalent action that provokes attack of opportunity, the adept can teleport herself to an area within close range (25 feet + 5 feet/2 levels).

Once the adept has designated her destination, she must roll a d8 and a d4. The adept subtracts one-fourth her adept level (rounded down) from the d4 roll. The d8 determines the direction from the adept’s designated destination. The d4 determines the distance from the adept’s designated destination. If the effective result of the d4 roll is 0 or lower, the adept arrives on target.

For the roll that determines direction, a 1 means the adept is teleported north from her designated destination, a 2 means she is teleported north-east from her designated destination, and so on. For the roll that determines distance, the number that is rolled equals the amount of squares the adept arrives off target.

If the adept arrives in a square occupied by solid material, she takes 1d6 points of damage and must reroll to see where she arrives. She must do this every time she arrives in a square occupied by solid material.