This material is Open
Game Content, and is licensed for public use under the terms of the Open Game
License v1.0a.
The
following Classes are “NPC” Classes.
They are not balanced in combination with the Character Classes
presented in the previous sections.
"NPC" Classes are designed to provide some level of detail to non-adventuring characters in
the game. These classes are not as good as the basic character classes, and
should rarely, if ever, be used by player characters.
ADEPT
Alignment: Any
Hit Die: d6.
Class Skills: The adept’s class skills (and the key ability for each skill) are
Alchemy (Int), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal
(Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Scry
(Int, exclusive skill), Spellcraft (Int), and Wilderness Lore (Wis).
Weapon and Armor
Proficiency: Adepts are skilled with all simple weapons. Adepts are not
proficient with any type of armor nor with shields.
Table: The Adept
Base
NPC Attack Fort Ref Will --------- Spells per Day ---------
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th
----- ------ ---- ---- ---- ------- - --- --- --- --- ---
1st +0 +0 +0 +2 3 1 - - - -
2nd +1 +0 +0 +3 Summon familiar 3 1 - - - -
3rd +1 +1 +1 +3 3 2 - - - -
4th +2 +1 +1 +4 3 2 0 - - -
5th +2 +1 +1 +4 3 2 1 - - -
6th +3 +2 +2 +5 3 2 1 - - -
7th +3 +2 +2 +5 3 3 2 - - -
8th +4 +2 +2 +6 3 3 2 0 - -
9th +4 +3 +3 +6 3 3 2 1 - -
10th +5 +3 +3 +7 3 3 2 1 - -
11th +5 +3 +3 +7 3 3 3 2 - -
12th +6/+1 +4 +4 +8 3 3 3 2 0 -
13th +6/+1 +4 +4 +8 3 3 3 2 1 -
14th +7/+2 +4 +4 +9 3 3 3 2 1 -
15th +7/+2 +5 +5 +9 3 3 3 3 2 -
16th +8/+3 +5 +5 +10 3 3 3 3 2 0
17th +8/+3 +5 +5 +10 3 3 3 3 2 1
18th +9/+4 +6 +6 +11 3 3 3 3 2 1
19th +9/+4 +6 +6 +11 3 3 3 3 3 2
20th +10/+5 +6 +6 +12 3 3 3 3 3 2
Spells: An adept
casts divine spells. She is limited to a certain number of spells of each spell
level per day, according to her class level. Like a cleric, an adept may
prepare and cast any spell on the adept list, provided she can cast spells of
that level. Like a cleric, she prepares her spells ahead of time each day. The
DC for a saving throw against an adept's spell is 10 + spell level + the
adept's Wisdom modifier.
Adepts, unlike
wizards, do not acquire their spells from books or scrolls, nor 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.
When the adept
gets 0 spells of a given level, she gets only bonus spells for that spell slot.
An adept without a bonus spell for that level cannot yet cast a spell of that
level. Bonus spells are based on Wisdom.
Each adept has a
particular holy symbol (as a divine focus) depending on the adept's magical
tradition.
Familiar: At 2nd
level, an adept can call a familiar, just like a sorcerer or wizard can.
Adept Spell List
0 level-create water, cure minor wounds, detect magic, ghost sound, guidance,
light, mending, purify food and drink, read magic.
1st 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.
2nd level-aid, animal trance, bull's strength, cat's grace, cure moderate
wounds, darkness, delay poison, endurance, invisibility, mirror image, resist
elements, see invisibility, web.
3rd level-animate dead, bestow curse, contagion, continual flame, cure serious
wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove
curse, remove disease, tongues.
4th level-cure critical wounds, minor creation, polymorph other, polymorph
self, restoration, stoneskin, wall of fire.
5th level-break enchantment, commune, heal, major creation, raise dead, true
seeing, wall of stone.
ARISTOCRAT
Alignment: Any
Hit Die: d8.
Class Skills: 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), Innuendo (Wis), Intimidate (Cha),
Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha),
Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak
Language, Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
Weapon and Armor
Proficiency: The aristocrat is proficient in the use of all simple and martial
weapons and with all types of armor and shields.
Table: The
Aristocrat
Base
NPC Attack Fort Ref Will
Level Bonus Save Save Save
----- ------ ---- ---- ----
1st +0 +0 +0 +2
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12
COMMONER
Alignment: Any
Hit Die: d4.
Class Skills:The
commoner's class skills (and the key ability for each skill) are Climb (Str),
Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis),
Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
Weapon and Armor
Proficiency: The commoner is proficient with one simple weapon. He is not
proficient with any other weapons, nor is he proficient with any type of armor
or shields.
Table: The
Commoner
Base
NPC Attack Fort Ref Will
Level Bonus Save Save Save
----- ------ ---- ---- ----
1st +0 +0 +0 +0
2nd +1 +0 +0 +0
3rd +1 +1 +1 +1
4th +2 +1 +1 +1
5th +2 +1 +1 +1
6th +3 +2 +2 +2
7th +3 +2 +2 +2
8th +4 +2 +2 +2
9th +4 +3 +3 +3
10th +5 +3 +3 +3
11th +5 +3 +3 +3
12th +6/+1 +4 +4 +4
13th +6/+1 +4 +4 +4
14th +7/+2 +4 +4 +4
15th +7/+2 +5 +5 +5
16th +8/+3 +5 +5 +5
17th +8/+3 +5 +5 +5
18th +9/+4 +6 +6 +6
19th +9/+4 +6 +6 +6
20th +10/+5 +6 +6 +6
EXPERT
Alignment: Any
Hit Die: d6
Class Skills: The
expert can choose any ten skills to be class skills. One or two of these skills
can be skills exclusive to some other class.
Weapon and Armor
Proficiency: The expert is proficient in the use of all simple weapons and with
light armor but not shields.
Table: The Expert
Base
NPC Attack Fort Ref Will
Level Bonus Save Save Save
----- ------ ---- ---- ----
1st +0 +0 +0 +2
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12
WARRIOR
Alignment: Any
Hit Die: d8.
Class Skills: The
warrior's class skills (and the key ability for each skill) are Climb (Str),
Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Weapon and Armor
Proficiency: The warrior is proficient in the use of all simple and martial
weapons and all armor and shields.
Table: The Warrior
Base
NPC Attack Fort Ref Will
Level Bonus Save Save Save
----- ------ ---- ---- ----
1st +1 +2 +0 +0
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6