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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