This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
NPC CLASSES
ADEPT
Hit Die: d6.
The adepts 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).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional
Level: 2
+ Int modifier.
Table: The Adept |
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Spells per Day
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NPC Level |
Base AttackBonus |
Fort Save |
Ref Save |
Will 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 |
All of the following are class
features of the adept NPC 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 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. The Difficulty
Class for a saving throw against an adepts spell is 10 + the spell level + the
adepts 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: The Adept. In addition, she receives
bonus spells per day if she has a high Wisdom score.
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.
Each adept has a particular holy
symbol (as a divine focus) depending on the adepts magical tradition.
Summon Familiar: At 2nd level, an adept
can call a familiar, just as a sorcerer or wizard can.
Adept Spell List
Adepts choose their spells from the
following list.
0 Level: create water, cure minor
wounds, detect magic, ghost sound, guidance, light, mending, purify food and
drink, read magic, touch of fatigue.
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,
bears endurance, bulls strength, cats grace, cure moderate wounds, darkness,
delay poison, invisibility, mirror image, resist energy, scorching ray, 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, restoration, stoneskin, wall of fire.
5th Level: baleful polymorph,
break enchantment, commune, heal, major creation, raise dead, true seeing, wall
of stone.
ARISTOCRAT
Hit Die: d8.
The aristocrats 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).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional
Level: 4
+ Int modifier.
Table: The Aristocrat
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NPC Level |
Base Attack Bonus
|
Fort Save |
Ref Save |
Will 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 |
The following is a class feature of
the aristocrat NPC class.
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.
COMMONER
Hit Die: d4.
The commoners 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).
Skill Points at 1st Level: (2 + Int modifier) x
4.
Skill Points at Each Additional
Level: 2
+ Int modifier.
Table: The Commoner
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NPC Level |
Base AttackBonus |
Fort Save |
Ref Save |
Will 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 |
The following is a class feature of
the commoner NPC class.
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.
EXPERT
Hit Die: d6.
The expert can choose any ten skills
to be class skills.
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional
Level: 6
+ Int modifier.
Table: The Expert
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NPC Level |
Base AttackBonus |
Fort Save |
Ref Save |
Will 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 |
The following is a class feature of
the expert NPC class.
Weapon and Armor Proficiency: The expert is proficient
in the use of all simple weapons and with light armor but not shields.
WARRIOR
Hit Die: d8.
The warriors class skills (and the
key ability for each skill) are Climb (Str), Handle Animal (Cha), Intimidate
(Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional
Level: 2
+ Int modifier.
Table: The Warrior |
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NPC Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will 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 |
The following is a class feature of
the warrior NPC class.
Weapon and Armor Proficiency: The warrior is proficient
in the use of all simple and martial weapons and all armor and shields.