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Author Topic: Apprentice Levels  (Read 2160 times)
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Garryl
Hong Kong
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Posts: 1240


« on: June 24, 2010, 06:09:28 PM »

Apprentice Levels

Usually, when D&D starts at 1st level, the characters act as 1st level characters, growing linearly from that. However, in some ways, they start as 4th level characters. Mostly, they just get quadruple skill points, but there are a few other things, such as front-loaded class features and max hit dice.

I propose a variant, to have 3 "apprentice" levels in addition to the usual one. Existing base classes will be modified to have special class features for these 3 starting levels. Additionally, racial paragon classes fit well into this, seeing as you would start with 3 more "levels" than normal and all of the paragon classes are 3 levels long. This is also designed to shore up low level characters (who usually have very low longevity from a single hit die and low stamina from few daily uses of abilities and spells).

The extra levels added to the classes are referred to as levels +1, +2, and +3. These can only be taken as part of starting character's 3 starting levels, after that, everyone just progresses the classes as normal from the 1st level onwards. In this system, characters do not gain quadruple skill points for their first character level. Instead, those "extra" skill points are granted by their extra levels. Likewise, the additional +2 bonus to a good saving throw at first level is dropped and provided in the same manner.

This also allows for playing at levels lower than 1st.

These Apprentice classes are designed to give the general feel of the base classes they represent, with abilities that will add to the classes even at higher levels without being exceptionally powerful. Full BaB classes will get an additional +1 BaB, and other classes will gain similar, helpful abilities. Playing with Apprentice classes will result in more powerful characters at any level, but the benefits should be most significant at lower levels and very minor (if even noticeable) at higher levels. Ideally, characters with the full 3 apprentice levels should be about as powerful as they otherwise would be with one extra level of a synergistic multi-class or prestige class. Thus, martial classes have a better base attack bonus and everyone gains a few minor abilities that improve what they already have, but they gain no faster advancement of their more powerful higher level abilities.


Levels: Apprentice levels do not count towards any level dependent effects (such as the Improved Toughness feat, dying from negative levels, improving ability scores, or gaining new feats), with the exceptions noted below. Characters with only apprentice levels are considered to be 1st-level characters for the purpose of level-dependent effects.

Hit Dice: At each apprentice level, a character gains hit points according to the hit points indicated on their class table. These accumulate into a single "apprentice hit die" derived from all of the character's apprentice class levels. If the hit points for this hit die are not a whole number, round the total hit points granted up when determining the hit points the character has. If a character's apprentice hit die is less than 4 hit points, instead treat it as 4 hit points when determining the number of hit points the character possesses. A character adds their Constitution modifier to her hit points just once for this apprentice hit die, regardless of their total number of apprentice class levels. A character cannot gain less than 1 hit point from her apprentice hit die after including her Constitution modifier.
   A character's apprentice hit die is not a real hit die, and is only referred to as such for simplicity.

HP by level and HD-size
Lvl  d4   d6   d8   d10  d12
+1   1.3  2    2.6  3.3  4
+2   2.6  4    5.3  6.6  8
+3   4    6    8    10   12

Skills: At each apprentice level, a character gains skill points according to the skills of the apprentice class. These skills and skill points are usually identical to those of the base class it represents. After the apprentice levels, skills gained this way are not considered to have been class skills for the purposes of the maximum number of skill ranks you can place in them. Characters do not gain quadruple skill points for their first hit die, and the maximum number ranks in a skill is equal to your number of apprentice levels (or half that for cross class skills) during a character's apprentice levels.

Multiclassing: Apprentice levels do not count as classes for the purposes of determining experience point penalties, the ability to return to a class after leaving it (such as the Monk and Paladin classes), or other effects that depend on your levels in other classes (such as the Erudite's ability to learn new powers at each level).

Proficiencies:
   At apprentice levels, you gain proficiencies with weapon groups, as per the UA variant. Regardless of the groups you select, you only gain proficiency with the weapons within those groups that your full class normally would grant. This may include the exotic weapons and exotic double weapons associated with those groups in some cases, such as the Bard, Monk, and Rogue classes.
   At apprentice levels, armor proficiencies are granted in place of weapon proficiencies. Each of light armor, medium armor, heavy armor, and shields (possibly including tower shields) costs one weapon group. Gaining proficiency with medium armor requires proficiency with light armor and gaining proficiency with heavy armor requires proficiency with medium armor. Again, you can only gain proficiency with armors your full class would normally grant. Similarly to weapon proficiencies, this includes any exotic armors and shields associated with those armor and shield types in some cases.
   The number of weapon group/armor proficiencies granted depends on the class in question. The cumulative total granted by a given apprentice class at a given level is indicated in the class table. Proficiency selections gained from multiple apprentice classes stack.

Feats: Characters gain one feat at their 3rd Apprentice level. This replaces the feat that characters normally gain at their first character level. Characters still gain feats for every 3 character levels as normal. Characters can also replace their apprentice feat with any feat they qualify for at 1st level of their real classes.



New General Abilities
Damage Resilience: Damage Resilience functions exactly as Damage Reduction, except that any lethal damage absorbed by the Damage Resilience is converted to nonlethal damage instead of being negated entirely. Nonlethal damage is still prevented. Damage Resilience stacks with all sorts of Damage Reduction and Damage Resilience, regardless of what bypasses it. Effects that automatically bypass or ignore Damage Reduction also bypass or ignore Damage Resilience.





Apprentice Classes (Part 1 of 2)

Apprentice Barbarian
Lvl  HP   Proficiencies
+1   4    3
+2   8    5
+3   12   7

Lvl  BaB  Fort Ref  Will Special
+1   +0   +1   +0   +0   Illiteracy, Lesser Rage 1/day
+2   +1   +1   +0   +0   Extra Rage, Quick Movement
+3   +1   +2   +0   +0   Berserker Spirit, Damage Resilience 1/-
Weapon and Armor Proficiency: An Apprentice Barbarian can gain proficiency with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Illiteracy (Ex): Apprentice Barbarians are the only characters who do not automatically know how to read and write. An Apprentice Barbarian may spend 2 skill points to gain the ability to read and write all languages she is able to speak.
   An Apprentice Barbarian who gains a level in any other class automatically gains literacy. Any other character who gains an Apprentice Barbarian level does not lose the literacy he or she already had.
   Regardless of whether the Apprentice Barbarian is literate or not, she gains a +2 bonus on saving throws against symbol spells, the suggestion effect of an illusory script, and other effects that rely on the Apprentice Barbarian reading. In addition, she still gains a saving throw against explosive runes that she reads (with the +2 bonus), although she may still be denied a saving throw if she is nearby but another character read the runes, or if she would be denied her saving throw for other reasons.

Lesser Rage (Ex): An Apprentice Barbarian can enter a lesser rage once per day. This is identical to a normal Barbarian's rage, except that the bonuses to the Apprentice Barbarian's Strength and Constitution scores are only +2, and that the benefits granted by this ability cannot be improved except by the Berserker Spirit ability. An Apprentice Barbarian cannot gain additional uses of this ability through any means except her Extra Rage ability at 2nd level.

Extra Rage (Ex): A 2nd level Apprentice Barbarian can use her Lesser Rage ability one additional time per day. If she has the ability to enter a rage, frenzy, or similar state from other sources (such as Barbarian levels), she can also use each of those abilities one additional time per day.

Quick Movement (Ex): Beginning at 2nd level, an Apprentice Barbarian's movement speed increases by 5 feet while he is wearing no armor, light armor, or medium armor and not carrying a heavy load. This ability stacks with similar abilities, such as the Barbarian Fast Movement ability.

Berserker Spirit (Ex): A 3rd level Apprentice Barbarian can give up one daily use of her Lesser Rage ability when entering a rage, frenzy, or similar state to increase the Strength and Constitution bonuses granted by 2 for the duration of that ability (even if that effect does not normally increase her Strength or Constitution scores), and to allow her to reroll any one saving throw made during that rage, frenzy, or similar effect. The choice of which saving throw to reroll may be made after the results have been determined, but the result of the reroll must be kept, even if it is worse than the original.

Damage Resilience (Ex): At 3rd level, an Apprentice Barbarian becomes more resilient. She gain Damage Resilience 1/-.


Apprentice Bard
Lvl  HP   Proficiencies
+1   2    2
+2   4    3
+3   6    4

Lvl  BaB  Fort Ref  Will Special                                     Spellcasting (0th 1st) (Known 0th 1st)
+1   +0   +0   +1   +1   Lesser Music, Inspire Lesser Courage                      -   -           -   -
+2   +0   +0   +1   +1   Extra Music, Lesser Countersong                           1   -           2   -
+3   +0   +0   +2   +2   Armored Spellcasting, Enhanced Music, Lesser Fascinate    2   0           3   1
Weapon and Armor Proficiency: An Apprentice Bard can gain proficiency with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip, and with light armor and shields (except tower shields).

Lesser Music: Once per day, an Apprentice Bard can invoke a lesser Bardic Music effect. This functions similarly to the Bardic Music Bard ability, except that it can only be used once per day, and that the songs available are more limited. An Apprentice Bard cannot gain additional uses of this ability through any means except her Extra Music ability at 2nd level.

Inspire Lesser Courage (Su): An Apprentice Bard with at least 1 rank in any Perform skill can inspire courage in her allies. This is identical to the Inspire Courage Bard ability, expect that it only grants a +1 morale bonus to saving throws against fear effects and to attack rolls, and that its effects cannot be improved by additional levels. Activating this ability consumes one daily use of an Apprentice Bard's Lesser Music ability.
   An Apprentice Bard with Bard levels adds her Apprentice Bard levels to her Bard levels to determine the benefits granted by her Inspire Courage ability.

Extra Music (Ex): A 2nd level Apprentice Bard can use his Lesser Music ability one additional time per day. If she has the Bardic Music ability or a similar ability from other sources (such as the 1st level of Bard), she can also use those abilities one additional time per day each.

Lesser Countersong (Su): A 2nd level Apprentice Bard with at least 2 ranks in any Perform skill can attempt to counter magical effects that depend on sound. This is identical to the Countersong Bard ability, expect that it only affects creatures within 10 feet of the Apprentice Bard, and that its effects cannot be improved by additional levels. Activating this ability consumes one daily use of an Apprentice Bard's Lesser Music ability.
   A 2nd level Apprentice Bard increases the radius of her Countersong Bard ability (if she has it) by 10 feet.

Spellcasting: An Apprentice Bard of 2nd level or higher can cast a small number of arcane spells, similar to a Bard. Like a Bard, an Apprentice Bard only knows a small number of spells from the Bard spell list, but only those spells are considered to be on her class spell list.  Unlike a Bard, an Apprentice Bard suffers a risk of arcane spell failure while wearing any armor. Her caster level is always 1st level, independent of her Apprentice Bard level.
   If an Apprentice Bard ever learns to cast spells as a Bard, she may add her Apprentice Bard spells known to her Bard spells known, and her 0th and 1st level Bard spells known to her Apprentice Bard spells known. If she can cast spells as a Bard, she may use her Bard caster level in place of her Apprentice Bard caster level.

Armored Spellcasting (Ex): A 3rd level Apprentice Bard no longer suffers a risk of arcane spell failure with her Apprentice Bard spells while wearing light armor.

Enhanced Music (Su): Beginning at 3rd level, an Apprentice Bard can spend one of her daily Lesser Music uses as a free action when activating her Lesser Music, Bardic Music, or similar abilities to generate a more powerful effect. If she does, all allies benefiting from her musical effect also gains a +1 morale bonus to their armor class, saving throws, skill checks, and ability checks as long they are benefiting from the Apprentice Bard's music. Alternatively, she can cause all opponents affected by her musical effect to suffer a -1 morale penalty to their armor class, saving throws, skill checks, and ability checks as long they are affected by the Apprentice Bard's music. These benefits or penalties do not stack with any similar morale bonuses or penalties normally granted by the music effect being enhanced.

Lesser Fascinate (Sp): A 3rd level Apprentice Bard with at least 3 ranks in any Perform skill can attempt to cause one creature to become fascinated with him. This is identical to the Fascinate Bard ability, expect that it lasts as long as the Apprentice Bard continues to play and concentrate (to a maximum of 1 round per Apprentice Bard level), that it only affects one creature, and that its effects cannot be improved by additional levels. Activating this ability consumes one daily use of an Apprentice Bard's Lesser Music ability.
   A 3rd level Apprentice Bard with Bard levels adds her Apprentice Bard levels to her Bard levels to determine the effects of her Fascinate ability.


Apprentice Cleric
Lvl  HP   Proficiencies
+1   2.6  3
+2   5.3  5
+3   8    7

Lvl  BaB  Fort Ref  Will Special      Spellcasting (0th 1st) (Known 0th 1st)
+1   +0   +1   +0   +1   Lesser Turning             1   -           4   -
+2   +0   +1   +0   +1   Aura, Domain Power         2   -           5   -
+3   +0   +2   +0   +2   Domain Spellcasting        2   0+1         6   3
Weapon and Armor Proficiency: An Apprentice Cleric can gain proficiency with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Spellcasting: An Apprentice Cleric can cast a small number of divine spells, similar to a Cleric. Unlike a Cleric, an Apprentice Cleric only knows a small number of spells from the Cleric spell list, and only those spells are considered to be on her class spell list. Her caster level is always 1st level, independent of her Apprentice Cleric level.
   If an Apprentice Cleric ever learns to cast spells as a Cleric, she may add her 0th and 1st level Cleric spells known to her Apprentice Cleric spells known.  If she can cast spells as a Cleric, she may use her Cleric caster level in place of her Apprentice Cleric caster level.

Spontaneous Casting: An Apprentice Cleric can channel positive or negative energy, identically to a Cleric. However, she may only spontaneously cast cure or inflict spells if she knows them. An Apprentice Cleric that later gains the ability to channel positive or negative energy from another source (such as from cleric levels) channels the same type of energy as the other source, independent of her original selection.

Chaotic, Evil, Good, and Lawful Spells: An Apprentice Cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). This only limits the spells cast from her Apprentice Cleric spell slots, not those granted through other sources or cast by other means.

Lesser Turning (Su): An Apprentice Cleric can attempt to turn or rebuke undead as a 1st level Cleric. She can do this once per day plus one half her Charisma modifier, rounded up.

Aura (Ex): An Apprentice Cleric of 2nd level or higher of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Apprentice Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain for their Domain Power ability have a similarly powerful aura of the corresponding alignment.

Domain Power: At 2nd level, an Apprentice Cleric can select any one domain from among those belonging to her deity. If an Apprentice Cleric is not devoted to a particular deity, she still selects one domain to represent her spiritual inclinations and abilities. An Apprentice Cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. She gains the granted power of that domain, using 1st level instead of her Cleric level. If the Apprentice Cleric ever gains any Cleric levels, she can use those in place of 1st level to determine the benefits of the domain power gained this way.

Domain Spellcasting: At 3rd level, an Apprentice Cleric can prepare and cast spells from the domain she selected at 2nd level with her Domain Power ability. She can prepare these spells as domain spells like a Cleric. If she ever gains the ability to prepare domain spells from another source (such as from Cleric levels) she can add the spells from her selected domain to the list of domain spells she can prepare.


Apprentice Druid
Lvl  HP   Proficiencies
+1   2.6  2
+2   5.3  4
+3   8    5

Lvl  BaB  Fort Ref  Will Special          Spellcasting (0th 1st) (Known 0th 1st)
+1   +0   +1   +0   +1   Lesser Wild Empathy            1   -           4   -
+2   +0   +1   +0   +1   Animal Friend, Nature Sense    2   -           5   -
+3   +0   +2   +0   +2   Lesser Wild Shape              2   1           6   3
Weapon and Armor Proficiency: An Apprentice Druid can gain proficiency with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
   An Apprentice Druid can gain proficiency with non-metal light and medium armor, and with wooden shields (except tower shields).

Spellcasting: An Apprentice Druid can cast a small number of divine spells, similar to a Druid. Unlike a Druid, an Apprentice Druid only knows a small number of spells from the Druid spell list, and only those spells are considered to be on her class spell list. Her caster level is always 1st level, independent of her Apprentice Druid level.
   If an Apprentice Druid ever learns to cast spells as a Druid, she may add her 0th and 1st level Druid spells known to her Apprentice Druid spells known.  If she can cast spells as a Druid, she may use her Druid caster level in place of her Apprentice Druid caster level.

Spontaneous Casting: An Apprentice Druid can spontaneously cast summon nature's ally spells identically to a Druid. However, she may only spontaneously cast such spells if she knows them.

Lesser Wild Empathy (Ex): An Apprentice Druid can use Wild Empathy, similar to a Druid except that she rolls 1d20 and adds her Charisma modifier to the check, but does not add her level. If she later gains the Wild Empathy ability from another class, the Apprentice Druid can add her Apprentice Druid level to her other class's class level to determine the effects of the ability.

Animal Friend (Ex): A 2nd level Apprentice Druid can attract a tiny animal companion to serve as a friend and ally. The ability is similar to the the Animal Companion Druid ability, except that the animal must be chosen from the list of familiars that would be available to a 1st level Sorcerer. The animal friend has hit points equal to its own or to 3/4 the Apprentice Druid's hit points, whichever is higher, and gains benefits as though the Apprentice Druid were a 1st level Druid. The benefits granted by this ability cannot be improved by any means.

Nature Sense (Ex): A 2nd level Apprentice Druid gains a +2 bonus on Knowledge (nature) and Survival checks. This effects stacks with the benefit granted by the 1st level Druid ability of the same name.

Lesser Wild Shape (Su): Once per day, starting at 3rd level, an Apprentice Druid can take on certain aspects of natural animals as a standard action. She gains a +2 bonus to one of her Strength, Dexterity, or Constitution scores (chosen when this ability is activated), gains temporary hit points equal to her character level, and gains a single natural attack, either a claw attack (dealing 1d6 points of damage for a medium creature) or a bite attack (dealing 1d4 points of damage for a medium creature). These benefits last for up to 1 minute per Apprentice Druid level she possesses.
   An Apprentice Druid with the ability to Wild Shape (such as from the Druid class feature) can use this ability as a free action as part of Wild Shaping. If she does, she does not gain any extra natural attacks, but instead gains the other benefits of this ability for as long as the Wild Shape lasts.






« Last Edit: August 03, 2011, 12:35:04 AM by Garryl » Logged

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Garryl
Hong Kong
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Posts: 1240


« Reply #1 on: June 24, 2010, 06:09:57 PM »

Apprentice Classes (Part 2 of 2)

Apprentice Fighter
Lvl  HP   Proficiencies
+1   3.3  4
+2   6.6  7
+3   10   10

Lvl  BaB  Fort Ref  Will Special
+1   +0   +1   +0   +0   Feat Ease, Lesser Weapon Focus
+2   +1   +1   +0   +0   Lesser Armor Optimization, Weapon Aptitude
+3   +1   +2   +0   +0   Bonus Feat, Lesser Armor Specialization, Lesser Weapon Specialization
Weapon and Armor Proficiency: An Apprentice Fighter can gain proficiency with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Feat Ease (Ex): An Apprentice Fighter can treat her ability scores as being her Apprentice Fighter level greater than they actually are for the purpose of qualifying for feats.

Lesser Weapon Focus (Ex): An Apprentice Fighter chooses a single type of weapon with which she is proficient. She gains a +1 bonus on attack rolls made with that weapon. Once chosen, this cannot be changed except through the 2nd level Weapon Aptitude ability.

Lesser Armor Optimization (Ex): A 2nd level Apprentice Fighter chooses a single type of armor with which she is proficient. She gains a +1 bonus to her armor class while using that armor (even against touch attacks) and reduces the armor check penalty of that armor by 1 (to a minimum of 0). Once chosen, this cannot be changed except through the 2nd level Weapon Aptitude ability.

Weapon Aptitude (Ex): A 2nd level Apprentice Fighter gains the Weapon Aptitude ability, as the 1st level Warblade ability of the same name. Her full Apprentice Fighter levels stack with her Fighter levels for the purposes of qualifying for feats. In addition, she can change the weapon selected for her Lesser Weapon Focus ability as though it was a feat that applied to a single weapon. She can also change the armor selected for her Lesser Armor Optimization ability in the same manner.

Bonus Feat: A 3rd level Apprentice Fighter gains a bonus feat of her choice form the Fighter feat list. She must qualify for the feat as normal.

Lesser Weapon Specialization (Ex): A 3rd level Apprentice Fighter gains Damage Resilience 1/- while wearing the armor she selected for her Lesser Armor Optimization ability.

Lesser Weapon Specialization (Ex): A 3rd level Apprentice Fighter gains a +2 bonus on weapon damage rolls made with the weapon that she selected for her Lesser Weapon Focus ability.


Apprentice Monk
Lvl  HP   Proficiencies
+1   2.6  1
+2   5.3  2
+3   8    2

Lvl  BaB  Fort Ref  Will Special
+1   +0   +1   +1   +1   Lesser Unarmed Strike, Unarmored Defense
+2   +0   +1   +1   +1   Lesser Flurry of Blows, Monastic Training
+3   +0   +2   +2   +2   Monastic Grace, Slow Fall 10 ft., Stunning Attack
Weapon and Armor Proficiency: An Apprentice Monk can gain proficiency with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Lesser Unarmed Strike (Ex): An Apprentice Monk gains the ability to make better unarmed attacks. She gains Improved Unarmed Strike as a bonus feat, and her unarmed strikes deal damage as though she was one size category larger (normally 1d4 for a Medium Apprentice Monk, or 1d3 for a Small Apprentice Monk). This stacks with other effects that increase the Apprentice Monk's size or effective size for the purpose of attacking with unarmed strikes.
   An Apprentice Monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Apprentice Monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an Apprentice Monk striking unarmed. An Apprentice Monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
   Usually an Apprentice Monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
   An Apprentice Monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Unarmored Defense (Ex): When unarmored and unencumbered, the Apprentice Monk adds her Wisdom bonus (if any) to her armor class, to a maximum of her Apprentice Monk level. This bonuses to AC apply even against touch attacks or when the Apprentice Monk is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. This bonus stacks with the bonus granted by the Monk's AC Bonus ability.

Lesser Flurry of Blows (Ex): Beginning at 2nd level, when unarmored, an Apprentice Monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus -5, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Apprentice Monk might make before her next action. An Apprentice Monk must use a full attack action to strike with a Lesser Flurry of Blows. A Lesser Flurry of Blows otherwise functions exactly as a Monk's Flurry of Blows, although it does not improve with her level.
   An Apprentice Monk who later gains the Flurry of Blows ability can combine a lesser flurry with a normal (or greater or better) flurry as part of the same full attack action. If she does, the penalties (if any) stack.

Monastic Training: A 2nd level Apprentice Monk may pick one class. Taking levels in this class does not prevent her from taking Monk levels. If she takes levels in any other class, she loses her ability to progress as a monk as usual. If the selected class also has restricted advancement, taking Monk levels does not prevent her from advancing in that class.
   This ability counts as the Monastic Training feat for the purposes of qualifying for feats and other options.

Monastic Grace (Ex): Once per day, beginning at 3rd level, an Apprentice Monk can reroll any one saving throw as an immediate action. The choice of which saving throw to reroll may be made after the results have been determined, but the result of the reroll must be kept, even if it is worse than the original.

Slow Fall (Ex): A 3rd level Apprentice Monk can reduce the damage she takes from falling. This functions as the 4th level Monk ability of the same name, except that it only reduces the damage as if she fell 10 feet fewer. This ability stacks with the Monk ability of the same name.

Stunning Attack (Ex): A 3rd level Apprentice Monk can declare a single unarmed attack that she makes each day to be a stunning attack, as if she possessed a limited version of the Stunning Fist feat. If she already possesses the Stunning Fist feat, she instead increases the number of daily uses of that feat by 1 and does not expend daily uses of her Stunning Fist feat on stunning attacks that miss.


Apprentice Paladin
Lvl  HP   Proficiencies
+1   3.3  3
+2   6.6  6
+3   10   8

Lvl  BaB  Fort Ref  Will Special                       Spellcasting (1st) (Known 1st)
+1   +0   +1   +0   +0   Lesser Smite Evil, Sense Evil               -           -
+2   +1   +1   +0   +0   Aura of Good, Extra Smiting, Lesser Grace   -           -
+3   +1   +2   +0   +0   Enhanced Smiting, Lesser Turning            0           2
Weapon and Armor Proficiency: An Apprentice Paladin can gain proficiency with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Lesser Smite Evil (Su): Once per day, an Apprentice Paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage. If the Apprentice Paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Sense Evil (Sp): An Apprentice Paladin can use detect evil as a spell-like ability, except that it only grants the benefits of the first 2 rounds of study.

Aura of Good (Ex): An Apprentice Paladin of 2nd level or higher has a particularly powerful aura of good (see the detect evil spell for details).

Extra Smiting (Ex): A 2nd level Apprentice Paladin can use her Lesser Smite Evil ability one additional time per day. If she has the ability to smite from other sources (such as Paladin levels), she can also use each of those abilities one additional time per day.

Lesser Grace (Su): At 2nd level, an Apprentice Paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws, to a maximum of her Apprentice Paladin level. This bonus stacks with the bonus granted by the Paladin's Divine Grace ability.

Enhanced Smiting (Su): When making any sort of smite attempt, a 3rd level Apprentice Paladin can give up a daily use of her Lesser Smite Evil ability as a free action. If she does and the creature that she smites is evil, she can add her Apprentice Paladin level to her attack and damage rolls and can cause the struck creature to make a Fortitude save (DC 10 + 1/2 the Apprentice Paladin's character level + the Apprentice Paladin's Charisma modifier) or be stunned for 1 round. Creatures that cannot be stunned are instead dazed. This ability provides no benefit if she accidentally uses it while smiting a creature that is not evil, but the daily use of her Lesser Smite Evil ability is still consumed.

Lesser Turning (Su): A 3rd level Apprentice Paladin can attempt to turn or rebuke undead as a 1st level Cleric. She can do this once per day plus one half her Charisma modifier, rounded up.

Spellcasting: An Apprentice Paladin of 3rd level or higher can cast a small number of divine spells, similar to a Paladin. Unlike a Paladin, an Apprentice Paladin only knows a small number of spells from the Paladin spell list, and only those spells are considered to be on her class spell list. Her caster level is always 1st level, independent of her Apprentice Paladin level.
   If an Apprentice Paladin ever learns to cast spells as a Paladin, she may add her 1st level Paladin spells known to her Apprentice Paladin spells known. If she can cast spells as a Paladin, she may use her Paladin caster level in place of her Apprentice Paladin caster level.


Apprentice Ranger
Lvl  HP   Proficiencies
+1   2.6  3
+2   5.3  5
+3   8    7

Lvl  BaB  Fort Ref  Will Special                       Spellcasting (1st) (Known 1st)
+1   +0   +1   +1   +0   Basic Tracking, Lesser Favored Enemy        -           -
+2   +1   +1   +1   +0   Lesser Combat Style, Lesser Wild Empathy    -           -
+3   +1   +2   +2   +0   Enhanced Favored Enemies, Endurance         0           2
Weapon and Armor Proficiency: An Apprentice Ranger can gain proficiency with all simple and martial weapons, and with light armor and shields (except tower shields).

Basic Tracking (Ex): An Apprentice Ranger gains a bonus on all Survival checks to follow tracks equal to twice her Apprentice Ranger level. If she does not have the Track feat, the Apprentice Ranger can still follow tracks as though the DC to follow them was reduced by 5 per Apprentice Ranger level (she must still pass the normal DC of the Survival check, this only affects whether or not the DC for the tracks is considered to be above 10 and thus can or cannot be followed). Basic Tracking bonuses gained from multiple classes stack.

Lesser Favored Enemy (Ex): An Apprentice Ranger can select a favored enemy from the list of Ranger Favored Enemies. She gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +1 bonus on weapon damage rolls against such creatures. If a specific creature falls into more than one category of favored enemy, the Apprentice Ranger's bonuses do not stack with other Favored Enemy bonuses; she simply uses whichever bonus is higher.

Lesser Combat Style (Ex): At 2nd level, an Apprentice Ranger must select one of two combat styles to pursue: archery or two-weapon combat. If she selects archery, he is treated as having the Point Blank Shot feat, even if he does not have the normal prerequisites for that feat. If she selects two-weapon combat, he is treated as having the Two-Weapon Defense feat, even if he does not have the normal prerequisites for that feat. The benefits of the Apprentice Ranger's chosen style apply only when she wears light or no armor. She loses all benefits of his combat style when wearing medium or heavy armor. If the Apprentice Ranger ever gains the Combat Style Ranger ability, her choice of combat styles for this ability changes to match her selection for the Ranger ability.

Lesser Wild Empathy (Ex): An Apprentice Ranger can use Wild Empathy, similar to a Ranger except that she rolls 1d20 and adds her Charisma modifier to the check, but does not add her level. If she later gains the Wild Empathy ability from another class, the Apprentice Ranger can add her Apprentice Ranger level to her other class's class level to determine the effects of the ability.

Enhanced Favored Enemies (Ex): A 3rd level Apprentice Ranger increases the bonuses granted by her Lesser Favored Enemy ability by 2. If she ever gains favored enemies from other sources (such as from the Ranger class feature), the benefits granted by those abilities increase by 1.

Endurance (Ex): At 3rd level, an Apprentice Ranger gains Endurance as a bonus feat. If she would ever gain Endurance as a bonus feat from another source, she may instead select any feat that she qualified for at her 3rd level of Apprentice Ranger.

Spellcasting: An Apprentice Ranger of 3rd level or higher can cast a small number of divine spells, similar to a Ranger. Unlike a Ranger, an Apprentice Ranger only knows a small number of spells from the Ranger spell list, and only those spells are considered to be on her class spell list. Her caster level is always 1st level, independent of her Apprentice Ranger level.
   If an Apprentice Ranger ever learns to cast spells as a Ranger, she may add her 1st level Ranger spells known to her Apprentice Ranger spells known. If she can cast spells as a Ranger, she may use her Ranger caster level in place of her Apprentice Ranger caster level.


Apprentice Rogue
Lvl  HP   Proficiencies
+1   2    2
+2   4    3
+3   6    4

Lvl  BaB  Fort Ref  Will Special
+1   +0   +0   +1   +0   Lesser Skill Mastery, Trapseeking
+2   +0   +0   +1   +0   Lesser Skill Mastery, Sneak Attack +1d6, Trap Sense +1
+3   +0   +0   +2   +0   Lesser Ability, Lesser Evasion, Lesser Skill Mastery
Weapon and Armor Proficiency: An Apprentice Rogue can gain proficiency with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, and with light armor.

Lesser Skill Mastery (Ex): At every Apprentice Rogue level, an Apprentice Rogue can designate one skill that she is trained in to be a lesser mastered skill. When making a skill check with one of these skills, she may take 7. Taking 7 in this manner is just like taking 10, except that she is treated as having rolled a 7 instead of a 10. She can do this even if stress and distractions would normally prevent her from taking 10. An Apprentice Rogue cannot use this ability to take 7 on a check that she would normally be unable to take 10 on, even if there were not stresses or distractions preventing her from taking 10 (such as the Use Magic Device skill).

Trapseeking (Ex): An Apprentice Rogue gains a bonus on all Search checks to find traps equal to twice her Apprentice Rogue level. If she does not have the Trapfinding ability, the Apprentice Rogue can still find non-magical traps as though the DC to find them was reduced by 5 per Apprentice Rogue level (she must still pass the normal DC of the Search check, this only affects whether or not the DC for the trap is considered to be above 20 and thus can or cannot be found). Trapseeking bonuses gained from multiple classes stack.

Sneak Attack (Ex): This ability functions similarly to the Rogue ability of the same name. A 2nd level or higher Apprentice Rogue deals an extra 1d6 points of damage on any attack that would qualify as a Sneak Attack.

Trap Sense (Ex): A 2nd level Apprentice Rogue gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap Sense bonuses gained from multiple classes stack.

Lesser Ability: At 3rd level, an Apprentice Rogue can gain any one of the following lesser abilities (Lesser Crippling Strike, Lesser Feat, Lesser Opportunist, Lesser Slippery Mind, or Trapfinding). Once selected, it cannot be changed.
   Lesser Crippling Strike (Ex): An opponent damaged by one of the Apprentice Rogue's sneak attacks also takes -2 penalty to its Strength score for a number of rounds equal to the Apprentice Rogue's level.
   Lesser Feat: An Apprentice Rogue that selects this lesser ability gains any feat as a bonus feat. She must qualify for the feat as normal and the bonus feat must require no other feats as prerequisites.
   Lesser Opportunist (Ex): Once per round, the Apprentice Rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. She takes a -5 penalty on her attack roll for this attack of opportunity. This attack counts as the Apprentice Rogue's attack of opportunity for that round. Even an Apprentice Rogue with the Combat Reflexes feat can’t use this ability more than once per round.
   Lesser Slippery Mind (Ex): If an Apprentice Rogue is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 2 rounds later at the same DC. She gets only this one extra chance to succeed on her saving throw, but she can combine this with other, similar abilities, such as the Slippery Mind Rogue ability.
   Trapfinding (Ex): An Apprentice Rogue with this lesser ability gains Trapfinding, as the Rogue ability of the same name.

Lesser Evasion (Ex): A 3rd level Apprentice Rogue that makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes only 1/3 damage. Lesser Evasion can be used only if the Apprentice Rogue is wearing light armor or no armor. A helpless Apprentice Rogue does not gain the benefit of Lesser Evasion.
   If the Apprentice Rogue has the Evasion ability from another source, she takes only 3/4 damage on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, in addition to the normal benefits of Evasion. If she also has the Improved Evasion ability, she instead takes only 1/3 damage on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, in addition to the normal benefits of Improved Evasion.


Apprentice Sorcerer
Lvl  HP   Proficiencies
+1   1.3  1
+2   2.6  2
+3   4    2

Lvl  BaB  Fort Ref  Will Special                     Spellcasting (0th 1st) (Known 0th 1st)
+1   +0   +0   +0   +1   Eschew Materials                          2   -           3   -
+2   +0   +0   +0   +1   Bonus Feat, Magical Heritage              3   -           4   -
+3   +0   +0   +0   +2   Metamagic Skill, Sorcerous Talent         4   2           5   2
Weapon and Armor Proficiency: An Apprentice Sorcerer can gain proficiency with all simple weapons.

Spellcasting: An Apprentice Sorcerer can cast a small number of arcane spells, similar to a Sorcerer. Like a Sorcerer, an Apprentice Sorcerer only knows a small number of spells from the Sorcerer spell list, but only those spells are considered to be on her class spell list. Her caster level is always 1st level, independent of her Apprentice Sorcerer level.
   If an Apprentice Sorcerer ever learns to cast spells as a Sorcerer, she may add her Apprentice Sorcerer spells known to her Sorcerer spells known, and her 0th and 1st level Sorcerer spells known to her Apprentice Sorcerer spells known. If she can cast spells as a Sorcerer, she may use her Sorcerer caster level in place of her Apprentice Sorcerer caster level.

Eschew Materials: An Apprentice Sorcerer gains the Eschew Materials feat as a bonus feat.

Bonus Feat: At 2nd level, an Apprentice Sorcerer gains a metamagic feat, a Draconic feat, or a Heritage feat of her choice as a bonus feat. She must still qualify for it as normal.

Magical Heritage (Ex): A 2nd level Apprentice Sorcerer counts as a 1st level Sorcerer for the purpose of qualifying for Draconic feats and Heritage feats.

Metamagic Skill (Su): A 3rd level Apprentice Sorcerer can expend an unused 1st level Apprentice Sorcerer spell slot as part of casting a spell spontaneously to treat a single metamagic feat that she is applying as though its spell slot adjustment was 1 level lower, to a minimum adjustment of +1 level. Alternatively, she may expend an unused 0th or 1st level Apprentice Sorcerer spell slot when spontaneously applying a single metamagic feat (but no more than one feat) to a spell to cast that spell without increasing the spell's casting time. The Apprentice Sorcerer can only use one of these options for each spell that she casts.

Sorcerous Talent (Ex): A 3rd level Apprentice Sorcerer can treat her Charisma score as 2 points higher to determine the number of bonus spells per day that she can cast and the save DC of her spells.


Apprentice Wizard
Lvl  HP   Proficiencies
+1   1.3  1
+2   2.6  1
+3   4    1

Lvl  BaB  Fort Ref  Will Special            Spellcasting (0th 1st) (Known 0th 1st)
+1   +0   +0   +0   +1   Specialization                   1   -           4   -
+2   +0   +0   +0   +1   Attract Familiar, Bonus Feat     2   -           6   -
+3   +0   +0   +0   +2   Extra Spell, Magica Cum Laude    3   0           8   3
Weapon and Armor Proficiency: An Apprentice Wizard can gain proficiency with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.

Spellcasting: An Apprentice Wizard can cast a small number of arcane spells, similar to a Wizard. Unlike a Wizard, an Apprentice Wizard only knows a small number of spells from the Wizard spell list, and only those spells are considered to be on her class spell list. Like a Wizard, an Apprentice Wizard can maintain a spellbook, and must use a spellbook to prepare her spells, although she may not add spells to it that she did not select with her Apprentice Wizard spells known. Unlike a Wizard, an Apprentice Wizard cannot normally prepare the Read Magic spell without a spellbook. Her caster level is always 1st level, independent of her Apprentice Wizard level.
   If an Apprentice Wizard ever learns to cast spells as a Wizard, she may add her Apprentice Wizard spells known to her Wizard spells known, and her 0th and 1st level Wizard spells known to her Apprentice Wizard spells known. If she can cast spells as a Wizard, she may use her Wizard caster level in place of her Apprentice Wizard caster level.

Specialization: An Apprentice Wizard can choose to specialize in a school of magic (or not to specialize), identically to a Wizard. If she should ever specialize in a school of magic as a Wizard (or choose not to when given the choice), her specialization and banned schools as an Apprentice Wizard change to match.

Attract Familiar: An Apprentice Wizard can perform a ritual to acquire a familiar. The bond between the Apprentice Wizard and her familiar is still weak, and so she does not gain the Alertness feat when the familiar is near and only gains half the normal special bonus granted by her familiar. However, she does not suffer an experience point loss if her familiar dies. The Apprentice Wizard's familiar only gains the benefits and abilities of a familiar of a 1st level master.
   If the Apprentice Wizard ever gains the ability to obtain a familiar from another class, she can add her Apprentice Wizard level to her levels in whatever class grants the familiar to determine the benefits and abilities the familiar gains, but not to determine the experience points lost if her familiar dies.

Bonus Feat: At 2nd level, an Apprentice Wizard gains an item creation feat or a metamagic feat of her choice as a bonus feat. She must still qualify for it as normal.

Extra Spell (Ex): A 3rd level Apprentice Wizard can prepare more spells than normal. She gains one additional spell slot of one level lower than the highest level spell slot she possesses. If she is not specialized (ie: a generalist), the Apprentice Wizard instead gains a spell slot of the highest level spell slot she possesses. This spell slot can be applied to any arcane spellcasting progression that she can prepare spells with (including spontaneous spellcasting progressions with effects such as the Arcane Preparation feat), and can be changed each day when she prepares her spells. 

Magica Cum Laude (Ex): A 3rd level Apprentice Wizard can learn new spells above and beyond her normal limit as an Apprentice Wizard. She learns new spells as a Wizard and from the Wizard spell list. Whenever she learns a new spell this way, she adds it to her Apprentice Wizard spell list and can add it to her spellbook as normal.
   If an Apprentice Wizard gains the ability to maintain a spellbook, prayerbook, or similar device from another source, she can add one additional spell to that spellbook at no cost at each level of that class, or of each level in which the spells known for that class is progressed. The spell to be added may be of any level that she already knows for that class, must be on that class's spell list, and may not be of a prohibited school.





« Last Edit: August 03, 2011, 12:35:32 AM by Garryl » Logged

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Garryl
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« Reply #2 on: June 24, 2010, 06:10:13 PM »

Paragon Classes

Most of these classes are taken directly from the SRD. Kobold Paragon is from the Races of the Dragon web enhancement. Aasimar Paragon is my own creation based on Tiefling Paragon. All of them have been modified and added to.

Aasimar Paragon
Lvl  HP   Proficiencies
+1   2.6  2
+2   5.3  3
+3   8    4

Lvl  BaB  Fort Ref  Will Special
+1   +0   +1   +1   +1   Improved Resistance, Skill Bonus
+2   +0   +1   +1   +1   Bonus Feat, Daylight
+3   +0   +2   +2   +2   Ability Boost (Wis +2), Planar Heritage, Tongues
Weapon and Armor Proficiency: An Aasimar Paragon can gain proficiency with all simple weapons and with light and medium armor.

Improved Resistance (Ex): At 1st level, one of an Aasimar Paragon's natural resistances to energy (fire, cold, or electricity) improves by 5 (to a total of 10). The character can choose which of her three resistances improves, but once he makes this choice it can never be altered. At each Aasimar Paragon level thereafter, he can choose another racial resistance to improve, but not one that has already been improved this way.

Skill Bonus (Ex): An Aasimar Paragon's racial bonus on Spot and Listen checks improves by 2.

Bonus Feat: At 2nd level, an Aasimar Paragon gains a bonus feat. The character must meet the prerequisites for the bonus feat normally.

Daylight (Sp): At 2nd level, an Aasimar Paragon can use his Daylight spell-like ability two additional times per day (to a total of three times per day). His caster level for all spells and spell-like abilities with the Light descriptor increases by 1.

Ability Boost (Ex): At 3rd level, an Aasimar Paragon's Wisdom score increases by 2 points.

Planar Heritage (Ex): At 3rd level, an Aasimar Paragon's planar heritage grows stronger. He can choose one of the following, according to his heritage; Angel, Archon, or Eladrin. For all effects depending on subtype, the Aasimar Paragon can be treated as an outsider of the chosen subtype instead of a native outsider where beneficial. This does not grant any other traits of the chosen subtype.

Tongues (Su): A 3rd level Aasimar Paragon can speak with any creature that has a language, as though using a Tongues spell (caster level 14th). This ability is always active.


Drow Paragon
Lvl  HP   Proficiencies
+1   2    2
+2   4    3
+3   6    4

Lvl  BaB  Fort Ref  Will Special                                                                  Spells per Day
+1   +0   +0   +1   +0   Improved Spell-like Abilities, Light Sensitivity                         +1 level of Apprentice Cleric or Apprentice Wizard
+2   +0   +0   +1   +0   Enhanced Spell Resistance, Improved Darkvision (+30 ft.), Weapon Focus   -
+3   +0   +0   +2   +0   Ability Boost (Dex +2), Light Adaptation, Poison Use                     +1 level of Apprentice Cleric or Apprentice Wizard
Weapon and Armor Proficiency: A Drow Paragon can gain proficiency with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor.

Spells per Day: At 1st and 3rd level, a female Drow Paragon gains new spells per day as if she had also gained a level in Apprentice Cleric, even if she does not have any levels in Apprentice Cleric. A male Drow Paragon instead gains new spells per day as if he had gained a level of Apprentice Wizard, even if he does not have any levels in Apprentice Wizard. The paragon does not, however, gain any other benefit a character of that class would have gained. This essentially means that the character adds the level of Drow Paragon to her level in Apprentice Cleric or Apprentice Wizard, then determines spells per day and caster level accordingly.

Improved Spell-Like Abilities: At 1st level, a Drow Paragon gains one additional daily use of each of his innate spell-like abilities.

Light Sensitivity (Ex): A Drow Paragon's light blindness is lessened to light sensitivity. Instead of being blinded by bright light, he is merely dazzled in bright sunlight or within the radius of a Daylight spell.

Enhanced Spell Resistance (Ex): Beginning at 2nd level, a Drow Paragon's racial spell resistance improves by an amount equal to his Drow Paragon level. In addition, he can lower his spell resistance as an immediate action in addition to as a standard action.

Improved Darkvision (Ex): At 2nd level, a Drow Paragon's darkvision range increases by 30 feet.

Weapon Focus: At 2nd level, a Drow Paragon gains Weapon Focus as a bonus feat. This feat must apply to either the hand crossbow, rapier, or shortsword. He does not need to meet the feat's prerequisites.

Ability Boost (Ex): At 3rd level, a Drow Paragon's Dexterity score increases by 2 points.

Light Adaptation (Ex): A 3rd level Drow Paragon is no longer blinded or dazzled in bright sunlight or within the radius of a Daylight spell.

Poison Use (Ex): A 3rd level Drow Paragon never risks poisoning himself when applying poison to a weapon.


Dwarf Paragon
Lvl  HP   Proficiencies
+1   3.3  3
+2   6.6  6
+3   10   8

Lvl  BaB  Fort Ref  Will Special
+1   +0   +1   +0   +0   Craft Expertise, Improved Stonecunning, Racial Enemies
+2   +1   +1   +0   +0   Improved Darkvision (+30 ft.), Improved Stability, Save Bonus
+3   +1   +2   +0   +0   Ability Boost (Con +2), Dwarvencraft Magic
Weapon and Armor Proficiency: A Dwarf Paragon can gain proficiency with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not with tower shields).

Craft Expertise (Ex): A Dwarf Paragon may add his Dwarf Paragon level as a racial bonus on all Craft checks related to stone or metal items.

Improved Stonecunning (Ex): A Dwarf Paragon's racial bonus on Search checks to notice unusual stonework increases by 2. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases by 10 feet (to a total of 20 feet). Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.

Racial Enemies (Ex): A Dwarf Paragon treats orcs, goblinoids, and creatures of the Giant type as favored enemies. He gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of those types. Likewise, he gets a +1 bonus on weapon damage rolls against such creatures. If a specific creature falls into more than one category of favored enemy, the Dwarf Paragon's bonuses do not stack with other Favored Enemy bonuses; he simply uses whichever bonus is higher.

Improved Darkvision (Ex): At 2nd level, a Dwarf Paragon's darkvision range increases by 30 feet.

Improved Stability (Ex): A 2nd level Dwarf Paragon's racial Stability ability improves. The bonuses granted on ability checks made to resist being bull rushed or tripped when standing on the ground increases by 2 (to a total of +6), and also applies to ability checks to avoid being overrun. In addition, he gains a +2 bonus on grapple checks to avoid being grappled, on attack rolls to avoid being disarmed, and on attack rolls to avoid having his held items sundered. These bonuses only apply when the Dwarf Paragon's racial Stability ability would apply.

Save Bonus (Ex): A 2nd level Dwarf Paragon's racial bonus on saves against poison and against spells and spell-like effects increases by 1.

Ability Boost (Ex): At 3rd level, a Dwarf Paragon's Constitution score increases by 2 points.

Dwarvencraft Magic (Su): A 3rd level Dwarf Paragon can imbue magic into any metal or stone items that he makes. If the Dwarf Paragon crafts a masterwork item, he can then enchant that item as though he had the Craft Magic Arms and Armor feat, a caster level equal to his ranks in the appropriate craft skill minus 3, and could cast any spell of 3rd level or lower needed to enchant the item (to a maximum spell level of 2 less than half his ranks in the appropriate craft skill). He can only enchant items that he himself had crafted this way.


Elf Paragon
Lvl  HP   Proficiencies
+1   2.6  2
+2   5.3  3
+3   8    4

Lvl  BaB  Fort Ref  Will Special                         Spells per Day
+1   +0   +0   +1   +0   Elfsight, Resist Enchantments   -
+2   +0   +0   +1   +0   Weapon Focus                    +1 level of Apprentice Wizard
+3   +0   +0   +2   +0   Ability Boost (Int +2)          +1 level of Apprentice Wizard
Weapon and Armor Proficiency: An Elf Paragon can gain proficiency with all simple weapons, rapiers, longswords, shortbows, and longbows, and with light armor.

Spells per Day: At 2nd and 3rd level, an Elf Paragon gains new spells per day as if he had also gained a level in Apprentice Wizard, even if he does not have any levels in Apprentice Wizard. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Elf Paragon to his level in Apprentice Wizard, then determines spells per day and caster level accordingly.

Elfsight (Ex): An Elf Paragon has exceptional visual acuity. His racial bonus on Search and Spot checks increases by 2. In addition, an Elf Paragon's low-light vision increases in range, allowing him to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Resist Enchantments (Ex): An Elf Paragon's racial bonus on saves against enchantment spells or effects increases by 2. He also gains a +1 racial bonus on saving throws against all other mind-affecting effects.

Weapon Focus: At 2nd level, an Elf Paragon gains Weapon Focus as a bonus feat. This feat must apply to either the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow. He does not need to meet the feat's prerequisites.

Ability Boost (Ex): At 3rd level, an Elf Paragon's Intelligence score increases by 2 points.


Gnome Paragon
Lvl  HP   Proficiencies
+1   2    2
+2   4    3
+3   6    4

Lvl  BaB  Fort Ref  Will Special                                          Spells per Day
+1   +0   +1   +0   +1   Illusion Aptitude, Keen Senses                   -
+2   +0   +1   +0   +1   Gnomish Magic, Lesser Mirror Image               +1 level of Apprentice Bard
+3   +0   +2   +0   +2   Ability Boost (Cha +2), Precocious Illusionist   +1 level of Apprentice Bard
Weapon and Armor Proficiency: A Gnome Paragon can gain proficiency with all simple weapons and with light armor.

Spells per Day: At 2nd and 3rd level, a Gnome Paragon gains new spells per day and spells known as if he had also gained a level in Apprentice Bard, even if he does not have any levels in Apprentice Bard. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Gnome Paragon to his level in Apprentice Bard, then determines spells per day, spells known, and caster level accordingly.

Illusion Aptitude (Ex): A Gnome Paragon may add his class level to his caster level to determine the effects of any illusion spells he casts that were gained as innate abilities of the gnome race. His caster level for all other illusion spells increases by 1.

Keen Senses (Ex): A Gnome Paragon's racial bonus on Listen checks and Craft (alchemy) checks increases by 2.

Gnomish Magic (Sp): A 2nd level Gnome Paragon can use each of his Gnome racial spell-like abilities one additional time per day.

Lesser Mirror Image (Sp): At 2nd level, a Gnome Paragon gains the ability to cast a weaker version of the mirror image spell once per day as a spell-like ability with a caster level of 1st. This is identical to the mirror image spell, except that only one image is created. Treat this as a 1st level spell.

Ability Boost (Ex): At 3rd level, a Gnome Paragon's Charisma score increases by 2 points.

Precocious Illusionist (Ex): At 3rd level, a Gnome Paragon can select a single illusion spell of 1st level or lower from the Bard spell list. He gains a single 1st level spell slot that can be used only to cast the selected spell, but must succeed on a DC 6 caster level check (using his Apprentice Bard caster level or his Bard caster level) to successfully cast the spell. A failed caster level check results in the spell being miscast to no effect. Once the Gnome Paragon can cast 1st level spells normally, he can instead choose to permanently add that 1st level spell slot to his spellcasting progression for any class for which he possesses a 1st level spell slot.
   A Gnome Paragon with an Intelligence or Charisma score of 15 or higher can instead gain a 2nd level spell slot and choose a 2nd level spell. If he does, he must succeed on a DC 8 caster level check to cast the spell and cannot add the spell slot to another class until he can cast 2nd level spells normally, and can only add it to a class for which he possesses a 2nd level spell slot.


Half-Elf Paragon
Lvl  HP   Proficiencies
+1   2.6  2
+2   5.3  3
+3   8    4

Lvl  BaB  Fort Ref  Will Special                                        Spells per Day
+1   +0   +0   +1   +0   Bonus Feat, Divided Ancestry, Elven Senses     -
+2   +0   +0   +1   +0   Divided Blood, Elven Proficiency, Persuasion   +1 level of any Apprentice class
+3   +0   +0   +2   +0   Ability Boost (+2), Skilled                    -
Weapon and Armor Proficiency: A Half-Elf Paragon can gain proficiency with all simple weapons and with light armor.

Spells per Day: At 2nd level, a Half-Elf Paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in any Apprentice spellcasting class, even if he does not have any levels in that class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Half-Elf Paragon to the level in the Apprentice spellcasting class, then determines spells per day, spells known, and caster level accordingly.

Bonus Feat: At 1st level, a Half-Elf Paragon gains a bonus feat. He must meet the feat's prerequisites normally.

Divided Ancestry (Ex): Unlike other racial paragons, half-elves can take levels in more than one racial paragon class. After gaining at least one level as a Half-Elf Paragon, he can take either Elf Paragon levels or Human Paragon levels (but not both).

Elven Senses (Ex): At 1st level, a Half-Elf Paragon's visual and audial acuity improves to match that of an elf's. His racial bonus on Listen, Search, and Spot checks increases by 1. A Half-Elf Paragon who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.

Divided Blood (Ex): Starting at 2nd level, a Half-Elf Paragon can count as either a human or an elf, whichever is more beneficial with respect to a given effect or requirement. Spells and effects that reveal race or ancestry still detect both lineages.

Elven Proficiency (Ex): At 2nd level, a Half-Elf Paragon gains the Martial Weapon Proficiency feats for one of the longsword, rapier, longbow (including composite longbow), or shortbow (including composite shortbow) as a bonus feat. He need not meet the prerequisites of this feat.

Persuasion (Ex): A 2nd level Half-Elf Paragon's racial bonus on Diplomacy and Gather information checks increases by 1. He gains a +2 racial bonus on all other Charisma-based skill checks.

Ability Boost (Ex): At 3rd level, a Half-Elf Paragon increases one ability score of his choice by 2 points.

Skilled (Ex): At 3rd level, a Half-Elf Paragon gains 3 additional skill points. At each character level thereafter, he gains one additional skill point above and beyond the normal amount of skill points granted by his Intelligence bonus, class level, or hit dice.


Half-Orc Paragon
Lvl  HP   Proficiencies
+1   2.6  2
+2   5.3  4
+3   8    6

Lvl  BaB  Fort Ref  Will Special
+1   +0   +1   +0   +0   Bonus Feat, Divided Ancestry, Monstrous Mien
+2   +1   +1   +0   +0   Divided Blood, Lesser Rage 1/day
+3   +1   +2   +0   +0   Ability Boost (Str +2), Skilled
Weapon and Armor Proficiency: A Half-Orc Paragon can gain proficiency with all simple and martial weapons, and with light armor and medium armor.

Bonus Feat: At 1st level, a Half-Orc Paragon gains a bonus feat. He must meet the feat's prerequisites normally.

Divided Ancestry (Ex): Unlike other racial paragons, half-orcs can take levels in more than one racial paragon class. After gaining at least one level as a Half-Orc Paragon, a character can take either Orc Paragon levels or Human Paragon levels (but not both).

Monstrous Mien (Ex): Half-Orc Paragons can channel their innate ferocity, resulting in a +4 racial bonus on Intimidate checks. This does not stack with the Orc Paragon ability of the same name.

Divided Blood (Ex): Starting at 2nd level, a Half-Orc Paragon can count as either a human or an orc, whichever is more beneficial with respect to a given effect or requirement. Spells and effects that reveal race or ancestry still detect both lineages.

Lesser Rage (Ex): At 2nd level, a Half-Orc Paragon comes to understand and draw upon the natural ferocity that courses through his blood. He gains the ability to fly into a screaming blood frenzy once per day. The effect of this ability is identical with the effect of an Apprentice Barbarian's Lesser Rage ability. If a Half-Orc Paragon has other rage, frenzy, or similar abilities (such as the Barbarian class feature), he can give up a daily use of Lesser Rage to gain an extra use of that ability.

Ability Boost (Ex): At 3rd level, a Half-Orc Paragon's Strength score increases by 2 points.

Skilled (Ex): At 3rd level, a Half-Orc Paragon gains 3 additional skill points. At each character level thereafter, he gains one additional skill point above and beyond the normal amount of skill points granted by his Intelligence bonus, class level, or hit dice.


Halfling Paragon
Lvl  HP   Proficiencies
+1   2    2
+2   4    3
+3   6    4

Lvl  BaB  Fort Ref  Will Special
+1   +0   +0   +1   +0   Athletic Prowess, Save Bonus
+2   +0   +0   +1   +0   Fearless, Thrown Weapon Mastery
+3   +0   +0   +2   +0   Ability Boost (Dex +2), Halfling feat
Weapon and Armor Proficiency: A Halfling Paragon can gain proficiency with all simple weapons and with light armor.

Athletic Prowess (Ex): At 1st level, a Halfling Paragon's racial bonus on Climb, Jump, and Move Silently checks improves by 1 (to a total of +3).

Save Bonus (Ex): A 1st level Halfling Paragon's racial bonus on all saving throws increases by 1 (to a total of +2).

Fearless (Ex): A 2nd level Halfling Paragon's racial morale bonus on saving throws against fear effect increases by 2 (to a total of +4). If he would ever become panicked, he instead is only frightened.

Thrown Weapon Mastery (Ex): At 2nd level, a Halfling Paragon gains a +2 bonus on damage rolls when using a thrown weapon or a sling.

Ability Boost (Ex): At 3rd level, a Halfling Paragon's Dexterity score increases by 2 points.

Halfling Feat: At 3rd level, a Halfling Paragon gains any one of Acrobatic, Athletic, Combat Expertise, Combat Reflexes, Deft Hands, Dodge, Iron Will, Lightning Reflexes, Point Blank Shot, Quick Draw, Stealthy, or Weapon Focus (any sling or thrown weapon) as a bonus feat. He does not need to meet the feat's prerequisites.


Human Paragon
Lvl  HP   Proficiencies
+1   2.6  2
+2   5.3  3
+3   8    4

Lvl  BaB  Fort Ref  Will Special               Spells per Day
+1   +0   +0   +0   +1   Adaptive Learning     -
+2   +0   +0   +0   +1   Bonus Feat            +1 level of any Apprentice class
+3   +0   +0   +0   +2   Ability Boost (+2)    +1 level of any Apprentice class
Weapon and Armor Proficiency: A Human Paragon can gain proficiency with all simple weapons and with light armor. In addition, a Human Paragon can gain proficiency with any one martial weapon of his choice.

Spells per Day: At 2nd and 3rd level, a Human Paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in any Apprentice spellcasting class, even if he does not have any levels in that class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Human Paragon to the level in the Apprentice spellcasting class, then determines spells per day, spells known, and caster level accordingly.

Adaptive Learning (Ex): At 1st level, a Human Paragon can designate any one of his Human Paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future.

Bonus Feat: At 2nd level, a Human Paragon gains a bonus feat. The character must meet the prerequisites for the bonus feat normally.

Ability Boost (Ex): At 3rd level, a Human Paragon increases one ability score of his choice by 2 points.


Kobold Paragon
Lvl  HP   Proficiencies
+1   2    2
+2   4    3
+3   6    4

Lvl  BaB  Fort Ref  Will Special                                                  Spells per Day
+1   +0   +0   +1   +1   Manual Expertise, Tunnel Defense, No Light Sensitivity   -
+2   +0   +0   +1   +1   Improved Darkvision (+30 ft.), Kobold Feat               +1 level of Apprentice Sorcerer
+3   +0   +0   +2   +2   Ability Boost (Cha +2)                                   +1 level of Apprentice Sorcerer
Weapon and Armor Proficiency: A Kobold Paragon can gain proficiency with all simple weapons, plus the heavy pick and light pick. Kobold Paragons can also gain proficiency with light armor. Kobold Paragons treat the dire pick as a martial weapon that can be wielded two-handed as a simple weapon and may treat greatpicks as martial weapons, rather than exotic weapons.

Spells per Day: At 2nd and 3rd level, a Kobold Paragon gains new spells per day as if he had also gained a level in Apprentice Sorcerer, even if he does not have any levels in Apprentice Sorcerer. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Kobold Paragon to his level in Apprentice Sorcerer, then determines spells per day and caster level accordingly.

Manual Expertise (Ex): A Kobold Paragon may add his class level as a bonus on Craft (trapmaking), Profession (mining), and Search checks.

Tunnel Defense (Ex): At 1st level, a Kobold Paragon uses confined spaces to his advantage in melee combat. A Kobold Paragon is treated as a Medium opponent where beneficial when using or resisting any special attack (for example, bull rush, disarm, grapple) but only when fighting in a location no wider than his combat space (5-ft. wide). In addition, a Kobold Paragon retains his Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker in these confined conditions.
   If a Kobold Paragon has Uncanny Dodge from a different class, the character automatically gains the benefits of Improved Uncanny Dodge, but only when fighting in confined conditions (as above).

No Light Sensitivity: A Kobold Paragon loses his race's light sensitivity.

Kobold Feat: At 2nd level, a Kobold Paragon gains any one of Draconic Reservoir, Eschew Materials, Exotic Weapon Proficiency (greatpick, hand double crossbow, heavy double crossbow, or light double crossbow), Lightning Reflexes, Stealthy, or Weapon Focus (heavy pick or light pick) as a bonus feat. He does not need to meet the feat's prerequisites.

Improved Darkvision (Ex): At 2nd level, a Kobold Paragon’s darkvision range increases by 30 feet.

Ability Boost (Ex): At 3rd level, a Kobold Paragon's Charisma score increases by 2 points.


Orc Paragon
Lvl  HP   Proficiencies
+1   3.3  2
+2   6.6  4
+3   10   6

Lvl  BaB  Fort Ref  Will Special
+1   +0   +1   +0   +0   Improved Darkvision (+30 ft.), Monstrous Mien, No Light Sensitivity
+2   +1   +1   +0   +0   Elf Slayer, Lesser Rage, Orc Feat
+3   +1   +2   +0   +0   Ability Boost (Str +2), Improved Pillaging
Weapon and Armor Proficiency: An Orc Paragon can gain proficiency with all simple and martial weapons and with light and medium armor.

Improved Darkvision (Ex): At 1st level, an Orc Paragon's darkvision range increases by 30 feet.

Monstrous Mien (Ex): Orc Paragons can channel their innate ferocity, resulting in a +4 racial bonus on Intimidate checks.

No Light Sensitivity: An Orc Paragon loses his race's light sensitivity at 1st level.

Elf Slayer (Ex): A 2nd-level Orc Paragon learns to channel his hatred of the elven race. He treats elves as favored enemies. He gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of those types. Likewise, he gets a +1 bonus on weapon damage rolls against such creatures. If a specific creature falls into more than one category of favored enemy, the Orc Paragon's bonuses do not stack with other Favored Enemy bonuses; he simply uses whichever bonus is higher.
   If an Orc Paragon would ever gain elves as a favored enemy from another source, the benefits granted by that ability increase by 2.

Lesser Rage (Ex): At 2nd level, an Orc Paragon comes to understand and draw upon the natural ferocity that courses through his blood. He gains the ability to fly into a screaming blood frenzy once per day. The effect of this ability is identical with the effect of an Apprentice Barbarian's Lesser Rage ability. If a Orc Paragon has other rage, frenzy, or similar abilities (such as the Barbarian class feature), he can give up a daily use of Lesser Rage to gain an extra use of that ability.

Orc Feat: At 2nd level, and Orc Paragon gains any one of Combat Expertise, Diehard, Endurance, Exotic Weapon Proficiency, Great Fortitude, Iron Will, Improved Toughness, Power Attack, or Weapon Focus as a bonus feat. He does not need to meet the feat's prerequisites to select it.

Ability Boost (Ex): At 3rd level, an Orc Paragon's Strength score increases by 2 points.

Improved Pillaging (Ex): Starting at 3rd level, an Orc Paragon ignores the hardness of any object with hardness less than or equal to twice his Orc Paragon level.


Tiefling Paragon
Lvl  HP   Proficiencies
+1   2    2
+2   4    3
+3   6    4

Lvl  BaB  Fort Ref  Will Special
+1   +0   +1   +1   +1   Improved Resistance, Skill Bonus
+2   +0   +1   +1   +1   Bonus Feat, Darkness
+3   +0   +2   +2   +2   Ability Boost (Dex +2), Planar Heritage, Telepathy
Weapon and Armor Proficiency: A Tiefling Paragon can gain proficiency with all simple weapons and with light armor.

Improved Resistance (Ex): At 1st level, one of a Tiefling Paragon's natural resistances to energy (fire, cold, or electricity) improves by 5 (to a total of 10). The character can choose which of her three resistances improves, but once he makes this choice it can never be altered. At each Tiefling Paragon level thereafter, he can choose another racial resistance to improve, but not one that has already been improved this way.

Skill Bonus (Ex): A Tiefling Paragon's racial bonus on Bluff and Hide checks improves by 2.

Bonus Feat: At 2nd level, a Tiefling Paragon gains a bonus feat. The character must meet the prerequisites for the bonus feat normally.

Darkness (Sp): At 2nd level, a Tiefling Paragon can use his Darkness spell-like ability two additional times per day (to a total of three times per day). His caster level for all spells and spell-like abilities with the Darkness descriptor increases by 1.

Ability Boost (Ex): At 3rd level, a Tiefling Paragon's Dexterity score increases by 2 points.

Planar Heritage (Ex): At 3rd level, a Tiefling Paragon's planar heritage grows stronger. He can choose one of the following, according to his heritage; Baatezu (Devil), Tanar'ri (Demon), or Yugoloth. For all effects depending on subtype, the Tiefling Paragon can be treated as an outsider of the chosen subtype instead of a native outsider where beneficial. This does not grant any other traits of the chosen subtype.

Telepathy (Su): A 3rd level Tiefling Paragon gains telepathy out to 30 feet.





« Last Edit: August 03, 2011, 12:35:55 AM by Garryl » Logged

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Garryl
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« Reply #3 on: June 24, 2010, 06:10:30 PM »

Other Apprentice Classes

Apprentice Beguiler
Lvl  HP   Proficiencies
+1   2    2
+2   4    3
+3   6    4

Lvl  BaB  Fort Ref  Will Special                                  Spellcasting (0th 1st) (Known 0th 1st)
+1   +0   +0   +0   +1   Trapseeking                                            2   -           3   -
+2   +0   +0   +0   +1   Advanced Learning, Cloaked Casting (no AoOs)           3   -           4   -
+3   +0   +0   +0   +2   Advanced Learning, Armored Spellcasting, Beguilement   4   2           5   2
Weapon and Armor Proficiency: An Apprentice Beguiler can gain proficiency with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, and with light armor.

Spellcasting: An Apprentice Beguiler can cast a small number of arcane spells, similar to a Sorcerer, except using Intelligence instead of Charisma. Similar to a Sorcerer, an Apprentice Beguiler only knows a small number of spells from the Beguiler spell list, but only those spells are considered to be on her class spell list. Her caster level is always 1st level, independent of her Apprentice Beguiler level.
   If an Apprentice Beguiler ever learns to cast spells as a Beguiler, she may add her Apprentice Beguiler spells known to her Beguiler spells known, and her 0th and 1st level Beguiler spells known to her Apprentice Beguiler spells known. If she can cast spells as a Beguiler, she may use her Beguiler caster level in place of her Apprentice Beguiler caster level.

Trapseeking (Ex): An Apprentice Beguiler gains a bonus on all Search checks to find traps equal to twice her Apprentice Beguiler level. If she does not have the Trapfinding ability, the Apprentice Beguiler can still find non-magical traps as though the DC to find them was reduced by 5 per Apprentice Beguiler level (she must still pass the normal DC of the Search check, this only affects whether or not the DC for the trap is considered to be above 20 and thus can or cannot be found). Trapseeking bonuses gained from multiple classes stack.

Advanced Learning: At 2nd level, an Apprentice Beguiler may choose a single 0th-level Illusion or Enchantment spell from from the Sor/Wiz spell list and add it to her Apprentice Beguiler spell list and spells known. At 3rd level, she may select another 1st-level or lower Illusion or Enchantment spell from from the Sor/Wiz spell list and add it to her Apprentice Beguiler spell list and spells known. These spells do not count against her normal limit of Apprentice Beguiler spells known.

Cloaked Casting (Ex): At 2nd level, an Apprentice Beguiler no longer provokes attacks of opportunity from creatures that are denied their Dexterity bonus to Armor Class for casting spells while threatened.

Armored Spellcasting (Ex): A 3rd level Apprentice Beguiler no longer suffers a risk of arcane spell failure with her Apprentice Beguiler spells while wearing light armor.

Beguilement (Su): A 3rd level Apprentice Beguiler can expend an unused 1st level Apprentice Beguiler spell slot as part of casting a mind-affecting spell that requires a saving throw. If she does, any creature that fails the first saving throw it makes against that spell is denied its Dexterity bonus to its Armor Class against the Apprentice Beguiler until the end of the Apprentice Beguiler's next turn. Alternatively, she may expend an unused 0th or 1st level Apprentice Beguiler spell slot when spontaneously applying a single metamagic feat (but no more than one feat) to a spell to cast that spell without increasing the spell's casting time. The Apprentice Beguiler can only use one of these options for each spell that she casts.


Apprentice Duskblade
Lvl  HP   Proficiencies
+1   2.6  3
+2   5.3  5
+3   8    7

Lvl  BaB  Fort Ref  Will Special                                   Spellcasting (0th 1st) (Known 0th 1st)
+1   +0   +1   +0   +1   Lesser Arcane Attunement                                1   -           1   -
+2   +1   +1   +0   +1   Armored Spellcasting                                    2   -           2   -
+3   +1   +2   +0   +2   Arcane Channeling, Armored Spellcasting, Battlecaster   2   1           3   1
Weapon and Armor Proficiency: An Apprentice Duskblade can gain proficiency with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields)

Spellcasting: An Apprentice Duskblade can cast a small number of arcane spells, similar to a Sorcerer, except using Intelligence instead of Charisma. Similar to a Sorcerer, an Apprentice Duskblade only knows a small number of spells from the Duskblade spell list, but only those spells are considered to be on her class spell list. Her caster level is always 1st level, independent of her Apprentice Duskblade level.
   If an Apprentice Duskblade ever learns to cast spells as a Duskblade, she may add her Apprentice Duskblade spells known to her Duskblade spells known, and her 0th and 1st level Duskblade spells known to her Apprentice Duskblade spells known. If she can cast spells as a Duskblade, she may use her Duskblade caster level in place of her Apprentice Duskblade caster level.

Lesser Arcane Attunement (Sp): At each level, an Apprentice Duskblade chooses one of the following spells; dancing lights, detect magic, flare, ghost sound, or read magic. She may cast these chosen spells as spell-like abilities a total of once per day plus one half her Intelligence modifier, rounded up.

Armored Spellcasting (Ex): A 2nd level Apprentice Duskblade no longer suffers a risk of arcane spell failure with her Apprentice Duskblade spells while wearing light armor. At 3rd level, this also extends to light shields.
   If a 2nd level or higher Apprentice Duskblade ever gains the ability to cast Duskblade spells without risk of arcane spell failure while wearing other types of armor or shields, that benefit also extends to her Apprentice Duskblade spells.

Battlecaster (Ex): At 3rd level, an Apprentice Duskblade gains a +1 bonus on her first weapon attack and damage rolls after casting a spell. This bonus lasts until she makes an attack with a weapon or until the end of her next turn, whichever comes first. If she channels a spell through an attack with a weapon, the Apprentice Duskblade may choose to apply this bonus to that attack.
   In addition, whenever an Apprentice Duskblade makes an attack with a weapon, she gains a +2 bonus on all Concentration checks made to avoid losing a spell until the end of her next turn. If she channels a spell through an attack with a weapon, the Apprentice Duskblade may choose to apply this bonus to that spell.

Arcane Channeling (Su): At 3rd level, an Apprentice Duskblade can channel Apprentice Duskblade spells through a melee attack. This functions as the Duskblade ability of the same name. In addition, should the Apprentice Duskblade ever gain the ability to channel Duskblade spells through more than just a single melee attack (such as through ranged attacks or with a full attack), that benefit also extends to her ability to channel Apprentice Duskblade spells.


Apprentice Warlock
Lvl  HP   Proficiencies
+1   2    1
+2   4    2
+3   6    3

Lvl  BaB  Fort Ref  Will Special                                 Invocations Known
+1   +0   +0   +0   +1   Eldritch Touch 1d6, Sense Magic                     -
+2   +0   +0   +0   +1   Damage Resilience 1/cold iron, Eldritch Blast 1d6   -
+3   +0   +0   +0   +2   Least Invocations, Trick Item                       1
Weapon and Armor Proficiency: An Apprentice Warlock can gain proficiency with all simple weapons, and with light armor.

Eldritch Touch (Sp): The first ability an Apprentice Warlock learns is the ability to channel eldritch energies through physical contact. This functions as the Warlock's Eldritch Blast ability, except that it is a melee touch attack instead of a ray. Eldritch Touch benefits from any effects that would modify an Eldritch Blast (including options set to only modify an Eldritch Blast, such as the Ability Focus (Eldritch Blast) feat) except for blast shapes. It only every deals 1d6 damage, regardless of the Apprentice Warlock's level. Eldritch Touch is the equivalent of a 0th-level spell.
   If an Apprentice Warlock ever gains the Eldritch Blast ability, she may use her Eldritch Blast damage instead of her normal Eldritch Touch damage.

Sense Magic (Sp): An Apprentice Warlock can use detect magic as a spell-like ability, except that it only grants the benefits of the first 2 rounds of study.

Damage Resilience (Ex): At 2nd level, an Apprentice Warlock becomes more resilient. She gains Damage Resilience 1/cold iron.

Eldritch Blast (Sp): At 2nd level, an Apprentice Warlock learns to project eldritch energies over a distance. This functions as the Warlock's Eldritch Blast ability, except that it only ever deals 1d6 damage, regardless of the Apprentice Warlock's level.
   If an Apprentice Warlock ever gains the Eldritch Blast ability from another source, the damage dealt by the other Eldritch Blast abilities increases by 1d6, and she may use this improved Eldritch Blast damage instead of her normal Apprentice Warlock Eldritch Blast damage.

Least Invocations: At 3rd level, an Apprentice Warlock learns a single Least Invocation from the Warlock Invocation list.

Spellcasting: An Apprentice Warlock of 3rd level or higher can learn a small number of invocations, similar to a Warlock. Similar to a Warlock, an Apprentice Warlock only knows a small number of invocations from the Warlock invocation list, but only those invocations are considered to be on her class invocation list. Her caster level is always 1st level, independent of her Apprentice Warlock level.
   If an Apprentice Warlock ever learns invocations as a Warlock, she may use her Warlock caster level in place of her Apprentice Warlock caster level.

Trick Item (Ex): At 3rd level, an Apprentice Warlock can take 10 on Use Magic Device checks when not threatened or distracted. Further, she gains a +2 bonus on her Use Magic Device checks whenever she takes 10.


Apprentice Warmage
Lvl  HP   Proficiencies
+1   2    2
+2   4    3
+3   6    4

Lvl  BaB  Fort Ref  Will Special                                 Spellcasting (0th 1st) (Known 0th 1st)
+1   +0   +0   +0   +1   Lesser Edge                                           2   -           3   -
+2   +0   +0   +0   +1   Advanced Learning, Armored Spellcasting               3   -           4   -
+3   +0   +0   +0   +2   Advanced Learning, Armored Spellcasting, Warcasting   4   2           5   2
Weapon and Armor Proficiency: An Apprentice Warmage can gain proficiency with all simple weapons, light armor, medium armor, and shields (except tower shields).

Spellcasting: An Apprentice Warmage can cast a small number of arcane spells, similar to a Sorcerer. Similar to a Sorcerer, an Apprentice Warmage only knows a small number of spells from the Warmage spell list, but only those spells are considered to be on her class spell list. Her caster level is always 1st level, independent of her Apprentice Warmage level.
   If an Apprentice Warmage ever learns to cast spells as a Warmage, she may add her Apprentice Warmage spells known to her Warmage spells known, and her 0th and 1st level Warmage spells known to her Apprentice Warmage spells known. If she can cast spells as a Warmage, she may use her Warmage caster level in place of her Apprentice Warmage caster level.

Lesser Edge (Ex): An Apprentice Warmage gains a bonus equal to her Intelligence bonus (if any) on all spell damage rolls, to a maximum of her Apprentice Warmage level. This bonus stacks with the bonus granted by the Warmage's Warmage Edge ability.

Advanced Learning: At 2nd level, an Apprentice Warmage may choose a single 0th-level Evocation spell from from the Sor/Wiz spell list and add it to her Apprentice Warmage spell list and spells known. At 3rd level, she may select another 1st-level or lower Evocation spell from from the Sor/Wiz spell list and add it to her Apprentice Warmage spell list and spells known. These spells do not count against her normal limit of Apprentice Warmage spells known.

Armored Spellcasting (Ex): A 2nd level Apprentice Warmage no longer suffers a risk of arcane spell failure with her Apprentice Warmage spells while wearing light armor. At 3rd level, this also extends to light shields.
   If a 2nd level or higher Apprentice Warmage ever gains the ability to cast Warmage spells without risk of arcane spell failure while wearing other types of armor or shields, that benefit also extends to her Apprentice Warmage spells.

Warcasting (Su): A 3rd level Apprentice Warmage can expend an unused 1st level Apprentice Warmage spell slot as part of casting a damage-dealing spell that requires a saving throw. If she does, any creature that fails the first saving throw it makes against that spell suffers an extra +1 damage per die of damage dealt by the spell and is staggered for 1 round. Alternatively, she may expend an unused 0th or 1st level Apprentice Warmage spell slot when spontaneously applying a single metamagic feat (but no more than one feat) to a spell to cast that spell without increasing the spell's casting time. The Apprentice Warmage can only use one of these options for each spell that she casts.




Comments and concerns are appreciated.
« Last Edit: August 03, 2011, 12:36:20 AM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Amechra
Man in Gorilla Suit
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Posts: 2328


Thread Necromancy a Specialty


« Reply #4 on: June 20, 2011, 09:33:15 AM »

I like this. I like it overmuch.

I demand a warlock apprentice level progression!
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Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".

My final project for my film independent study course. It could do with a watching and critiquing
Garryl
Hong Kong
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Posts: 1240


« Reply #5 on: June 20, 2011, 06:43:13 PM »

Ask and ye shall receive. Added Apprentice progressions for Beguilers, Duskblades, Warlocks, and Warmages. I also tweaked a few of the other progressions a teensy bit (by which I mean adding Damage Resilience 1/- to Barbarians and an extra feat for Fighters).
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A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Amechra
Man in Gorilla Suit
*****
Posts: 2328


Thread Necromancy a Specialty


« Reply #6 on: August 02, 2011, 12:20:55 AM »

Sorry to impose again, but... what about an initiating apprentice class? Or a binding apprentice class? Or a meldshaping apprentice class?

Would this be a good place to throw down my ideas for Drills (Martial Cantrips)?
Logged

Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".

My final project for my film independent study course. It could do with a watching and critiquing
Garryl
Hong Kong
****
Posts: 1240


« Reply #7 on: August 02, 2011, 04:08:25 PM »

Apprentice binding and meldshaping classes shouldn't be hard. The vestige abilities from the Bind Vestige feat are sort of like cantrip vestiges, and most soulmelds can be scaled down easily by halving the numerical benefits, not allowing any essentia to be invested, or something similar. Martial adepts are a bit trickier, seeing as the cantrip version of maneuvers is essentially regular attacks.

If you just want to post ideas for how Drills would work, here is fine. If you want to do the whole subsystem, you should probably make a new thread so they can get the attention they deserve.

Edit: Cool, my 1000th post.

Edit: I just finished a major update, finalizing the rules for hit points and proficiencies. I also added a couple new abilities for Barbarians, Fighters, Monks, and Halflings.
« Last Edit: August 03, 2011, 12:39:46 AM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
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