====== Adept Archetypes ====== ===== Overview ===== Adept is by far the most disappointing NPC class. The other NPC classes have a clear place in the game, while the poor old adept is some sort of strange mix of arcane and divine casting abilities. I use these archetypes to fix that. Apart from the notes below, these Adept Archetypes conform to the published class specification. While NPCs can progress in my games worlds they don't progress quickly or easily. L1 Adepts are usually in training somewhere, L2 are normally assistants completing their training and Level 3 is the base level for an adept running an establishment or business (such as a Chapel, Library, School) although you may very occasionally find L4 adepts, but after that they are very rare. Most adepts fall into the [[consolidated:economy:start#the_silver_economy|Silver Economy]] bracket and have a reasonably comfortable life. They eat regularly and may even have a very small room to call their own. However, Adepts are a diverse group - some have a standard of living similar to commoners, others have a much more comfortable life. ===== Character Creation ===== I like players to run some NPCs for me. It gives you another opportunity to RP, and helps me add diversity to the NPCs. Generally these will be Adepts, Experts or Warriors. Use a 10 point build, full HP at first level, 35gp starting money and 1x trait. At least one ability must be greater than 12, with no abilities lower than 8 or more than 14 (after racial adjustments). If an NPC can raise an ability to 15 or greater, they might be able to retrain or multi-class into a PC class. However, see [[campaign_systems_kingdombuilding:people:entourage#build|this page]] for guidance. ------ ===== The Divine Adept ===== It seemed a shame just to have one Divine Archetype, considering there is such a wide range of clerical classes and that non Clerics can be priests of some gods as well. I have settled for three that (I think) gives me a lot of flexibility in the way I use them. Most Divine Adepts take Brother or Sister as a personal 'title'. All divine adepts have the ability to 'activate' a shrine or an altar for 24 hours, by praying for their spells at that location. Shrines and graveyards might just have a single clergyman (low level adept) to look after the shrine and and pray there. Other religious buildings will have a group of clerics assigned to them to hold regular program of payer meetings and ceremonies, to ensure that the altar stays permanent dedicated to the deity. A shrine or an altar with these daily prayers becomes inactive and loses many of its benefits. All Divine Adepts use the following spell list. ++++ Spell Lists | ^Level 0| |Create Water| |Detect Magic| |Guidance| |Light| |Mending| |Purify Food and Drink| |Read Magic| |Resistance| |Stabilize| |Virtue| ^Level 1| |Aspect of the Nightingale| |Cure Light Wounds| |Endure Elements| |Hairline Fractures| |Magic Stone| |Obscuring Mist| |Read Weather| |Rite of Bodily Purity| |Rite of Centered Mind| |Summon Ally I| ^Level 2| |Amplify Stench| |Bear’s Endurance| |Bull’s Strength| |Consecrate| |Curse Terrain, Lesser| |Delay Poison| |Detect Magic, Greater| |Fear the Sun| |Owl’s Wisdom| |Sense Fear| |Summon Ally II| |Visualization of the Body| |Web Shelter| ^Level 3| |Air Breathing| |Cure Serious Wounds| |Daylight| |Planar Inquiry| |Protection from Energy| |Shadowmind| |Sky Swim| |Spotlight| |Stone Shape| |Summon Ally III| |Transfer Regeneration| |Water Breathing| |Waters of Maddening| |Wind Wall| ^Level 4| |Borrow Corruption| |Bountiful Banquet| |Control Water| |Cure Serious Wounds| |Dispel Magic| |Giant Vermin| |Instant Restoration| |Repel Vermin| |Ride the Waves| |Summon Ally IV| ^Level 5| |Blood Ties| |Cure Critical Wounds| |Darkvault| |Insect Plague| |Soulswitch| |Summon Ally V| |Touch of Slumber| |Vile Dog Transformation| ++++ ++++ New Spell - Summon Ally| This list contains summonses that are on both the Summon Monster and Summon Nature's Ally lists. ^1st Level| |Dire rat| |Dog| |Dolphin| |Eagle| |Fire beetle| |Poisonous frog| |Pony (horse)| |Viper (snake)| ^2nd Level| |Ant, giant (worker)| |Elemental (small)| |Giant frog| |Giant spider| |Goblin dog| |Horse| |Hyena| |Octopus| |Squid| |Wolf| ^3rd Level| |Ant, giant (soldier)| |Ape| |Aurochs (herd animal)| |Boar| |Cheetah| |Constrictor snake| |Crocodile| |Dire bat| |Electric eel| |Leopard (cat)| |Monitor lizard| |Shark| |Wolverine| ^4th Level| |Ant, giant (drone)| |Bison (herd animal)| |Deinonychus (dinosaur)| |Dire ape| |Dire boar| |Dire wolf| |Elemental (medium)| |Giant scorpion| |Giant wasp| |Grizzly bear| |Lion| |Mephit (any)| |Pteranodon (dinosaur)| |Rhinoceros| ^5th Level| |Ankylosaurus (dinosaur)| |Dire lion| |Elemental (large)| |Giant moray eel| |Orca (dolphin)| |Woolly rhinoceros| ++++ ==== Collegiate Adepts (Canons Regular) ==== [[https://en.wikipedia.org/wiki/Canons_Regular | Canons Regular]] In the real world most monastics were not clerics but laymen, however that doesn't work very well in a fantasy world where the characters who adhere to a Deity actually get spells to prove it. However, many Collegiate style churches had/have [[https://en.wikipedia.org/wiki/Canons_Regular | Canons Regular]] who are often mistaken for monks, and these are represented by adepts. In my game worlds you will find this Divine Adept Archetype filling the junior roles in Monasteries, Abbeys, temples, Cathedrals etc - where they make up the bulk of the junior priests. Known officially as Canons, they generally take the 'title' brother or Sister. Level 1 Canons generally carry out mundane work around the church or monastery or take responsibility for a shrine, they can run prayer meetings and undertake basic religious duties. A Level 3 canon may oversee a local temple or serve as the Abbot of a small monastery. However, they may also serve as dean in a large temple or cathedral run by a cleric. //Primary Ability:// Wisdom \\ //Special Ability: Gained at L1 -// Feat: Ritualistic Casting. (This replaces: Familiar) ++++ New Feat - Ritualistic Casting| You have trained with your Brothers (and sisters) so that you can use a ritual to improve your lead priest’s caster level. **Prerequisite:** Divine caster with a Communal Lifestyle (Cannon, Monastery, Convent, Abbey or similar) only. **Benefit:** When you take part in a ritual lasting at least one hour, you enhance your leader’s caster level by 1 for each person with this feat taking part in the ritual. The ritual must be carried out in a building (or area) that has a permanent altar consecrated to your chosen deity. Your lead priest does not have to have this trait, although s/he must be a priest of the same god as you and present all though the ritual. This feat not allow the Ritual Leader to learn higher level spells, however it does improve their chances to cast from scrolls and it means that saves, duration, damage, etc all increase. **Intention:** Allows low level monastic types to cast more powerful spells in their own monastery. Regular programme of prayer meetings allows them to maintain the Consecrate spell 24 hours per day :] It also means that a Village Cleric could have a decent chance of using a scrolls with Raise Dead, restoration etc. However, the PC would be expected to provide the scroll and make a hefty donation to the local church. This is based on the Coven Caster feat. ++++ ==== Independent Chaplains ==== [[https://en.wikipedia.org/wiki/Canon_(priest)|Secular Canons]] \\ [[https://en.wikipedia.org/wiki/Chaplain|Chaplain]] These adepts work in their community, away from a formal church or monastery and might be multi-classed. Chaplains might act as Clerk and Religious Advisor to a Noble House, serve as a Military Padre, or tends to a Village Shrine (Adept/Commoner). Chaplains may (occasionally) lead minor religious services, although they are more likely to lead prayer meetings and offer simple religious advice. //Primary Ability:// Wisdom \\ //Special Ability: Gained at L1 -// One Domain - spells and abilities. (This replaces: Familiar) ==== Military Chaplain ==== Military Chaplains are trained by many of the world's religions and serve with military personnel, helping to keep them healthy in mind and body, boost morale and help them keep to the straight and narrow. Trained to use armour, many military chaplains march alongside their colleagues in times of war - even though they often stand at the back and be supportive, rather than fight. Chaplains may (occasionally) lead minor religious services, although they are more likely to lead prayer meetings and offer simple religious advice. //Primary Ability:// Wisdom \\ //Special Ability: Gained at L1 -// Feat: Light Armour (This replaces: Familiar) ==== Nature God ==== Adepts dedicated to a faith of nature (Erastil, Gozreh, Green Faith etc) may get an animal Familiar to help them in their work. However, this isn't always the case, Adepts of Erastil (for example) could use any of the four Divine Adept archetypes. //Primary Ability:// Wisdom \\ //Special Ability: Gained at L2 - // Animal Familiar. Make sure that it is an animal and that it reflects the deity, if possible. ++++ These make good familiars for Adepts of Nature Gods | A Dog is probably best as they are a more common 'pet' and tend to be companion able beasts, however, there are other animals look the part and have easy to apply bonuses :) ^Familiar^Special Ability^Source| |++Dog|(Use stats for Common Dog)++|Master gains a +3 bonus on Survival checks|++New|Homebrew)++| |Bat|Master gains a +3 bonus on Fly checks|CRB| |Cat|Master gains a +3 bonus on Stealth checks|CRB| |Fox|Master gains a +2 bonus on Reflex saves|UM| |Hare|Master gains a +4 bonus on Initiative checks|RWPG| |Hedgehog|Master gains a +2 bonus on Will saves|UM| |Otter|Master gains a +3 bonus on Swim checks|B3| |Raccoon|Master gains a +3 bonus on Sleight of Hand checks|B3| |Rat|Master gains a +2 bonus on Fortitude saves|CRB| |Squirrel|Master gains a +3 bonus on Sleight of Hand checks|AnA| |Weasel|Master gains a +2 bonus on Reflex saves|CRB| ++++ ------ ===== The Arcane Adept ===== Think of all of those guys who dropped out of Wizard School. They learned something, but they are never going to make it big in the world of magic. They might pick up enough knowledge to work as a tutor, magical assistant, scroll scribe, fortune-teller, hedge wizard or something similar. Arcane Adepts rarely progress beyond 5th level - let's face it, if they were that good, they would have been wizards! Arcane Adepts use a spell book, in exactly the same way as universalist wizards do. They have the same of starting spells, gain the same number of spells when they level up, and copy spells into their spell book using the normal rules. However, they have the same number of daily castings as any other adept, and are restricted to spells that were in the original rules - they may not learn spells from expansions or other sources. //Primary Ability:// Intelligence \\ //Special Ability: Gained at L2 - // Familiar. [[Arcane Adept Spell List]] ------ ===== The Spontaneous Adept ===== They haven’t got the blood benefits of a sorcerer or the vocation of a bard, but they do have a bit of magic going for them. They may be among the least gifted of casters, but their other abilities go some way to making up for that. They often do well as merchants, storekeepers, managers or political assistants. Ironically, their versatility means they are likely to be more successful than the other types of adept. //Primary Ability:// Charisma \\ //Special Ability: Gained at L1 - // Gifted - Bonus Feats, as below (This replaces: Familiar) * Additional Traits:- Gain two additional character traits (of the character's choice). * Eshew materials:- Cast many spells without material components. * Magical Aptitude:- +2 bonus on Spellcraft and Use Magic Device checks. ++++ Spell List| ^L0 Spells| |Daze| |Detect Magic| |Light| |Mage Hand| |Mending| |Message| |Open/Close| |Read Magic| |Resistance| ^L1 Spells| |Blurred Movement| |Detect Metal| |Expeditious Retreat| |Feather Fall| |Glue Seal| |Identify| |Jury-Rig| |Lighten Object| |Summon Minor Monster| |Summon Monster I| |Unseen Servant| |Ventriloquism| ^L2 Spells| |Alter Self| |Alter Summoned Monster| |Anti-Summoning Shield| |Blur| |Cat’s Grace| |Detect Magic, Greater| |Detect Thoughts| |Eagle’s Splendor| |Fox’s Cunning| |Glitterdust| |Hidden Blades| |Invisibility| |Misdirection| |Quick Change| |Summon Monster II| |Summon Swarm| |Whip of Spiders| ^L3 Spells| |Conjure Carriage| |Deft Digits| |Dispel Magic| |Displacement| |Mad Monkeys| |Rain of Frogs| |Seek Thoughts| |Summon Monster III| |Tongues| ^L4 Spells| |Daze, Mass| |Summon Accuser| |Summon Monster IV| ^L5 Spells| |Release The Hounds| |Summon Infernal Host| |Summon Monster V| |Whip of Centipedes| ++++ ++++ Spells Known| ^Level^0th^1st^2nd^3rd^4th^5th^-^Tot| |1st|3|1|—|—|—|—|-|4| |2nd|3|2|—|—|—|—|-|5| |3rd|4|2|—|—|—|—|-|6| |4th|4|3|0|—|—|—|-|7| |5th|5|3|1|—|—|—|-|9| |6th|5|4|2|—|—|—|-|11| |7th|6|4|2|0|—|—|-|12| |8th|6|5|3|1|—|—|-|15| |9th|6|5|3|2|0|—|-|16| |10th|6|5|4|3|1|—|-|19| |11th|6|5|4|3|2|—|-|20| |12th|6|5|5|4|2|—|-|22| |13th|7|5|5|4|2|0|-|23| |14th|7|6|5|4|2|1|-|24| |15th|7|6|5|4|2|1|-|25| |16th|7|6|5|4|3|1|-|26| |17th|7|6|5|4|3|2|-|27| |18th|8|6|5|4|3|2|-|28| |19th|8|6|5|4|3|3|-|29| |20th|8|7|6|4|3|3|-|30| ++++ ++Methodology | This is a list of spells that all appear in the Summoner, Bard and Sorcerer spell lists. I suspect there are a couple missing, because they appear at different levels on different class lists.++