====== 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 campaign worlds, they don't progress quickly or easily. L1 NPCs are usually apprentices, 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 Craft Workshop, Chapel, Library or School. 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 a selection 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 pray there. Other religious buildings might have a group of adepts assigned to them to hold a regular program of payer meetings and ceremonies, to ensure that the altar stays permanent dedicated to the deity. A shrine or an altar without 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 Priests ==== 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, large churches had/have [[https://en.wikipedia.org/wiki/Canons_Regular | Canons Regular]] who are often mistaken for monks, and both of these groups are represented by collegiate 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 are the vast majority of religious people in any monastery, abbey or collegiate church. While they attend services daily (often more than once) they also undertake the mundane work, such as cleaning, gardening and cooking. They may also take responsibility one of the shrines associated with the building, or lead occasional prayer meetings. A Level 3 canon may oversee a small temple or 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. ++++ ==== Chaplains ==== Are recognised are priests by churches and religious orders, but they do not serve in mainstream temples, abbeys or monasteries. They may run a small Community Chapel, a private chapel, serve in the military, or act as a noble's advisor. === Private Chaplains === 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, run a chapel or tend to a Village Shrine and are often multi=classed. 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 Chaplains === 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) ==== The Green ==== 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| ++++ ==== Lay Preachers ==== The Lay Preacher is not ordained, nor part of a church structure - however, they might be found preaching at shrines, travelling, or even in a very minor role in a temple. They aren't, generally, able to conduct ceremonies of any sort - but are blessed by a deity (or philosophy) with the ability to cast divine spells. They are a bit of a conundrum for most churches. Lay Preachers are Charismatic Spell Casters, they don't pray for their spells in the same way as a conventional priest, but still gain spells through their devotions. They are, by far, the weakest and least able divine casters. //Primary Ability:// Charisma \\ //Special Ability: Gained at L2 - // Feat:Additional Traits - (This replaces: Familiar) ++++Spell List| This list is compiled from spells that appear on the spells lists for Oracles, Paladins and Omduras, three Paizo Charismatic Divine casters. It has then been trimmed slightly, to remove spells that seem inappropriate (to me) and remove spells that on those lists at different levels). Lay preachers are restricted to spells of L3 or lower - this is based on a very old interpretation of divine spells that says L3 spells (and lower) are learned as rituals, and do not need any divine intervention to cast. L4 spells (or higher) need some sort of divine intervention (sometimes from one of the deity's servants) before they are granted. **Level 0** Bleed Create Water Detect Magic Detect Poison Guidance Light Read Magic Resistance Stabilize Virtue **Level 1** Bless Bless Water Cure Light Wounds Detect Demon Detect the Faithful Detect Undead Know the Enemy Positive Pulse Sanctify Corpse **Level 2** Delay Disease Delay Poison Daylight Remove Paralysis Resist Energy Sense Madness Soothing Word Zone of Truth **Level 3** Dispel Magic Mantle of Calm Prayer ++++ ++++ Spells Known| ^Level^0th^1st^2nd^3rd| |1st|3|1|—|—| |2nd|3|2|—|—| |3rd|4|2|—|—| |4th|4|3|0|—| |5th|5|3|1|—| |6th|5|4|2|—| |7th|6|4|2|0| |8th|6|5|3|1| |9th|6|5|3|2| ++++ ------ ===== 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 - // Scribe Scroll. [[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| CRB spells available to both Sorcerers and Bards, at the same spell level. ^L0 Spells| |Dancing Lights| |Daze| |Detect Magic| |Flare| |Ghost Sound| |Light| |Mage Hand| |Mending| |Message| |Open/Close| |Prestidigitation| |Read Magic| |Resistance| ^L1 Spells| |Alarm| |Animate Rope| |Charm Person| |Comprehend Languages| |Detect Secret Doors| |Disguise Self| |Erase| |Expeditious Retreat| |Feather Fall| |Grease| |Hypnotism| |Identify| |Magic Aura| |Magic Mouth| |Silent Image| |Sleep| |Summon Monster I| |Unseen Servant| |Ventriloquism| ^L2 Spells| |Blur| |Cat’s Grace| |Darkness| |Daze Monster| |Detect Thoughts| |Eagle’s Splendor| |Fox’s Cunning| |Glitterdust| |Hypnotic Pattern| |Invisibility| |Minor Image| |Mirror Image| |Misdirection| |Pyrotechnics| |Scare| |Shatter| |Summon Monster II| |Summon Swarm| ^L3 Spells| |Blink| |Clairaudience/Clairvoyance| |Daylight| |Deep Slumber| |Dispel Magic| |Gaseous Form| |Haste| |Illusory Script| |Invisibility Sphere| |Major Image| |Phantom Steed| |Secret Page| |Sepia Snake Sigil| |Slow| |Summon Monster III| |Tiny Hut| ^L4 Spells| |Detect Scrying| |Dimension Door| |Locate Creature| |Secure Shelter| |Shout| |Summon Monster IV| ^L5 Spells| |Dream| |False Vision| |Mind Fog| |Mirage Arcana| |Nightmare| |Persistent Image| |Seeming| |Shadow Evocation| |Summon Monster V| ++++ ++++ 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| ++++