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103 lines
5.2 KiB
Plaintext
103 lines
5.2 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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Subject: AD&D2 new class: for humans only
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Today I have a new class for those campaigns which overflow with demihumans.
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Those who think it's overpowered, take it with a grain of salt...and take
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some power out of it, if it overpowers your campaign.
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The Adept: the multi-class version of a human.
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Ability Requirements: Str 13, Int 14, Wis 12
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Prime requisite: Intelligence
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Races allowed: Human only.
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Adepts combine the skills of a fighter, mage, and cleric. They may advance
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slowly, but they usually advance faster than a multiclassed demihuman.
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Adepts can wear armor, up to chain mail (AC 5), and may not use shields. They
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may use any weapon, but may not specialize. They can use almost any magic
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item usable by mages and clerics, with a few exceptions.
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Abilities: they have the fighter abilities of exceptional strength and the
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constituition bonuses of fighters. At 1st level, they may cast spells from
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both mage and cleric spell lists, gaining spells for each. Although they can
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specialize in a school of magic and a sphere of cleric spells, they can
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continue to use spells from opposing schools. However, they gain no Wisdom-
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bonus spells. They often combine the two specialties into one broad area of
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expertise, such as healing\necromancer or combat\invoker. Priest specialties
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are usually not in some limited spheres such as astral or creation, as there
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are not very many spells to be specialized in. There are no wild mage or
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elementalist adepts.
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The main drawback to all this is that they can only cast spells from one
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school and sphere each, which are announced at 1st level, and must be
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the adept's specialties. Adepts study for both their mage and cleric spells,
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having spellbooks for each. They gain both types by the mage progression
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table on p.30 of the PHB. They gain a set of mage spells and a set of cleric
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spells (giving a maximum of four spells, two each, to a 1st level adept).
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As adepts gain weapon profciencies, as a fighter, they gain new spheres
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or schools with them, one for every new weapon prof. gained. In addition, they
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may use nonweapon proficiency slots to learn more. Although they cannot
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specialize in a weapon, they can fight with two, at the standard penalties.
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They cannot turn or command undead, other than what they animate themselves.
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Level data follows.
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level hit dice (d8) xps proficiencies: initially 2\4
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1 1 0 1\1 additional at level 3 multiples
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2 2 3000
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3 3 6000 alignment: must be NG, N, or NE.
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4 4 12,000
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5 5 25,000
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6 6 50,000
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7 7 90,000
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8 8 150,000
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9 9 250,000
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10+ +2 hp\lvl. +300,000\lvl.
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Philosophy
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The fact that adepts acquire cleric spells independently of a deity often
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disillusions them to religion, and earns the enmity of priests of the faith,
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who consider adepts sacrilegious or blasphemous. Since the gods let adepts
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live in the world, this prejudice would seem unfounded. How adepts learn
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priest spells is unknown, but it is speculated that a god who has no demands
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or some other power grants the spells or the power in the written formulae
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in adepts' spellbooks.
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A selection of priest spells work differently or not at all for adepts. All
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of their priest spells lack religious components, such as holy items as
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material components. The spells noted as changed thus far are noted:
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combine: only works with other adepts, but it extends to mage spells.
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imbue w\spell ability: extends to mage spells.
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non-functional: augury, divination, atonement, commune, magic font, quest,
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forbiddance, exaction, and holy word.
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Adepts can research spells for both types of spells. Their priest spells
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are written down in a special written language, called Denarian (the source
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of the name is reputed to be either a nation's or a man's). All adepts must
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take this language (read, write, and speak costs one slot). Its knowledge
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is guarded and kept to non-adepts. Mages and priests cannot decipher the
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written or spoken form, either with magic or without, and divine intervention
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has not helped. Protective magic placed on adepts in training prevents any
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attempt to reveal its knowledge. It can only be taught.
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Adepts, being shunned when revealed to the religious, pass themselves off as
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dual-class fighter mages or half-elves, and may even dress as a priest if
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needed. The religion nonweapon proficiency tends to be useful. Other than
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religion-oriented items, they can make almost any enchanted item, and can
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usually simulate such effects well enough to deceive religious types. They
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can use almost anything that doesn't get too picky about who uses it.
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Take from this what you will; suggestions by email are welcome, although
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flames will be cheerfully ignored if I'm in a good mood.
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Martin Schulte
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