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Handle Animal (CHA), Heal (WIS), Knowledge (all skills taken individually) (INT), Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\NPC\adept.php on line 105
Profession (WIS), Spellcraft (INT), and Survival (WIS). Skill Points at 1st Level: (2 + INT modifier) x 4. Skill Points at Each Additional Level: 2 + INT modifier.
NPC Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
0
1st
2nd
3rd
4th
5th
1st
+0
+0
+0
+2
3
1
-
-
-
-
2nd
+1
+0
+0
+3
Summon familiar
3
1
-
-
-
-
3rd
+1
+1
+1
+3
3
2
-
-
-
-
4th
+2
+1
+1
+4
3
2
0
-
-
-
5th
+2
+1
+1
+4
3
2
1
-
-
-
6th
+3
+2
+2
+5
3
2
1
-
-
-
7th
+3
+2
+2
+5
3
2
2
-
-
-
8th
+4
+2
+2
+6
3
2
2
0
-
-
9th
+4
+3
+3
+6
3
2
2
1
-
-
10th
+5
+3
+3
+7
3
2
2
1
-
-
11th
+5
+3
+3
+7
3
3
3
2
-
-
12th
+6/+1
+4
+4
+8
3
3
3
2
0
-
13th
+6/+1
+4
+4
+8
3
3
3
2
1
-
14th
+7/+2
+4
+4
+9
3
3
3
2
1
-
15th
+7/+2
+5
+5
+9
3
3
3
3
2
-
16th
+8/+3
+5
+5
+10
3
3
3
3
2
0
17th
+8/+3
+5
+5
+10
3
3
3
3
2
1
18th
+9/+4
+6
+6
+11
3
3
3
3
2
1
19th
+9/+4
+6
+6
+11
3
3
3
3
2
2
20th
+10/+5
+6
+6
+12
3
3
3
3
2
2
Class Features: All of the following are class features of the adept NPC class.
Weapon and Armor Proficiency: Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.
Familiar: At 2nd level, an adept can obtain a familiar (see the corresponding section). Doing so takes 24 hours and uses up magical materials that cost 100 Credits.
A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The adept chooses the kind of familiar he gets. As the adept advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the adept, the adept must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per adept level; success reduces the loss to one-half that amount.
However, an adept's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day.
A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
Spells: An adept casts divine spells which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.
Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith.
Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.
Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the previous table.
In addition, she receives bonus spells per day if she has a high Wisdom score. When the previous table indicates that the adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Each adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition.
Adept Spell List: Adepts choose their spells from the following list.
0:create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.
1st:bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.