Falchieyan
First Post
I've been adapting an old AD&D module called Treasure Hunt to 3.5 rules as a prelude to the Savage Tide adventure path. One of the interesting quirks of the module is that it starts the character at level 0(-500 xp). It's been a bit tough balancing the suggested abilities to fit the newer rules system, and I'd like to ask for any feedback/suggestions on my little creation. Bear in mind that the module has a very controlled amount of equipment dispensed to the party(who start with nothing but a set of slave's clothes), so abuse of any of the class abilities is rather nil.
[size=+2]The Novice[/size]
Everyone starts from the beginning, finding their place within the world based on their patience and perseverance in mastering a handful of talents. A novice has dabbled in a few techniques and sought out an occasional lesson from a learned individual, leaving her with a loose grasp on the fundamentals of a discipline. Overall, however, the mind of a novice is a blank slate, eager to pick up new information and experiment with various abilities.
Alignment: A novice by nature carries the True Neutral alignment. All actions leading up to her transition to a full-fledged member of a class decide which alignment will come to define her.
Background: A novice is a soul unsatisfied with a life of normality. She may possess a special interest for the magical arts, an aversion to collecting valuables, or a reverence of the martial ways. Regardless to the specifics, a novice is someone ready to move onto greater things who has actively taken steps to further their potential as an adventurer.
[size=+1]Game Rules Information[/size]
The novice class encompasses the span of time prior to a character’s reaching her first character level. A character beginning with the novice class is considered to have –500xp.
Abilities: All ability scores can be useful to a novice. However, the choice of particular abilities may affect the potential of a future class.
Alignment: Neutral. An alignment is selected upon reaching the first character level.
Hit Die: d6.
[size=+1]Class Skills[/size]
The novice’s class skills(and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge(all skills, taken individually), Listen (Wis), Profession (Wis), Ride (Dex), Search(Int), Spot (Wis), Swim (Str), and Use Rope (Dex). A novice is not limited to use of class skills(see Class Features).
Skill Points: 2 + Int modifier.
[size=+1]Class Features[/size]
All of the following are class features of the novice.
Weapon and Armor Proficiencies: A novice is only proficient with one of the following: quarterstaff, dagger, or club. A novice is not proficient with any armor or shields.
Supple Mind: Everything is a possibility to a novice. A novice may attempt almost any skill as though she had .5 ranks in it. The exceptions are Knowledge, Craft, Perform, Profession, and Speak Language skills. This ability is lost upon obtaining the first level.
Adaptive Body: Any weapon is worth trying once or twice, just to get the feel of it. A novice can pick up a weapon with which she is not proficient and spend 1d4 minutes testing the weight and swinging it around a bit. Henceforth she only receives a –2 penalty for being non-proficient with the weapon. Further, after two separate combat encounters in which the weapon is used the character is considered to be proficient with it. A character may apply this ability to one new weapon per point of strength modifier(minimum one).
This ability and its benefits are lost upon obtaining the first level.
Bonus Feats
While all novices share qualities regarding their methods of learning, some possess a special aptitude in a specific area. A novice may choose a single feat from the following:
Academy Graduate*, Acrobatic, Agile, Alertness, Animal Affinity, Arena Blood*, Athletic, Child of the Shadow*, Deceitful, Deft Hands, Diligent, Investigator, Knack for Magic*, Magical Aptitude, Merchant’s Tongue*, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Stealthy, Student of Nature*, Suspicious Eye*, Water Rat*.
(* New feats described in the Savage Tide Player’s Guide.)
[size=+2]The Novice[/size]
Everyone starts from the beginning, finding their place within the world based on their patience and perseverance in mastering a handful of talents. A novice has dabbled in a few techniques and sought out an occasional lesson from a learned individual, leaving her with a loose grasp on the fundamentals of a discipline. Overall, however, the mind of a novice is a blank slate, eager to pick up new information and experiment with various abilities.
Alignment: A novice by nature carries the True Neutral alignment. All actions leading up to her transition to a full-fledged member of a class decide which alignment will come to define her.
Background: A novice is a soul unsatisfied with a life of normality. She may possess a special interest for the magical arts, an aversion to collecting valuables, or a reverence of the martial ways. Regardless to the specifics, a novice is someone ready to move onto greater things who has actively taken steps to further their potential as an adventurer.
[size=+1]Game Rules Information[/size]
The novice class encompasses the span of time prior to a character’s reaching her first character level. A character beginning with the novice class is considered to have –500xp.
Abilities: All ability scores can be useful to a novice. However, the choice of particular abilities may affect the potential of a future class.
Alignment: Neutral. An alignment is selected upon reaching the first character level.
Hit Die: d6.
[size=+1]Class Skills[/size]
The novice’s class skills(and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge(all skills, taken individually), Listen (Wis), Profession (Wis), Ride (Dex), Search(Int), Spot (Wis), Swim (Str), and Use Rope (Dex). A novice is not limited to use of class skills(see Class Features).
Skill Points: 2 + Int modifier.
[size=+1]Class Features[/size]
All of the following are class features of the novice.
Weapon and Armor Proficiencies: A novice is only proficient with one of the following: quarterstaff, dagger, or club. A novice is not proficient with any armor or shields.
Supple Mind: Everything is a possibility to a novice. A novice may attempt almost any skill as though she had .5 ranks in it. The exceptions are Knowledge, Craft, Perform, Profession, and Speak Language skills. This ability is lost upon obtaining the first level.
Adaptive Body: Any weapon is worth trying once or twice, just to get the feel of it. A novice can pick up a weapon with which she is not proficient and spend 1d4 minutes testing the weight and swinging it around a bit. Henceforth she only receives a –2 penalty for being non-proficient with the weapon. Further, after two separate combat encounters in which the weapon is used the character is considered to be proficient with it. A character may apply this ability to one new weapon per point of strength modifier(minimum one).
This ability and its benefits are lost upon obtaining the first level.
Bonus Feats
While all novices share qualities regarding their methods of learning, some possess a special aptitude in a specific area. A novice may choose a single feat from the following:
Academy Graduate*, Acrobatic, Agile, Alertness, Animal Affinity, Arena Blood*, Athletic, Child of the Shadow*, Deceitful, Deft Hands, Diligent, Investigator, Knack for Magic*, Magical Aptitude, Merchant’s Tongue*, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Stealthy, Student of Nature*, Suspicious Eye*, Water Rat*.
(* New feats described in the Savage Tide Player’s Guide.)
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