This class is for a campaign without a lot of magic items for the characters. It combines ideas from the new Blue Rose game by Green Ronin, recharge magic from UA, and some ideas of my own. The other two classes are the generic Warrior and Expert classes from UA with a few very minor tweaks. The bonus feats every level essentially include those for overall character level (every class gets a feat every level). The list of Simple spells is basically the combined list of Cleric and Druid spells, minus a few that don't fit plus the 2nd level stat boosting spells not on those lists (i.e. Fox's Cunning). The class is only written out to 12th level because my game is going to be more low-powered, and I want to give the impression that levels 13+ are epic and should be treated special (although these levels will use normal rules and not the Epic rules from the DMG).
Here's a rough draft of the Spell Knowledge feat I just wrote for this post.
Questions? Comments? Criticisms?
ADEPT
Abilities: Adepts tend to value mental abilities over physical ones. A high Intelligence increases the number of spells and skills known by adepts. A high Wisdom allows adepts to cast more spells without suffering fatigue, while Charisma determines the actual power of their spells. Good Dexterity and/or Constitution can help an adept survive dangerous situations.
Hit Die: d6.
Favored Skills: The adept chooses any four skills to be class skills, plus Craft, Knowledge and Spellcraft.
Known Skills: 2 + Int modifier (minimum of one skill).
Class FeaturesCode:[B]Table: The Adept[/B] [B] Spells Maximum Level Atk Def Saves Special Known Level [/B] 1st +0 +0 +0/+0/+2 Feat 4 1st 2nd +1 +1 +0/+0/+3 Feat 5 - 3rd +1 +1 +1/+1/+3 Feat 6 - 4th +2 +2 +1/+1/+4 Feat 7 2nd 5th +2 +2 +1/+1/+4 Feat 8 - 6th +3 +3 +2/+2/+5 Feat 9 - 7th +3 +3 +2/+2/+5 Feat 10 3rd 8th +4 +4 +2/+2/+6 Feat 11 - 9th +4 +4 +3/+3/+6 Feat 12 - 10th +5 +5 +3/+3/+7 Feat 13 4th 11th +5 +5 +3/+3/+7 Feat 14 - 12th +6 +6 +4/+4/+8 Feat 15 -
All of the following are class features of the adept.
Weapon and Armor Proficiency: Adepts are proficient with all simple weapons but no armor.
Spells: An adept casts spells without having to prepare them ahead of time. An adept's caster level is equal his adept class level plus 1/2 of any other class levels (rounded down). The Difficulty Class for a saving throw against an adept's spell is 10 + the spell's level + the adept's Charisma modifier.
Every time an adept casts a spell, he must make a Will saving throw against a Difficulty Class equal to 10 + the total spell levels cast by the adept that day (including the spell currently benig cast). If he fails, the adept suffers a level of fatigue, starting with winded. This DC is reset if the adept goes an hour without casting any spells. Certain spells have a recharge period (Unearthed Arcana p. 160-163) that require the adept to wait a certain amount of time before they can be cast again.
An adept's selection of spells is extremely limited. At 1st level, an adept knows a number of 0-level or 1st-level simple spells of your choice equal to four plus his intelligence modifier (with a minimum of one spell known). At each new adept level, he learns one new spell from the list of simple spells, although the adept can learn other spells through the Spell Knowledge feat. The maximum spell level available to be learned by the adept is listed in the table above.
Feats: At each level, an adept selects and gains any one general or mystic feat.
Here's a rough draft of the Spell Knowledge feat I just wrote for this post.
Spell Knowledge [General]
Prerequisite: Ability to cast spells
Benefit: Choose any two spells to which you have access (generally Simple spells, plus any spells you have access to due to other feats) and add them to your list of known spells.
Questions? Comments? Criticisms?