Apprentice Level
Hello, figured I'd sign up for this site again. This is what I've been using in my own dnd games when we want to go super low level/apprentice level gaming. Might help.
As an apprentice you do not gain normal level dependent abilites or bonus feats, only that which is listed in the class progression.
Profi in two simple weapons, 1 light armor.
4 Skills of choice may not choose class specific skills unless choosing that class (such as Use Magic Device or Spellcraft.). 2+int bonus skill points. May only be trained in skills your Master knows (NPC or PC). May only learn feats the Master (PC or NPC) has access too.
Any alignment but must share at least one part with trainer/master teacher/etc.
HD d4 Roll HD every 2 levels.
Lvl BAB F R W SP.
0 +0 * * * Bonus Feat or one class ability from a core class.
1 +0 * * * -
2 +0 * * * -
3 +0 * * * Second bonus feat or additional class ability #
4 +0 * * * -
5 +0 * * * Skill Boost.
6 +1 * * * Journeyman.
7 +1 * * * -
8 +1 * * * -
9 +1 * * * Adventurer.
10 +1 * * * -
11 +2 * * * -
12 +2 * * * Leaving the nest.
13 +2 ++ ++ ++ -
14 +2 ++ ++ ++ Skill Suppliment.
15 +2 ++ ++ ++ -
16 +3 ++ ++ ++ -
17 +3 ++ ++ ++ Worldly Understanding.
18 +3 ++ ++ ++ -
19 +3 ++ ++ ++ Grit.
20 +3 ++ ++ ++ Buyback.
* Every 3 levels an apprentice character adds +1 to F R or W.
May choose a bonus feat from the standard list such as fighter but must still meet requirements. May not choose Exotic feats. May choose General feats.
Class abilities are 1/2 of a lvl 1 such as a lvl 0 wizard having 1/2 the spells of a lvl 1. Monk flurries, sneak attack and other abilites are also at 1/2 or nearest 1/2 dice rounded down such as a D6 becoming a D3 or D4. This improves every 3 levels until it reaches baseline class abilites for lvl 1 but cannot improve past that point, it also will not stack if an apprentice takes flurry and then has lvl 1 flurry, the better number progression for all abilites is always used.
# may choose another basic class ability but cannot later change this.
Skill boost: May choose 2 new skills and add 4+int skill points to them.
Journeyman: Gains 2 more skills and full simple weapon proficiency, light armor proficiency.
++ an apprentice adds +1 to any two saving throws of choice every three levels instead of one saving throw.
Adventurer: Gain another Bonus feat.
Leaving the nest. May multiclass into a standard PC class without suffering Exp penalties, may be the class the apprentice has been training towards or may be any other class and they keep all ablities learned thus far. If so may not return to apprentice class.
Skill suppliment: may add +1 to all skills learned thus far or may choose 3 new skills with a +1 bonus each.
Worldly Understanding: May add +1 to any two stats of choice.
Grit: Gain endurance, toughness, iron will or run as a bonus feat.
Buyback: An apprentice may choose to 'sell' their levels of apprentice to automatically gain class levels, doing so causes them to lose all bonus feats, saving throw augmentations and everything progression related except skills. For every 5 apprentice levels they trade in they may gain 1 class level.
EXP:
Lvl 0: 225
Lvl 1: 250
Lvl 2: 275
Lvl 3: 300
Lvl 4: 325
Lvl 5: 350
Lvl 6: 375
Lvl 7: 400
Lvl 8: 525
Lvl 9: 550
Lvl 10: 575
Lvl 11: 600
Lvl 12: 625
Lvl 13: 650
Lvl 14: 675
Lvl 15: 700
Lvl 16: 725
Lvl 17: 750
Lvl 18: 775
Lvl 19: 800
Lvl 20: 825