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Apprentice Level Characters?
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<blockquote data-quote="RolandRed" data-source="post: 5695489" data-attributes="member: 6683332"><p><strong>Apprentice Level</strong></p><p></p><p>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.</p><p></p><p>As an apprentice you do not gain normal level dependent abilites or bonus feats, only that which is listed in the class progression. </p><p>Profi in two simple weapons, 1 light armor.</p><p>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. </p><p>Any alignment but must share at least one part with trainer/master teacher/etc.</p><p>HD d4 Roll HD every 2 levels.</p><p>Lvl BAB F R W SP.</p><p>0 +0 * * * Bonus Feat or one class ability from a core class.</p><p>1 +0 * * * -</p><p>2 +0 * * * - </p><p>3 +0 * * * Second bonus feat or additional class ability #</p><p>4 +0 * * * -</p><p>5 +0 * * * Skill Boost.</p><p>6 +1 * * * Journeyman. </p><p>7 +1 * * * -</p><p>8 +1 * * * -</p><p>9 +1 * * * Adventurer.</p><p>10 +1 * * * -</p><p>11 +2 * * * -</p><p>12 +2 * * * Leaving the nest.</p><p>13 +2 ++ ++ ++ -</p><p>14 +2 ++ ++ ++ Skill Suppliment. </p><p>15 +2 ++ ++ ++ -</p><p>16 +3 ++ ++ ++ -</p><p>17 +3 ++ ++ ++ Worldly Understanding.</p><p>18 +3 ++ ++ ++ -</p><p>19 +3 ++ ++ ++ Grit.</p><p>20 +3 ++ ++ ++ Buyback.</p><p>* Every 3 levels an apprentice character adds +1 to F R or W. </p><p>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.</p><p>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.</p><p># may choose another basic class ability but cannot later change this.</p><p>Skill boost: May choose 2 new skills and add 4+int skill points to them.</p><p>Journeyman: Gains 2 more skills and full simple weapon proficiency, light armor proficiency. </p><p>++ an apprentice adds +1 to any two saving throws of choice every three levels instead of one saving throw.</p><p>Adventurer: Gain another Bonus feat.</p><p>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.</p><p>Skill suppliment: may add +1 to all skills learned thus far or may choose 3 new skills with a +1 bonus each.</p><p>Worldly Understanding: May add +1 to any two stats of choice.</p><p>Grit: Gain endurance, toughness, iron will or run as a bonus feat.</p><p>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.</p><p>EXP:</p><p>Lvl 0: 225</p><p>Lvl 1: 250</p><p>Lvl 2: 275</p><p>Lvl 3: 300</p><p>Lvl 4: 325</p><p>Lvl 5: 350</p><p>Lvl 6: 375</p><p>Lvl 7: 400</p><p>Lvl 8: 525</p><p>Lvl 9: 550</p><p>Lvl 10: 575</p><p>Lvl 11: 600</p><p>Lvl 12: 625</p><p>Lvl 13: 650</p><p>Lvl 14: 675</p><p>Lvl 15: 700</p><p>Lvl 16: 725</p><p>Lvl 17: 750</p><p>Lvl 18: 775</p><p>Lvl 19: 800</p><p>Lvl 20: 825</p></blockquote><p></p>
[QUOTE="RolandRed, post: 5695489, member: 6683332"] [b]Apprentice Level[/b] 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 [/QUOTE]
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