pvgttm-web/src/pages/classes/adept.md
Eric Woodward f9a3003d70 lots of updates
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fix multi-row table headers
2024-04-14 22:06:30 -04:00

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title description date_pub section content_type short_code status
Adept 2024-03-05T22:49:24.000-04:00 classes feature cad hidden

Holy (or unholy) warrior-priests who use their skills to serve one or more deities.

Hit Dice 1d8
Maximum Level 14
Armor Any (including shields)
Weapons Blunt weapons only (club, mace, sling, staff, war hammer, etc.)
Languages Alignment, Common

Adept Skills

  • 30' range
  • Roll 1d100, result under score is success.
  • Referee should roll in secret for detect magic (DM).

FIXME - Don't like these scores - can I somehow translate them into d20s? Or even d6s, based on the optional d6 thief rule?

Level BL DM KA PU RF TU
1 10 30 20 20 25 50
2 35 50 35 23 55 55
3 40 55 40 25 60 60
4 45 60 45 26 65 65
5 50 65 50 35 70 70
6 55 70 55 45 75 75
7 60 75 60 55 80 80
8 65 80 65 65 83 85
9 70 85 70 70 86 90
10 71 90 75 75 90 95
11 72 95 80 80 92 100
12 73 97 85 85 95 105
13 74 98 90 90 98 110
14 75 99 95 95 99 115

[Adept Skills Chance of Success]

  • Bless (BL): Once per turn, may give allies +1 to attack and damage rolls for one round per adept level.
  • Detect Magic (DM): Must spend one turn concentrating on target to activate, failed rechecks allowed.
  • Know Alignment (KA): Learn alignment of one character, creature, location, or object, can only be tried once per target. On a fail, can't try again until next XP level.
  • Purify (PU): Makes food and water safe to consume, affecting up to 6 quarts of liquid, one ration, or fresh food for up to 12 humanoids.
  • Rally / Fear (RF): Rally counters effects of magical fear, while Fear forces enemies to make a morale check or flee. May be used once per turn.
  • Turn Undead (TU): -5% chance per monster HD, max HD is adept level + 1. On success, 2d6 HD of undead must move away from adept in full retreat until attacked, with lowest HD affected first.

Divine Magic

  • Must have a holy symbol
  • Must remain faithful to alignment, clergy, and religion.
  • Can conduct magical research.

Healing

  • From 2nd level, can heal with touch.
  • May be used once / day / adept level.
  • Either cures 1d4 HP or allows an additional save vs an effect (cure, poison, etc).

Stronghold

  • After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
  • Once established, attracts loyal followers (5d6 x 10 fighters of level 12), who never check morale.

Advancement

| Level | XP | HD | Atk
Mod | Saving Throws |||||

^^ ^^ ^^ ^^ D1 W1 P1 B1 S1
1 0 1d8 0 11 12 14 16 15
2 1,500 2d8 0 11 12 14 16 15
3 3,000 3d8 0 11 12 14 16 15
4 6,000 4d8 0 11 12 14 16 15
5 12,000 5d8 +2 9 10 12 14 12
6 25,000 6d8 +2 9 10 12 14 12
7 50,000 7d8 +2 9 10 12 14 12
8 100,000 8d8 +2 9 10 12 14 12
9 200,000 9d8 +5 6 7 9 11 9
10 300,000 9d8+1 +5 6 7 9 11 9
11 400,000 9d8+2 +5 6 7 9 11 9
12 500,000 9d8+3 +5 6 7 9 11 9
13 600,000 9d8+4 +7 3 5 7 8 7
14 700,000 9d8+5 +7 3 5 7 8 7

[Level Advancement]


  1. D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells ↩︎