Apprentice levels
www.Game4rzsnark.com
Richard H. Schurz

This article is written supporting Dungeons and Dragons 3.5 edition. You will need the Player’s Handbook to use the material presented here.

This is also compatible with DnD 3.0 edition. I have included notes to eliminate any discrepancies between the editions that would effect the core apprentice classes.

If you are using classes presented in any of the following supplements you’ll find apprentice class progressions at the bottom of this article: Complete Adventurer, Complete Arcane, Complete Divine, Complete Psionic, Complete Warrior, Expanded Psionic Handbook, Heroes of Horror, Magic of Incarnum, Oriental Adventures, Player’s Handbook II

 

What is an Apprentice Class?

When the players begin the game at level one, they are already playing elite adventurers. A level 1 fighter is capable of taking on two or even three average people (commoners) at once and handily winning. With this article you can create and play characters who are not yet elite, to start from the very beginning of their adventures. In other words an apprentice class is the levels ‘between’ a level 1 commoner, and level 1 in a PC class.

 

DMing for a Apprentice Classes

I recommend forgoing the exp system while in apprentice levels and instead giving the players one level for every four encounters. If you want to use the exp system then they gain exp at the same rate as a lv 1 character and it takes 100 exp to reach apprentice level C, 200 to reach apprentice level B, 300 to reach level A, and 400 to reach level 1.

 

For apprentice levels D and C, I recommend monsters with a CR from 1/8 to 1/3 CR, for apprentice level B monsters from ¼ to ½ CR, and for apprentice level A monsters 1/3 to 1 CR. In general you should avoid arming the player’s opponents with weapons that score x3 crits or that score a critical threat on rolls other then 20.

 

Playing an Apprentice Class

Apprentices lv. D are proficient with one simple weapon that their chosen class is proficient with, and no armor or shields, has 4 HP, no class features, a base attack of +0, and all base saves of +0. You have 2d4 copper as their starting money, if the class you wish to advance into has a code of conduct you must adhere to it.

 

Apprentice classes and skill ranks: At level D you have 1/4th the number of skill ranks a first level character in your chosen class would have, you may have a maximum of 1 rank in any skill, and you use your chosen class’ skill list. At level C this rises to ½ the skill ranks a first level character would have, with a maximum of 2 ranks per skill. At B it would become 3/4th with a maximum of  3 ranks per skill. Finally at level A you would have the skill ranks of a 1st level character with a maximum of 4 ranks per skill. Example: Joe the Apprentice Fighter has an intelligence of 13, at level 1 he will have 12 skill points, so at level D he has 3 skill points. At level C he will have 6 skill points. At level B he will have 9 skill points. Finally at level A he will have all 12 skill points.

 

Once you have chosen a class you may not gain a level in a different class or apprentice class until you have attained level 1. In other words, you can’t stop taking levels in an apprentice class until you have finished it.

 

As you attain further apprentice levels you gain proficiencies. lv C you are proficient with any simple weapons your chosen class is and light armor if your chosen class lists that as a proficiency. At lv B you are proficient with any martial weapons and shields (except tower shields) your class would be proficient with. At lv A you are proficient with medium armor if your chosen class is. lv 1 you gain any exotic weapons proficiencies your chosen class has as well as heavy armor and tower shield proficiency if your chosen class has those proficiencies. You may simply refer to the following chart.

 

Weapon/Armor proficiencies

 

lv. D: A single simple weapon

lv. C: All simple weapons, light armor

lv. B: All martial weapons and shields (except for tower shields)

lv. A: Medium armor

lv. 1: exotic weapons, heavy armor, and tower shields.

.

 

Core Classes Advancement

 

Apprentice wizard

 

lv. C: +1 to will saves, 2 lv. 0 spells per day (knows all lv. 0 spells not in prohibited schools).

lv. B: Scribe scroll, 3 lv. 0 spells per day.

lv. A: +2 to will saves, 1 lv. 1 spell per day (knows 1 spell)

lv. 1: Summon familiar. 2 lv. 1 spells per day (knows 3 lv. 1 spells)

 

Apprentice Sorceror

 

lv. C: +1 to will saves, 3 lv 0 spells per day (knows 2)

lv. B: 5 lv 0 spells per day (knows 4)

lv. A: +2 to will saves, 2 lv. 1 spells per day (knows 1)

lv. 1: Summon familiar. 3 lv 1 spells per day (knows 2)

 

Apprentice Cleric

 

lv. C: +1 to fort and will saves, 2 lv 0 spells per day

lv. B: 3 lv 0 spells per day, turn undead 1/day, 6 HP

lv. A: +2 to fort and will saves. 1 Lv. 1 spell per day Turn undead 2/day, 8 hp

lv. 1: turn undead 3/day, domains.

 

Apprentice Druid

 

lv. C: +1 to fort and will saves, 2 lv. 0 spells per day, wild empathy

lv. B: 3 lv. 0 spells per day. Nature sense 6 HP

lv. A: +2 to fort and will saves. 1 Lv. 1 spell per day 8 HP

lv. 1: Animal companion

 

Note: If you are using 3.0 edition druids and rangers have access to the skill animal empathy instead of the wild empathy class feature.

 

Apprentice ranger

 

lv. C: +1 to fort. and ref saves. wild empathy.

lv. B: Favored enemy (+1 bonus). 6 HP

lv. A: +2 to fort. and ref saves. Track feat. 8 HP

lv. 1: +1 to base attack, Favored enemy rises (+2 bonus), 10 HP

 

Note: If you are using 3.0 edition druids and rangers have access to the skill animal empathy instead of the wild empathy class feature.

 

Apprentice Fighter

 

lv. C: +1 to fort saves.

lv. B:  Bonus feat. 6 HP

lv. A: +2 to fort saves. 8 HP

lv. 1: +1 to base attack, 10 HP

 

Apprentice Monk

 

lv. C: +1 to fort. Ref and will saves, unarmed strike, unarmed damage 1d4

lv. B: Add wis mod to AC. Unarmed damage 1d6, 6 HP

lv. A: +2 to fort. Ref and will saves, flurry of blows 8 HP

lv. 1: Bonus feat (stunning fist or improved grapple)

 

Note: If you are using 3.0 edition replace the bonus feat at level 1 with stunning attack, replace flurry of blows with evasion, and add +10 ft. unarmored speed at level C, +20 ft. unarmored speed at lv. B, and +30 unarmored speed at level A.

 

Apprentice rogue

 

lv. C: +1 to ref saves. Sneak attack +1 damage.

lv. B: trapfinding, sneak attack +1d3

lv. A: +2 to ref saves. 6 HP

lv. 1: sneak attack +1d6

 

Apprentice Paladin

 

lv. C: +1 to fort saves. Detect evil, aura of good.

lv. B: Smite evil. 6 HP

lv. A: +2 to fort saves. 8 HP

lv. 1: +1 to base attack, 10 HP

 

Note: If you are using 3.0 edition replace smite evil with lay on hands, and add Divine Health at lv. A and add Divine Grace at level. 1

 

Apprentice Barbarian

 

lv. C: +1 to fort saves., fast movement (+5 ft.) illiteracy  6 HP

lv. B: rage (duration 1 round + con mod.). 8 HP

lv. A: +2 to fort saves. Rage (duration 2 rounds + con mod.), fast movement (+10 ft.) 10 HP

lv. 1: +1 to base attack, rage (duration 3 rounds + con mod.)12 HP

 

Apprentice Bard

 

lv. C: +1 to ref and will saves, 1 lv. 0 per day (knows 2)

lv. B: 2 lv. 0 spells per day (knows 4), bardic knowledge

lv. A: +2 to ref and will saves, countersong, fascinate, 6 HP

lv. 1: Inspire courage +1

 

Note: If you are playing 3.0 edition the bard does not gain countersong or fascinate at lv. A. Instead they gain bardic music at lv. 1.

 

New items:

 

Froststone:

When used as an additional material component for a spell that deals cold damage it adds an additional point of cold damage.

Market Price: 1 silver

 

Corrosive stone:

When used as an additional material component for a spell that deals acid damage it adds an additional point of acid damage.

Market Price: 1 silver

 

Healing balm:

When used with a heal check to stablize someone it grants a +2 to the heal check.

Market Price: 1 silver

 

Mystic leaf:

When eaten it restores a single lv. 0 spell, a spellcastor may only use one of these per day. Using this item is a standard action.

Market Price: 5 gold

 

Rusted weapon:

A metal weapon that functions normally except that attacks with it suffer a -1 to damage rolls, and it breaks when the wielder rolls a 1 on their attack roll.

Market Price: Costs 1/10 weapon’s normal value (metal weapons only, cannot be magical or made out of special materials)

 

Shoddy armor:

Acts as normal armor except the armor check penalty is doubled and the max dex bonus to AC reduced by 2.

Market Price: Costs 1/10 armor’s normal value (metal weapons only, cannot be magical or made out of special materials)

 

Ring of Hidden Cantrip:

1/day you may apply both the still and silent metamagic feats to a single level 0 spell.

Market Price: 300 gp.

 

Rod of quickening (minor):

1/day you may apply the quicken spell metamagic feat to a singe level 0 spell.

Market Price: 500 gp.

 

Rod of maximizing (minor):

1/day you may apply the maximize spell metamagic feat to a singe level 0 spell.

Market Price: 200 gp.

 

Rod of empowering (minor):

1/day you may apply the empower spell metamagic feat to a singe level 0 spell.

Market Price: 150 gp.

 

Ring of spell storing (minor):

As ring of spell storing except it may only hold a single level 0 spells.

Market Price: 100 gp

 

New spells:

 

Electrify weapon

Evocation (electricity)

Level: Sor/Wiz 0

Components: V, S

Casting Time: 1 swift action

Range: Touch

Target: Object touched

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

 

Adds one point of electric damage to an unarmed attack or an attack made using a metal weapon.

 

Force Bolt

Evocation (force)

Level: Brd 0

Components: V, S

Casting Time: 1 standard action

Range: Personal

Duration: 1 minute

Saving Throw: None

Spell Resistance: No

 

Creates a single arrow composed of force energy. It is treated as a +1 bolt or arrow that may be fired from any bow. It may also be used to create a single +1 sling bullet, bolt, or shuriken instead of an arrow,

 

Boost

Transmutation

Level: Drd 0

Components: V, S

Casting Time: 1 swift action

Range: Personal

Duration: 1 round

Saving Throw: None

Spell Resistance: No

 

The castor receives +2 to strength and dexterity for one round.

 

Holy splash

Conjuration (good)

Level: Clr 0

Components: V, S, M

Casting Time: 1 standard action

Range: short (25 ft. + 5 ft. /2 levels)

Duration: Instantaneous

Saving Throw: Reflex negates

Spell Resistance: Yes

 

Deals 2d4 points of damage to an undead creature or evil outsider. Each creature within 5 feet of the target takes 1 point of damage from the splash.

Material Component: powdered silver worth 25 gp,

 

New Feats:

 

Risky Spell (metamagic feat)

Prereq: -

Benefit: Choose a spell on your class’ spell list one level higher then the highest level spell you can caste (specialized wizards may not choose a spell in a school of magic they’ve forsaken). Once per day you can attempt to caste that spell in place of one of your highest-level spells or spell-slots. When you do so roll a d20, on a roll of 6-20 you caste the spell normally, on a roll of 2-5 you caste the spell successfully for take 1d6 damage per spell level of the spell. On a roll of 1 you take 1d6 damage per spell level of the spell and fail to caste the spell. Once you gain access to the highest level of spells your class offers you may trade this feat for any other feat you meet the prerequisites for.

 

Desperate Strike (General feat)

Prereq: -

Benefit: 1/day you may declare an attack to be a ‘Desperate strike’, this attack has +4 to it’s attack roll, and deals double the weapon’s base damage (for example a longsword would deal 2d8 instead of 1d8). After you make the attack, whether you hit or not, you become fatigued at the end of the turn. If you are already fatigued you become exhausted, if you are already exhausted you cannot perform a Desperate Strike. If you are undead, a construct, or for any other reason unable to become fatigued, you cannot perform a desperate strike.

 

Diehard: (general feat)

Prereq: endurance, level 1 or higher.

Benefit: Same as player’s handbook pg. 93

 

Toughness: (general feat)

Prereq: -

Benefit: gain 1 additional hit point at apprentice level C, gain another additional hit point at apprentice level B, and a third additional hit point at apprentice level A.

 

Behind the Curtain: Why I have altered some feats that appeared in the 3.5 player’s handbook. Diehard is overpowered for an apprentice character, so I placed an added prerequisite that the player must be at least level 1, players who wish to have this feat should be allowed to trade a feat for it upon achieving level 1. For toughness I simply made the hp gain progress with your apprentice level because 3 added hit points at levels D and C is significantly stronger then the benefit other feats provide. The end result is still 3 hit points when you’ve reached level 1.

 

New monsters:

 

Oaf:

Large giant

Hit Dice: 1d8 (5)

Initiative: -3

Speed: 20 ft. (4 squares)

Armor Class: 11 (-1 size, dex. –3, +2 natural, +3 hide), touch 6, flat-footed 11

Base Attack/Grapple: +0/+6

Attack: Club +1 melee (1d8 +2 damage)

Full attack: Club +1 melee (1d8 +2 damage)

Space/reach: 10 ft./10 ft.

Special Attacks:

Special Qualities: low-light vision, Sluggish, magic phobia

Saves: Fort +3, Ref -3, Will +0

Abilities: str 14, dex 5, con 13, int 3, wis 11, cha 5

Skills: +6 jump, -3 hide

Feats: endurance, diehard

Environment: warm hills

Organization: Solitary or in pairs

Challenge Rating: 1/3

Treasure: Double Standard

Alignment: usually evil

Advancement: by character class

Level Adjustment: +0

 

A race of giants that are notoriously selfish and lazy, oafs known to eat smaller humanoids. They rarely come down from the hills they inhabit unless food becomes scarce.

 

Combat:

Seemingly immune to pain oafs fight until they die, even in the face of impossible odds.

Sluggish (Ex): An Oaf becomes dazed for 1 round every time it makes an attack.

Magic Phobia (Ex): Oafs are afraid of magic, if anyone castes a spell or does anything they perceive as ‘magical’ they become shaken for the duration of the encounter and will attack that person in preference of all other opponents.

 

Rust Golem

Small construct

Hit Dice: 1d10 (15)

Initiative: -1

Speed: 20 ft. (4 squares)

Armor Class: 14 (+1 size, dex. –1, +4 natural), touch 10, flat-footed 14

Base Attack/Grapple: +0/+6

Attack: Slam +2 melee (1d4 damage)

Full attack: Slam +2 melee (1d4 damage)

Space/reach: 10 ft./10 ft.

Special Attacks: Energy Net

Special Qualities: Construct traits, low-light vision, darkvision 60 ft.,

Saves: Fort +0, Ref -1, Will +1

Abilities: str 11, dex 9, con -, int -, wis 13, cha 11

Skills: +9 spot, +9 listen

Feats: weapon focus (slam)

Environment: any

Organization: Solitary

Challenge Rating: 1/2

Treasure:-

Alignment: Always neutral

Advancement: by character class

Level Adjustment: -

 

A fallen dwarven empire made countless of these in the distant past. The long ages have robbed them of much of their strength, but they still retain their silent vigil over the homeland of their former masters.

 

Combat:

Usually a rust golem attacks anyone who tries to pass through a doorway they guard. They offer no warning, and if mistaken for mere decorations may catch their opponents unprepared. They never pursue those who run away, but they will fight back if attacked.

Energy net (Su): Once per day a rust golem may fire a net composed of energy. It makes a touch attack with a +5 against a single target, if it hits the target is entangled for 1d3 rounds.

Skills: rust golems have a +4 racial bonus to spot and listen.

 

Graveborne spider

Small undead

Hit Dice: 2d12 (15)

Initiative: +0

Speed: 20 ft. (4 squares)

Armor Class: 13 (+1 size, +2 natural), touch 10, flat-footed 13

Base Attack/Grapple: +1/-3

Attack: bite +3 (1d3 -2 plus poison)

Full attack: bite +3 (1d3 –2 plus poison)

Space/reach: 5 ft./5 ft.

Special Attacks: Poison

Special Qualities: Undead traits, Blindsight 60 ft.,

Saves: Fort +0, Ref -0, Will +2

Abilities: str 7, dex 11, con -, int -, wis 9, cha 3

Skills: +9 hide, +9 move silent, +4 spot, +4 listen

Feats: toughness

Environment: underground

Organization: Solitary

Challenge Rating: 1/3

Treasure: Double Standard

Alignment: Always lawful evil

Advancement: 3-6 HD (small)

Level Adjustment: +0

 

This race of spiders are harmless while alive, but in death they seek out and kill other creatures, laying their eggs inside the recently deceased. It only rise again if it dies of natural causes. Once it has laid it’s eggs it’s body rapidly crumbles away.

 

Combat:

The moment it senses a living creature it rushes toward that life and attacks until either it kills that creature or is itself destroyed.

Poison (Ex): Injury, fortitude DC 12, initial damage 1 dexterity, secondary damage 1d3 dexterity. The save is constitution-based and includes a +2 racial bonus.

 

Stormsnitches:

Diminutive elemental (Swarm)

Hit Dice: 2d8 +2 (11 hp)

Initiative: +0

Speed: 20 ft. (4 squares)

Armor Class: 18 (+4 size, +4 dex), touch 18, flat-footed 14

Base Attack/Grapple: +1/-

Attack: Swarm (1d6 -2)

Full attack: Swarm (1d6 -2)

Space/reach: 5 ft./0ft.

Special Attacks: Distraction

Special Qualities: Elemnetal traits, darkvision 60 ft., swarm traits, immune to weapon damage.

Saves: Fort +4, Ref +4, Will +0

Abilities: str 6, dex 18, con 13, int 4, wis 11, cha 11

Skills: listen +2, spot +3

Feats: -

Environment: the gray wastes of Hades

Organization: Solitary

Challenge Rating: 1

Treasure: none

Alignment: Always evil

Advancement: none

Level Adjustment: -

 

When they manage to find their way to the material plane they freely roam the outdoors in the form of tiny rain clouds while looking for victims. It’s not unknown for sentient creatures to capture a stormsnitch and set it up as a trap. After falling they coalesce and hide, slowly evaporating back into a cloud over 24 hours.

 

Combat:

When they manage to find their way to the material plane they drop down on unsuspecting creatures in the form of harsh rain, then clinging to the creature begin biting and clawing it for swarm damage. . When shook off they can coalesce into a small water elemental as a standard action, the new water elemental has remaining hp equal to their remaining hp. It only continues fighting if it thinks it’s winning, otherwise it tries to run away and hide.

Distraction (Ex): Any living creature that begins it’s turn with a swarm in it’s space must succeed on a DC 10 Fortitude save or be nauseated for 1 round. The save DC is fortitude-based.

Harsh rain (Ex): When they attack the target must succeed a reflex save (DC 14) or be affect by the stormsnitches’ clinging trait.

Clinging (Ex): Deals swarm damage each round and stays in the target’s square no matter how the target moves. Escape artist or dexterity check DC 15 to shake them off.

 

 

Vrock cocoon:

Large Outsider (Caotic, Extraplaner, Evil, Tanari’ri)

Hit Dice: 6d8 +12 (40)

Initiative: -5

Speed: 0 ft.

Armor Class: 15 (-1 size, dex. –5, natural +11), touch 4, flat-footed 15

Base Attack/Grapple: +6/+16

Attack: -

Full attack: -

Space/reach: 10 ft./0ft.

Special Attacks: spores

Special Qualities: darkvision 60 ft. immunity to electricity and poison, resist acid 10, cold 10, and fire 10, telepathy 100 ft.

Saves: Fort +0, Ref +2, Will +0

Abilities: str 23, dex 1, con 15, int 14, wis 16, cha 16

Skills:

Feats: Cleave, Combat reflexes, Multiattack, Power attack

Environment: any

Organization: Solitary

Challenge Rating: 1/8

Treasure: none

Alignment: Always chaotic evil

Advancement: -

Level Adjustment: -

 

Vrocks sometimes perform a ritual that allows them to travel to the material plane. For days, or even weeks they slowly reform inside a cocoon while a small pocket of the abyss temporarily overlaps with the material plane. If the cocoon is broken the vrock is destroyed. Animals and vermin that get to close to the area may gain the fiendish template and guard the cocoon. While in the cocoon it cannot take any actions other then release spores and communicate telepathically.

 

Combat:

A vrock cocoon cannot move, it’s only means of defending itself is it’s spores special attack. Otherwise it relies on it’s minions to defend it until it can ‘hatch’.

Spores (Ex): A Vrock cocoon can release a mass of spores from it’s body once per hour as a free action. The spores automatically deal 1d4 damage to all creatures adjacent to the vrock cocoon. They then penetrate the skin and grow, dealing an additional 1 point of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viney growths. (the vines are harmless and wither away within 1d4 days) A delay poison spell stops the spores’ growth for it’s duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

 

Twisted Wretch:

Medium Outsider (Chaotic, Extraplaner, Evil, native)

Hit Dice: 1d8 +2 (6)

Initiative: -4

Speed: 20 ft. (4 squares)

Armor Class: 9 (dex. –4, natural +3), touch 6, flat-footed 9

Base Attack/Grapple: +1/+2

Attack: bite +2 (1d4 +1)

Full attack: bite +2 (1d4 +1)

Space/reach: 5 ft./5ft.

Special Attacks: Serrated flesh

Special Qualities: darkvision 60 ft.

Saves: Fort +4, Ref +0, Will +5

Abilities: str 12, dex 3, con 15, int 3, wis 16, cha 8

Skills: Climb +5, jump +5, swim +5, intimidate +7

Feats: lightning reflexes

Environment: any

Organization: pair, or cocoon with guards.

Challenge Rating: 1/2

Treasure: none

Alignment: Always chaotic evil

Advancement: 2-5 HD (medium)

Level Adjustment: -

 

They are the only demons known to form on the material plane. They form inside pockets where the Abyss overlaps with the material plane. A Vrock Cocoon always has at least 4 form with it as guards. Pairs often form and patrol the area around the cocoon as well. They continually howl and scream as their own serrated natural armor digs into their bodies.

 

Combat:

A twisted wretch often begins combat with either a howl to intimidate it’s foes, or by making a charge attack to grapple one of it’s opponents.

Serrated flesh (Ex): Any round it begins grappling or grappled by an opponent, it automatically deals 1d6 +1 damage to that opponent.

Skills: Twisted Wretches gain a +4 racial bonus to intimidate.

 

Trian Exile:

Large Fey

Hit Dice: 4d6 +3 (20)

Initiative: +7

Speed: 30 ft. (6 squares)

Armor Class: 18 (-1 size, dex. +3, hide +3, shield +2, dodge +1), touch 13, flat-footed 12

Base Attack/Grapple: +2/+8

Attack: Scourge +5 (1d8 +2)

Full attack: Scourge +5 (1d8 +2)

Space/reach: 10 ft./10ft.

Special Attacks: -

Special Qualities: low-light vision, withering

Saves: Fort +2, Ref +7, Will +6

Abilities: str 14, dex 16, con 13, int 12, wis 15, cha 19

Skills: Spot +9, listen +9, search +9, knowledge (nature) +8, survival +9, sense motive +9, intimidate +11

Feats: toughness, improved initiative, dodge, weapon focus (scourge)

Environment: underground

Organization: Solitary

Challenge Rating: 1

Treasure: none

Alignment: Always neutral

Advancement: 5-9 HD (medium)

Level Adjustment: -

 

Failed Trian warriors are exiled from the conclave. Stripped of their arms and armor, cut off from their magic, and denied their life-sustaining Elmire nectar, they wander the world rapidly wasting away. They speak their own language.

 

Combat:

Trian Exiles attack anything they can find furiously out of frustration, or perhaps hoping to regain some shred of honor by dying in battle. Their code of honor prevent them from attacking an unprepared opponent so they always present themselves before their opponents and bow before attacking.

Withering (Ex): After the first round of combat they become fatigued for the duration of the encounter, after the third round of combat they become exhausted for the duration of the encounter.

 

Rust Mites:

Diminutive Vermin (Swarm)

Hit Dice: 1d8 -2 (2)

Initiative: +2

Speed: 5 ft. (1 squares), 10 fly (perfect)

Armor Class: 16 (+4 size, dex. +2), touch 16, flat-footed 14

Base Attack/Grapple: +0/-

Attack: -

Full attack: -

Space/reach: 10 ft./0ft.

Special Attacks: Rust away

Special Qualities: Vermin traits, darkvision 60 ft., blindsight 60 ft., swarm traits, immune to weapon damage.

Saves: Fort +0, Ref +2, Will +0

Abilities: str 1, dex 15, con 7, int -, wis 11, cha 8

Skills:

Feats: -

Environment: underground

Organization: Solitary, or colony (12-24)

Challenge Rating: 1/8

Treasure: none

Alignment: Always neutral

Advancement:

Level Adjustment: -

 

They are generally in mines and other places whit veins of metal. They may also be occasionally found in areas with large amounts of junk or debris containing metals (such as ruined cities, junkyards, ect.) Sometimes sentient creatures capture and keep them for use in traps.

 

Combat:

Rust mites are only interested in eating metal, they do not otherwise attack and cannot harm creatures. Constructs are considered to be made of magical metal and therefore rust mites avoid them.

Rust Away: The target must make a reflex save (DC 12) or have a metal item rust away and become worthless. First the rust mites target anything metal in their victim’s hands. Then they go after any armor their victim is wearing. After that they begin attacking items in their victim’s inventory. They do not eat any item that’s enchanted, nor do they eat non-ferrous metals such as gold, silver, copper, platinum, minthril, or adamant.

 

 

New Sentient Spells

 

Sentient Magic Missile:

Diminutive elemental (spell, evocation, force)

Hit Dice: 1d8 (5)

Initiative: +2

Speed: fly 60 ft. (12 squares)

Armor Class: 17 (+4 size, dex. +2, Def +1), touch 17, flat-footed 15

Base Attack/Grapple: +0/-

Attack: slam +2 melee (1d4 +1 force)

Full attack: slam +2 melee (1d4 +1 force)

Space/reach: 1 ft./0ft.

Special Attacks: expend self.

Special Qualities: elemental traits, darkvision 60 ft, spell traits, dispel vulnerability

Saves: Fort +2, Ref +2, Will +0

Abilities: str -, dex 14, con -, int 7, wis 11, cha 12

Skills: Spot +4

Feats: weapon finesse

Environment: any

Organization: Solitary or pack (5)

Challenge Rating: 1

Treasure: none

Alignment: Neutral

Advancement: -

Level Adjustment: +1

 

This sentient spell is highly aggressive. It seeks out and attacks anything it considers a ‘worthy adversary’.

 

Combat:

It generally precedes it’s attack by buzzing around erratically in front of it’s intended opponents. It fights to the death, but if it’s opponents flee it lets them escape, satisfied that it is superior.

Expend Self (Su): A Sentient Magic Missile may, at any time as a free action, destroy itself and caste magic missile with a castor level of 1.

Dispel Vulnerability (Ex): A successful dispel check against Sentient Magic Missile destroys it instantly (it cannot use it’s expend self ability if you succeed the dispel check). It is also completely destroyed in the same manner if targeted with a magic missile or any spell that dispels or counters magic missile. If it enters a antimagic field it is immediately destroyed.

 

Sentient Touch of Fatigue

Diminutive elemental (spell, necromancy)

Hit Dice: ½ d8 (3)

Initiative: +1

Speed: fly 60 ft. (12 squares)

Armor Class: 15 (+4 size, dex. +1), touch 15, flat-footed 14

Base Attack/Grapple: +0/-

Attack: slam +0 melee (0 plus fatigue)

Full attack: slam +0 melee (0 plus fatigue)

Space/reach: 1ft./0ft.

Special Attacks: expend self.

Special Qualities: elemental traits, darkvision, spell traits, dispel vulnerability

Saves: Fort +2, Ref +1, Will -1

Abilities: str -, dex 12, con -, int 5, wis 9, cha 10

Skills: Spot +3

Feats: Chain attack

Environment: any

Organization: Solitary

Challenge Rating: 1/8

Treasure: none

Alignment: Neutral

Advancement: -

Level Adjustment: +1

 

This sentient spell has developed an affection for a small raiding party of kobalds. The kobalds, for their part, revere it as a divine being.

 

Combat:

It aids it’s kobald allies to the best of it’s abilities. It won’t sacrifice itself for them though.

Fatigue (Su): Sentient Touch of fatigue may make it’s slam as a touch attack, if it hits it deals no damage but forces the target to succeed a DC 10 fortitude save of become fatigued for 1 round.

Expend Self (Su): A Sentient Touch of Fatigue may, at any time as a free action, destroy itself and caste touch of fatigue with a castor level of 1.

Dispel Vulnerability (Ex): A successful dispel check against Sentient Touch of fatigue destroys it instantly (it cannot use it’s expend self ability if you succeed the dispel check). It is also completely destroyed in the same manner if targeted with a touch of fatigue or any spell that dispels or counters touch of fatigue. If it enters an antimagic field it is immediately destroyed.

 

 

Additional Apprentice Classes

 

Complete Arcane

 

Apprentice Warlock

 

lv. C: +1 to will saves, Eldritch blast (1d4)

lv. B: Eldritch blast (1d6)

lv. A: +2 to will saves, 6 HP

lv. 1: invocation (least)

 

Apprentice war mage

 

lv. C: +1 to will saves, warmage edge, 3 lv. 0 spells per day

lv. B: Armored mage (light), 5 lv. 0 spells per day.

lv. A: +2 to will saves, 2 lv. 1 spells per day

lv. 1: 3 lv. 1 spells per day

 

Apprentice wu jen (CA)

 

lv. C: +1 to will saves, 2 lv. 0 spells per day (knows all lv. 0 spells).

lv. B: bonus feat, 3 lv. 0 spells per day.

lv. A: +2 to will saves, 1 lv. 1 spell per day (knows 1 spell)

lv. 1: Watchful spirit. 2 lv. 1 spells per day (knows 3 lv. 1 spells)

 

Complete adventurer

 

Apprentice Ninja

 

lv. C: +1 to ref saves. Sudden Strike +1 damage.

lv. B: trapfinding, Sudden Strike +1d3

lv. A: +2 to ref saves. Ki power, 6 HP

lv. 1: Sudden Strike +1d6

 

Apprentice Scout

 

lv. C: +1 to ref saves. Skirmish +1 damage.

lv. B: trapfinding, Skirmish +1d3, 6 HP

lv. A: +2 to ref saves. 8 HP

lv. 1: Skirmish +1d6

 

Apprentice spellthief

 

lv. C: +1 to ref saves. Sneak attack +1 damage.

lv. B: trapfinding, sneak attack +1d3, steal spell (0)

lv. A: +2 to ref saves. 6 HP

lv. 1: sneak attack +1d6, steal spell (1st)

 

Complete Divine

 

Apprentice Favored Soul

 

lv. C: +1 to fort. Ref and will saves, 3 lv. 0 spells per day (knows 2)

lv. B: 5 lv. 0 spells per day, (knows 4) 6 HP

lv. A: +2 to fort. Ref and will saves, 1 spells per day (knows 1), 8 HP

lv. 1: 3 lv. 1 spells per day (knows 3)

 

Apprentice Shugenja (CD)

 

lv. C: +1 to will saves, Elemental focus, sense elements, 3 lv. 0 spells per day (knows o +1 +1)

lv. B: 5 lv. 0 spells per day, (knows o +2 +2)

lv. A: +2 will saves, 1 spells per day (knows o), 6 HP

lv. 1: 3 lv. 1 spells per day (knows o +1 +1)

 

Apprentice Spirit Shaman

 

lv. C: +1 to fort and will saves, 2 lv. 0 spells per day (knows 1)

lv. B: wild empathy, 3 lv. 0 spells per day, (knows 3) 6 HP

lv. A: +2 to fort and will saves, 1 spells per day (knows 1), 8 HP

lv. 1: Spirit guide, 2 lv. 1 spells per day

 

Magic of Incarnum

 

Apprentice Incarnate

 

lv. C: +1 to fort. and will saves, aura, 1 soulmeld

lv. B:  detect opposition

lv. A: +2 to fort. and will saves, 2 soulmelds, 6 HP

lv. 1: 1 Essentia

 

Apprentice Soulborn

 

lv. C: +1 to fort. saves, aura

lv. B: smite opposition, 6 HP

lv. A: +2 to fort. 8 HP

lv. 1: +1 to base attack, 10 HP

 

Apprentice Totemist

 

lv. C: +1 to fort. And Ref, illiteracy, wild empathy, 1 soulmeld

lv. B:  6 HP

lv. A: +2 to fort. And Refl saves, 2 soulmeld, 8 HP

lv. 1: 1 Essentia

 

Expanded Psionics Handbook

 

Apprentice Psion

 

lv. C: +1 to will saves, PP 0, (powers known 1)

lv. B: PP 1, Discipline, (powers known 2)

lv. A: +2 to will saves, PP 2, (powers known 3)

lv. 1: Bonus feat

 

Apprentice Psychic Warrior

 

lv. C: +1 to fort saves, PP 0, (powers known 1)

lv. B: 6 HP

lv. A: +2 to fort saves, 8 HP

lv. 1: Bonus feat

 

Apprentice Soulknife

 

lv. C: +1 to ref and will saves, wild talent

lv. B: Mind Blade, 6 HP

lv. A: +2 to ref and will saves, 8 HP

lv. 1: weapon focus (mind blade), 10 HD

 

Apprentice Wilder

 

lv. C: +1 to will saves, PP 0, (powers known 1)

lv. B: PP 1

lv. A: +2 to will saves, PP 2, 6 HP

lv. 1: Wild surge +1, psychic enervation

 

Complete Psionic

 

Apprentice Ardent

 

lv. C: +1 to Will saves, PP 0, (powers known 1)

lv. B: Assume psionic mantle (1), PP 1

lv. A: +2 to Will saves, PP 2 (powers known 2) 6 HP

lv. 1: Assume psionic mantle (2)

 

Apprentice Divine Mind

 

lv. C: +1 to fort. and will saves, wild talent

lv. B: mantle (1st), 6 HP

lv. A: +2 to fort. and will saves, 8 HP

lv. 1: psychic aura 5 ft., 10 HD

 

Apprentice Lurk

 

lv. C: +1 to ref. and Will saves, PP 0, (powers known 1)

lv. B: PP 1

lv. A: +2 to ref. and Will saves, 6 HP

lv. 1: Lurk augment

 

Heroes of Horror

 

Apprentice Archivist

 

lv. C: +1 to fort. and will saves, 2 lv. 0 spells per day (knows all lv. 0 spells).

lv. B: Scribe scroll, 3 lv. 0 spells per day, Dark knowledge (tactics) 1/day

lv. A: +2 to fort. and will saves, 1 lv. 1 spell per day (knows 1 spell), Dark knowledge (tactics) 2/day

lv. 1: Dark knowledge (tactics) 3/day, 2 lv. 1 spells per day (knows 3 lv. 1 spells)

 

Apprentice Dread Necromancer

 

lv. C: +1 to will saves, 1 lv. 0 spell per day

lv. B: rebuke undead, 2 lv. 0 spells per day

lv. A: +2 to will saves, 3 lv. 0 spells per day, 6 HP

lv. 1: Charnel Touch

 

Oriental Adventures

 

Apprentice Samurai

 

lv. C: +1 to fort and will saves, Ancestral daisho

lv. B: 6 HP

lv. A: +2 to fort and will saves. 8 HP

lv. 1: +1 to base attack, 10 HP

 

Apprentice Shaman

 

lv. C: +1 to will saves, unarmed strike, 2 lv. 0 spells per day

lv. B: 3 lv 0 spells per day

lv. A: +2 to will saves, 1 lv 1 spell per day, 6 HP

lv. 1: animal companion, domains

 

Apprentice Shugenja (OA)

 

lv. C: +1 to will saves, Elemental focus, sense elements, 3 lv. 0 spells per day (knows s +1 +1)

lv. B: 5 lv. 0 spells per day, (knows s +2 +2)

lv. A: +2 will saves, 1 spells per day (knows s), 6 HP

lv. 1: 3 lv. 1 spells per day (knows s +1 +1)

 

Apprentice Sohei

 

lv. C: +1 to fort and will saves,

lv. B: Ki Frenzy 1/day, 6 HP

lv. A: +2 fort and will saves, 8 HP

lv. 1: Weapon focus, 10 HP

 

Apprentice Wu Jen (OA)

 

lv. C: +1 to will saves, 2 lv. 0 spells per day (knows all lv. 0 spells).

lv. B: bonus feat, 3 lv. 0 spells per day.

lv. A: +2 to will saves, 1 lv. 1 spell per day (knows 1 spell)

lv. 1: Sudden Action, (knows 3 lv. 1 spells)

 

Player’s Handbook II

 

Apprentice Beguiler

 

lv. C: +1 to will saves, 3 lv. 0 spells per day

lv. B: Armored mage, trapfinding, 5 lv. 0 spells per day

lv. A: +2 to will saves, 1 lv. 1 spell per day, 6 HP

lv. 1: 3 lv. 1 spells per day

 

Apprentice Dragon Shaman

 

lv. C: +1 to fort and will saves, totem dragon

lv. B: Draconic Aura +1, (knows 1 aura) 6 HP

lv. A: +2 to fort and will saves, (knows 2 auras) 8 HP

lv. 1: (knows 3 auras), 10 HP

 

Apprentice Duskblade

 

lv. C: +1 to fort and will saves, arcane attunement, 2 lv 0 spells per day (knows 1 + int mod)

lv. B: Armored mage (light), 3 lv. 0 spells per day (knows 2 + int mod), 6 HP

lv. A: +2 to fort and will saves, 1 lv 1 spell per day (knows 1 lv 1 spell) 8 HP

lv. 1: Base Attack +1, 2 lv 1 spell per day (knows 2 lv 1 spell)

 

Apprentice Knight

 

lv. C: +1 to will saves, knight’s code, 6 HP

lv. B:  Fighting challenge +1, knight’s challenge. 8 HP

lv. A: +2 to will saves. 10 HP

lv. 1: +1 to base attack, 12 HP