Following complex paths, apprentices begin their careers before they are fully developed. Although they possess abilities comparable to their fellow adventurers, the focus of their skills is less clear. Some swordplay mixed with some arcane abilities, or a little bit of skill and a little bit of divine healing. They have the potential to reach great heights, but for the time being they are lowly learners.
The apprentice class is unique among base classes. It allows character concepts dependent on multiclassing to be viable from 1st level. Rather than playing a character with one set of abilities at first level who gains an entirely new set of abilities at second level, a character can begin play with a combination of a lesser version of both sets of abilities. a character can only choose to be an apprentice at 1st level.
Role: An apprentice’s varied skills can be a great boon to a small party of young adventurers, as they can at least partially fill two roles at once. As the apprentice advances in her studies, she may favor one path over the other, but will always have the benefits of both.
Alignment: Any, though an apprentice must obey alignment restrictions of her areas of apprenticeship.
Hit Die: d6.
Starting Wealth: ???
The apprentice chooses six skills as class skills. These skills are chosen from the class skills of her areas of apprenticeship (see below).
Skill Ranks per Level: 4 + Int modifier.
All of the following are class features of the apprentice.
Weapon and Armor Proficiency: An apprentice is proficient with all simple weapons, light armor, and shields (except tower shields).
An apprentice chooses two other base classes. These classes are considered her areas of apprenticeship. She is barred from taking levels in any base class or prestige class outside her areas of apprenticeship until she has at least two levels in each. She cannot have more than three levels of difference between her areas of apprenticeship.
Her apprentice class level stacks with levels in her areas of apprenticeship for the purpose of qualifying for feats and prestige classes, level-dependent class features, spells known, and spells per day.
About the Apprentice
This beginning class gives you the chance to be something very different at 1st level. By taking the apprentice class, which is only a single level, you gain access to special abilities based on the two classes you choose to apprentice in. You might be thinking of apprenticing as a cleric and a fighter, gaining bonuses to hit points or attacks and extra orisons or cure spells as a 1st-level apprentice. While you would not be as powerful as a 1st-level fighter or cleric, once you do take levels in those two classes, your powers gained as an apprentice remain, giving you some advantage for being a level behind others in the actual class itself.
With the Apprentice class, you have an extremely unique 1st-level character, with unique powers and abilities. Not quite great at any one thing, like a true apprentice learning a craft, your character fills a niche and adds to the abilities of other characters, giving you some interesting roleplaying opportunities. Perhaps your character is apprenticed to the paladin character, or the priest or a wizard.
An apprentice is slower to master her abilities because she is training in two areas at once. She chooses two of the following types of training based on her areas of apprenticeship. Each type of training can only be selected once, even if both areas of apprenticeship qualify for the same type of training.
Arcanist: The apprentice is training in unlocking the arcane arts, either from a tome or hidden within her bloodline. If one of her areas of apprenticeship gains cantrips at 1st level, she gains cantrips as a character with one level in that class.
Damage Absorber: The apprentice aims to be tough enough to take a hit and keep fighting. If one of her areas of apprenticeship has a hit die of d10 or better, she gains 4 bonus hit points.
Defender: The apprentice intends to use armor to protect herself. If one of her areas of apprenticeship is proficient with medium armor, she gains medium armor proficiency.
Divine Channel: The apprentice is training to be in touch with nature or a god. If one of her areas of apprenticeship gains orisons at 1st level, she gains orisons as a character with one level in that class.
Handler: The apprentice is joined during her study by an animal companion. If one of her areas of apprenticeship can gain a companion at 1st level (such as a druid’s animal companion, or a wizard’s familiar), she gains access to that companion as a character with one level in that class.
Healer: The apprentice is learning to alleviate pain and heal wounds. If one of her areas of apprenticeship can cast cure light wounds at 1st level, she gains cure light wounds 2/day as a spell-like ability.
Skill Adept: The apprentice is beginning to know what she is doing more often than not. If one of her areas of apprenticeship gains 6 + Int skill ranks or more per level, she gains 4 bonus skill points.
Warrior: The apprentice aims to swing true. If one of her areas of apprenticeship has a full base attack bonus progression, she gains +1 to hit in either melee combat or ranged combat. The apprentice must select which at 1st level. Once a selection is made, it cannot be changed.
Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.