Apprentice Level Characters

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D&D Home > Character Classes > Apprentice-level Characters

Much of this text is reproduced from p40 of the version 3.0 Dungeon Master's Guide. Rules for apprentice-level characters do not appear in the 3.5 version of the game, which is a shame as they are extremely useful, hence their inclusion here.

Characters may multiclass at 1st level. Such a character may only have two classes. Since a PC's character level is equal to the sum of all his class levels, a 1st level multiclass character cannot have yet achieved 1st level in either of his classes. Instead he is considered to be apprentice-level in each of his classes.

An apprentice gets some, but not all, of the benefits usually gained at 1st level. Once the character reaches 2nd level, each class becomes 1st level and all benefits denied at apprentice level are gained.

At 1st Character Level

Find two classes that the character starts with on the table below. The character gets all benefits from both classes combined except where noted.

In addition to the standard and the special abilities shown here, the character gets all weapon and armour skills from both classes. Over-lapping weapon and armour skills are not cumulative.

For hit points, choose one of the two classes to be primary and take standard 1st-level hit points for that class. The other class is the secondary class, and the character uses that class's Hit Die for hit points upon gaining 2nd level.

The character has skill points as if he were a 1st level character in his primary class. Skills purchased from the Master Skill List are purchased as a member of the primary class. Maximum rank is calculated as if the chacter was 1st level: 4 for a class skill (in the primary class) and 2 for a cross-class skill (in the primary class).

A character that can cast spells still has access to the same variety of spells as a 1st level character, but the number they can cast is dimished. If a class uses spell points then the point total is halved (minimum 1). Sorcerers are unaffected and have full access to all their spells. The caster level of all apprentice spellcasters is still one.

Achieving 2nd Level

  • When the character gains his second character level, both his classes now reach 1st level. As a result the following changes are made:
  • Add a Hit Die (plus Con modifier) for the secondary class.
  • Increase base attack bonus, saving throw bonuses, special abilities for each class so that they match 1st level figures in each class. Add up these figures for the multiclass character's totals.
  • Acquire and spend skill points as if the charcter were a member only of her secondary class. Skills purchased from the Master Skill List are purchased as a member of the secondary class. Maximum rank is 5 for class skills and 2½ for cross-class skills.

Apprentice Characters

The table below includes the eleven core classes listed in the Player's Handbook as well as many other core character classes that have appeared in various D&D sourcebooks. It is not a definitive list. If a player wants to mulit-class at first level with a character not on this list (for example, the Spirit Shaman or the Hexblade) then I will happily create the progression for you.

Class
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Barbarian
+0
+1
+0
+0
Rage, fast movement.
Bard
+0
+0
+1
+0
Half-spell points.
Cleric *
+0
+1
+0
+1
1st level Granted Power, half spell-points.
Druid
+0
+1
+0
+1
Half-spell points.
Expert
+0
+0
+0
+1
Area of Expertise.
Favoured Soul
+0
+1
+1
+1
Half spell-points.
Fighter
+0
+1
+0
+0
One bonus feat.
Healer
+0
+1
+0
+1
Sacred Vow, half spell-points.
Mariner
+0
+1
+1
+0
Sailor Lore, Seamanship +1
Marshal
+0
+1
+0
+1
Skill Focus (diplomacy)
Monk
+0
+1
+0
+1
Improved Unarmed Strike, Wis bonus to AC.
Mystic *
+0
+1
+0
+1
Full spellcasting ability.
Paladin
+0
+1
+0
+0
Detect Evil, Lay on Hands.
Psion
+0
+0
+0
+1
Discipline, full spell-casting ability
Psychic Warrior
+0
+1
+0
+0
Full spellcasting ability.
Ranger
+0
+1
+1
+0
One favoured enemy.
Rogue
+0
+0
+1
+0
None.
Sorcerer
+0
+0
+0
+1
Full spellcasting ability.
Soulknife
+0
+0
+1
+1
Wild Talent.
Warmage
+0
+0
+0
+1
Half available spells.
Wilder
+0
+0
+0
+1
Full spellcasting ability.
Wizard
+0
+0
+0
+1
Half spell points.

* - these statistics may be different depending of church or set of beliefs.

 
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