Pathfinder NPC Adepts

I have always enjoyed the NPC classes - Commoner and Aristocrat speak for them selves - warrior is a simplified version of a fighter and an Expert fills the Skill Monkey role well enough. However, I have always thought that the Adept was a very lazy piece of design work – it doesn’t really model any casting class well - except what was once around as The Shaman. Not really what you want if you are trying to build a sensible background society based on the NPC classes. Instead I use these three variants.

All three variants use the base Adept NPC class stats and abilities – with the following amendments.

The Divine Adept.
Divine Adepts are the basic priests of their god. They might run shrines or serve as the basic roles in a monastery, large temple or cathedral. They are the least ‘favoured’ of all the priestly classes and are really unlikely to go onto great things. A Divine Adept higher than 3rd level is a rarity.

Primary Ability: Wisdom
Special Ability: Gained at L2 One of ….

  • Familiar - Followers of nature gods probably get a suitable animal as a familiar. Make sure that it is an animal and that it reflects the deity, if possible.
  • Ritualistic Casting - The Monastics of my world. In the real world most monastics were not clerics but lay men. That doesn't work very well in a fantasy world where those who adhere to a Deity actually get spells to prove it. So instead of monks, my monasteries are populated by Canons Regular - represented by these adepts.
  • Domain Spells - Most other adepts get domain spells (Not the domain special abilities). I tend to assume that the adept has used the Domain Spell before the character gets there. Easy!

Spells
0th Level: create water, detect magic, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue.
1st Level: bless, cause fear, command, comprehend languages, cure light wounds, detect Alignment, endure elements, obscuring mist, protection from alignment,
2nd Level: aid, bear's endurance, bull's strength, cure moderate wounds, darkness, delay poison, resist energy, tremor blast,
3rd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, neutralize poison, remove curse, remove disease, tongues.,
4th Level: cure critical wounds, restoration,
5th Level: break enchantment, commune, heal, raise dead, true seeing, wall of stone.,

The Arcane Adept
Think of all of those guys who dropped out of Wizard School. They learned something, but they are never going to make it big in the world of magic. They might pick up enough knowledge to work as as a tutor, magical assistant, scroll scribe, fortune teller, hedge wizard or something similar. Arcane Adepts rarely progress beyond 5th level - lets face it, if they were that good they would have been wizards!

Primary Ability: Intelligence
Special Ability: Familiar.

Spells
0th Level: detect magic, ghost sound, light, mending, read magic.
1st Level: burning hands, cause fear, comprehend languages, endure elements, obscuring mist, protection from alignment, sleep.
2nd Level: bear's endurance, bull's strength, cat's grace, darkness, invisibility, mirror image, resist energy, scorching ray, see invisibility, tremor blast, web.
3rd Level: animate dead, bestow curse, contagion, continual flame, daylight, lightning bolt, remove curse, tongues.
4th Level: minor creation, polymorph, stoneskin, wall of fire.
5th Level: baleful polymorph, break enchantment, major creation, true seeing, wall of stone.

The Spontaneous Adept
They haven’t got the blood of a sorcerer or the vocation of a bard, but they do have a bit of magic going for them. They may be among the least gifted of casters, but their other abilities go some way to making up for that. They often do well as merchants, store keepers, managers or political assistants. Ironically, they are are likely to be more successful than the other types of adept.

Primary Ability: Charisma
Special Ability: Gifted - Bonus Feats, as below

  • Additional Traits:- Gain two additional character traits.
  • Eshew materials:- Cast many spells without material components.
  • Magical Aptitude:- +2 bonus on Spellcraft and Use Magic Device checks.

Spells
0th Level: detect magic, ghost sound, light, mending, read magic.
1st Level: cause fear, comprehend languages, sleep.
2nd Level: cat's grace, darkness, invisibility, mirror image, see invisibility.
3rd Level: daylight, remove curse, tongues.

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