Adept (Class)

Adept
Ability Score Requirement:
Prime Requisite:
Intelligence Intelligence
As mentioned previously, magic is all but unknown on Gothic Earth. Still, a few individuals have secretly kept alive the ancient knowledge of spellcasting and magical lore. While many frauds might claim knowledge of the arcane arts, truly talented people are few and far between.
Hit Points
Adepts roll 1d4 to generate starting hit points. (This roll can be modified by a Constitution bonus, but adepts are limited to a maximum bonus of 2 hit points per level. Refer to Table 3: Constitution in the Player's Handbook.) At each additional level up to and includ ing the 10th, an additional 4 is rolled, modified by the character's Constitution bonus if appropriate. That result is added to the hit point total. Aher the 10th level, the character no longer rolls for hit points with each new level, but gains I point per level. Constitu tion bonuses do not apply after the 10th level.
Level Advancement
Adepts use Table 20: Ward Experience Levels in the Player's Handbook for determining experience levels. This table is reprinted at right for convenience. Thus, an adept with 2,500 experience points is con sidered 2nd level. An adept who has an Intelligence score of 16 or greater receives a 10% bonus to the number of experience points that the DM awards. This allows adepts with high scores in the prime requisite to advance in level more rapidly than their peers.
Saving Phrows and Attack Rolls
slots. An adept gains one additional weapon proficiency slot with every fifth experience level. An adept gains one additional norweapon proficiency slot at every third level.
An adept who uses a weapon with which he is not proficient suffers a -4 penalty on the attack roll. An adept must devote at least one nonweapon proficiency slot to the Spellcraft proficiency.
Spell Use
Adepts are the only characters able to learn wizard spells an Gothic Earth. When first created, an adept has the ability to cast only the cantrip, detect magic. and read magic spells. While this may seem like nothing to an experienced AD&D game player, this represents an inconceivable mastery of the supernatural on Gothic Earth
An adept who wishes to master other magical spells must seek them out or invent and research them. Both processes are difficult and full of danger. The actual leaming and practice of the spell, however, may be far more perilous than anything the character did to find. This subject is discussed in greater detail later in this book (See Chapter V Magic)
Adept Experience Levels
An adept begins a career with two weapon proficiency slots and five nonweapon proficiency
Adepts calculate saving throws and attack rolls in the same manner as wizards in the ADED core rules. Saving throw numbers appear in Table 60 Character Saving Throws in the Player's Handbook. Attack rolls, also known as THAC0, appear in Table 53 Calculated THAC0s in the Player's Handbook
Proficiency Slots