Apprentice

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Apprentice

### Weapons

Sword, Bow, Magic Tome, Any Magic except Bardic Magic

## Description

Apprentices are customizable classes that can learn nearly any of the skills of their allies in the party. This makes Apprentices very versatile, as they can be customized with skills to support allies, hinder enemies, etc. Apprentices wield a sword, bow, and any magic class of the player's choosing, allowing them to attack in close quarters or from a range with both physical and magical attacks. They have good offensive stats to back this, though they have poor Agility and defensive stats.

## Skills

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

## Overview

Apprentices can be good to have in any campaign as they can mold themselves along with the campaign in order to be prepared for any situation.

The drawback of the Apprentice class is that they can only learn skills that are known or can be learned by their allies, and if the Apprentice only has one other ally in the party, then they can only learn the Skills of one other class.

Apprentices can learn many Skills, with there being some exceptions. These exceptions are:

Warlock's Shapeshift

Bard's Tuned Instrument, Forte, and Remix

Knight's Trample and Glorious Charge

Elemental Sorcerer's Mimic Element, Elemental Construct, and Absorb Element

Noble's Noble Blood

Pegasus Knight's Swoop Attack, Ferry, Height Advantage, Flight Sickness, and Typhoon

Cavalier's Horse Bond

Conqueror's Iron Fist

Overlord's Service, Rally Point, Overwhelm, Defend, Split Up, and Hoist

Whisper's Legend

Falconer's Bird of Prey, Eye Claws, Peregrine Dash, Perch Point, and Bird Bait

Gunslinger's Trigger Finger, Sniper Shot, Hex-Eater Shot, Deadeye, and Recoil Reduction

Musketeer's Sniper Shot, Grape Shot, Calm Shot, and Shield Bullet

Lodestar's Ignis

## Inventory

* Sword (AR: 6)

* Bow (AR: 4)

* Quiver of 15 Arrows

* Magic Tome (AR: 4)

* 1 Loaf of Bread

## Starting Spells

Tracking Glyph: Place a glyph on a creature the user can physically touch; no matter where the creature goes, when this spell is used again, the user will know the location of the creature. The spell can only be removed at the original caster's will, and only one tracking glyph may be active at a time. MP: 0

Telepathic Link: The user establishes a telepathic link with any person or creature they have met, and can speak with each other through thoughts alone. The link will go away after one week, or can be severed by either of the participants. MP: 10

Special Effect: Make the sound of thunder rumbling in the distance. MP: 0

Bubble: Create a large magic bubble. The bubble can be created around a single target, or can be created in any space the user can visually see, be it in the air, on the ground, or underwater. The bubble can not exceed ten feet in diameter. The bubble will pop if hit with a sharp object or if a loud sound goes off near it. The user can dispel the bubble at any time they like. MP: 10