Eternal Apprentice (Apath)
|Unofficial rules compendium|
An eternal apprentice is an arcane caster who never grew out of youthful clumsiness. Suffering from random manifestations and weird coincidences, these fumbles often draw smirks or even anger, and bungling has left the eternal apprentice with a serious side effects in the form of a curse.
Publisher: Legendary Games.
Hit Die: d6.
The eternal apprentice has all the class features of the parent class, except as noted below.
An eternal apprentice under an oracle's curse. All references to the oracle class, spell list, or levels instead apply to the parent class's equivalent.
Magic Mischief (Su)
The eternal apprentice never gave up on prestidigitation pranks and after a time these tricks became automatic. Magic mischief triggers every time the eternal apprentice rolls a natural "1" on an attack roll with a spell or on a concentration check, and once every 1d6 hours regardless. Magic mischief works as prestidigitationused to cause some spooky or annoying effect. The player is free to come up with some annoying but normally harmless magical prank. The target of magic mischief must make a Reflex saving throw (DC 10 + 1/2 the eternal apprentice's level) or be staggered for one round.
Magic mischief strikes a random target within 30 ft. Assign each ally and enemy within 30 ft. of the apprentice a number, starting with 1 for the apprentice and counting upwards up to 20. If there are more than 20 allies and enemies within 30 ft., only assign numbers to the closest 20 creatures. Roll 1d20 to see who is the target, if the die roll exceeds the number of creatures within 30 ft., the effect strikes a random object or an empty space instead, to no effect. An eternal apprentice can call random bystanders enemies to cause havoc. They GM may call a bystander an enemy occasionally to further the plot.
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
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