Prodigy (Apath)
Unofficial rules compendium | |
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Prodigy Class
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +2 | Bonus Feat |
2nd | +1 | +0 | +0 | +3 | |
3rd | +2 | +1 | +1 | +3 | Bonus Feat |
4th | +3 | +1 | +1 | +4 | |
5th | +3 | +1 | +1 | +4 | Bonus Feat |
6th | +4 | +2 | +2 | +5 | |
7th | +5 | +2 | +2 | +5 | Bonus Feat |
8th | +6/+1 | +2 | +2 | +6 | |
9th | +6/+1 | +3 | +3 | +6 | Bonus Feat |
10th | +7/+2 | +3 | +3 | +7 | |
11th | +8/+3 | +3 | +3 | +7 | Bonus Feat |
12th | +9/+4 | +4 | +4 | +8 | |
13th | +9/+4 | +4 | +4 | +8 | Bonus Feat |
14th | +10/+5 | +4 | +4 | +9 | |
15th | +11/+6/+1 | +5 | +5 | +9 | Bonus Feat |
16th | +12/+7/+2 | +5 | +5 | +10 | |
17th | +12/+7/+2 | +5 | +5 | +10 | Bonus Feat |
18th | +13/+8/+3 | +6 | +6 | +11 | |
19th | +14/+9/+4 | +6 | +6 | +11 | Bonus Feat |
20th | +15/+10/+5 | +6 | +6 | +12 |
A prodigy is a person of universal intellect; interested in everything the world has to offer. Usually a specialist in a certain field, but with the desire to learn about everything. As a player-worthy version of the expert class, and as such is pretty weak as an adventurer.
Prodigies are skill and feat masters. Many prodigies pick one skill that they specialize in, and become super-experts, mastering it beyond what any other class can. Such prodigies become cutting-edge scientists, star performers, groundbreaking philosophers or whatever. Other prodigies spread their focus and show their talents by mastering a wild variety of skills and abilities, becoming dilettantes without a clear focus in life.
Adventures: The prodigy sees life as a series of lessons to be learned and experiences to be had. He constantly seeks to improve himself and live life to the fullest, while learning as much as he possibly can in the bargain.
Characteristics: Prodigies are the masters of skills and, to a lesser degree, feats. No other class can match their versatility in skill selection, and Skill Specialization allows the prodigy to achieve incredible proficiency in specific skills. However, they lack in most other areas; they can work no miracles, and fight only if they must.
Alignment: Prodigies can be of any alignment. While a lawful alignment is beneficial to an industrious skill user, many prodigies are chaotic individualists or idealists out to impose their ideas on the universe.
Religion: Either very unusual or very mainstream. Most prodigies simply worship whatever god is most popular around them. Prodigies tend to avoid the patron gods of the other classes; thief gods, warrior gods and mage gods all seem too specialized to the prodigy. On the other hand, a prodigy working with ivory carving might very well worship the animal lord of elephants or some even more esoteric deity.
Background: Prodigies are the result of civilization. There is little incentive for such a high degree of skill development among barbarians or nomads. But many prodigies come from minority groups or from newly assimilated cultures. Perhaps it is the open-sightedness of the outsider or the social pressures put on assimilated strangers that bring out this ability in people.
Races: Humans commonly become prodigies, perhaps combining it with some other class. Dwarves and gnomes love their crafts, and elves love the arts, so their very best craftsmen turn out to be prodigies in those areas. Half elves and half orcs are rarely devoted enough to become prodigies.
Other Classes: Prodigies function best when protected and assisted by members of other classes. A prodigy is often brought along because of some special competence. As such, their presence is mission-critical and their safety is a high priority. And they really need this assistance and protection to make up for the wide areas that their competence does not cover.
Class Features
All of the following are class features of the prodigy class.
Hit Die
d8
Class Skills
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int ), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
The "class skills" of the prodigy is one of the main features of the class; the prodigy has access to all skills as class skills. This includes any new skills that might be added later.
Skill points per level: 8 + Int modifier.
Weapon and Armor Proficiency
The prodigy is proficient with all simple weapons as well as light and medium armor and with shields (except tower shields).
Bonus Feats
The prodigy gains a bonus feat at every odd level. This can be any feat the prodigy fulfills the prerequisite for. The prodigy may also choose the special Specialist feat, which is not generally available.
New Feat: Specialist (Special)
You are a specialist in one skill.
Prerequisite: Prodigy class only, and can only be taken as a bonus feat.
Benefit: You get a bonus of half your level to any one skill of your choice. If you chose a perform, profession, craft or knowledge skill, only one variant of the skill is affected.