Prodigy (D&D class)

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Unofficial rules compendium

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 Bonus Feat
3rd +2 +1 +1 +3 Bonus Feat
4th +3 +1 +1 +4 Bonus Feat
5th +3 +1 +1 +4 Bonus Feat
6th +4 +2 +2 +5 Bonus Feat
7th +5 +2 +2 +5 Bonus Feat
8th +6/+1 +2 +2 +6 Bonus Feat
9th +6/+1 +3 +3 +6 Bonus Feat
10th +7/+2 +3 +3 +7 Bonus Feat
11th +8/+3 +3 +3 +7 Bonus Feat
12th +9/+4 +4 +4 +8 Bonus Feat
13th +9/+4 +4 +4 +8 Bonus Feat
14th +10/+5 +4 +4 +9 Bonus Feat
15th +11/+6/+1 +5 +5 +9 Bonus Feat
16th +12/+7/+2 +5 +5 +10 Bonus Feat
17th +12/+7/+2 +5 +5 +10 Bonus Feat
18th +13/+8/+3 +6 +6 +11 Bonus Feat
19th +14/+9/+4 +6 +6 +11 Bonus Feat
20th +15/+10/+5 +6 +6 +12 Bonus Feat

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: Prodigies are too diverse a lot to say anything about their religion. They 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

Animal Empathy (Cha, restricted skill), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Wis), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival 8Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).


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, such as the psionic skills.

Skill points at each level: 8 + Int modifier. Skill points at first level: (8 + Int modifier) x4.

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 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 +1 bonus 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.

Special: This feat can be taken several times, and stacks with itself and with any other bonus.