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Illus. by A.

Swekel
Règles sur les mentors

espite its title, this book, like its predecessor, But what happens when a PC wishes to apprentice
contains material designed to interest players himself to a powerful wizard, or offers his services to a
and their characters. That’s intentional. The PCs powerful rogue in order to learn from him? This relation-
are at the center of the story, and nothing truly ship can be modeled on the Leadership feat, but the PC
happens in even the most elaborate game world unless gains no tangible benefit for becoming a cohort. Not
the PCs experience it somehow—whether they see it many players want to play a subservient minion of
firsthand or learn about it later. an NPC.
Accordingly, this chapter details ways you can enrich Instead, the character can opt to take the Apprentice
the experience of the PCs in your game world, and by feat. A character who wishes to become a teacher
extension, the players at your game table. You can start himself once he has surpassed his own instructor
PCs as apprentices or encourage them to start businesses can take the Mentor feat.
as a sideline to adventuring (and a source for future
adventures). You can offer them new powers and rewards: APPRENTICESHIP
magical locations as treasure, teamwork benefits, and Once a character has taken the Apprentice feat, she
guardian spirits. Finally, you can design new prestige is considered an apprentice. The first thing she must
classes that give the players exactly what they want for do is select a type of mentor; the mentor choices are
their characters while immersing them in the world listed below. The DM can create new mentor types
you’ve created. using the listed mentors as guidelines.
Upon becoming an apprentice, a character
immediately gains two new class skills and two
STUDENTS AND MASTERS bonus skill points to spend on these class skills.
A character can take the Leadership feat to gain a cohort, These new class skills are added to the class skill list
who then serves that PC as a general helper, a bodyguard, for any character class or prestige class she gains. The
or a sidekick. The cohort is a unique NPC, but one who specific skills gained as class skills depend on the
remains subservient to his or her master. type of mentor she selects.
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In addition, the character gains one specific benefit (the travel with the PCs, so he or she won’t take treasure, XP,
exact type depends on the type of mentor selected) from and spotlight time from the player characters.
her mentor, and in desperate times she can even call upon A character can try to gain
him for aid. Apprentices are expected to learn and grow, a mentor of a particular race,
and mentors are loath to step in and provide physical sup- class, and alignment, but the
port or financial aid, or to pull strings for an apprentice. actual details are left to the
Convincing the mentor to aid in this way requires DM. If a character selects a
a successful level check (d20 mentor who is too different
+ character level), the DC of from her skill set, interests, or
CHARACTERS
CHAPTER 6

which is set by the DM and var- goals, the advantages of this


ies from 10 for simple favors to feat are correspondingly di-
as high as 25 for highly dan- minished. The mentor has
gerous, expensive, or illegal gear as an NPC (see Table
favors. A successful check 4–23: NPC Gear Value,
means the mentor helps in page 127 of the Dungeon
some way (lends a mag- Master’s Guide) and must
ic item, accompanies have the Mentor feat.
the character on a
short mission, pulls Expectations of
strings to get an ap- the Apprentice
pointment with Maintaining the sta-
the mayor, and so tus of apprentice isn’t
on) but demands cheap. The appren-
double the normal tice is expected to
Illus. by V. Rams

tithe the next time tithe 100 gp of her


the character gain earnings each time she
a level. Once the gains a level. This tithe
character asks for covers costs such as sup-
aid, no further re- plies, guild dues, gifts to
quests for aid will the mentor, and miscellaneous
be honored until costs. The tithe must be paid to
she gains at least one the mentor as soon as possible
experience level. (and certainly before the char-
acter gains another level), or she
Finding a Mentor Where the mentor leads, risks losing her apprenticeship.
When a character decides the student follows A 1st-level character doesn’t need
to become an apprentice, to pay a tithe until she reaches 2nd level.
she must first locate an appropriate mentor. Not just any Additionally, an apprentice is expected to practice her
NPC will do. As with the Leadership feat, apprenticeship skills, study, and even undertake minor tasks for her
depends heavily on the social setting of the campaign, mentor. Every week, she must spend at least 8 contiguous
the actual location of the PC, and the group dynamics. hours working for her mentor and practicing her skills.
You’re free to disallow this feat if it would disrupt the If she fails to meet this requirement, she must spend an
campaign. Unlike Leadership, the allied NPC does not additional day the next week. If she shirks her duties in
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NEW FEAT: APPRENTICE NEW FEAT: MENTOR
A character with this feat has apprenticed himself to a master in A character who takes this feat has offered his knowledge
order to speed his learning and bolster his skills. This feat must and skill to a lower-level NPC and takes that NPC on as an
be taken at 1st level. Once you start gaining experience, your apprentice.
methods of learning are already too ingrained for you to be able Prerequisites: 8 ranks in at least two of the four skills associ-
to gain the benefits of a mentor–apprentice relationship. ated with your mentor category; Apprentice; you must have
Prerequisite: 1st level only. graduated from an apprenticeship.
Benefits: When you select this feat, you gain all the benefits Benefits: When you select this feat, you gain all the benefits
described in this section for being an apprentice. described in this section for being a mentor.
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this manner for an entire month, the character’s mentor tasks, such as tailing a subject, staking out a prospective
expels her from the apprenticeship. work site, and so on.
Associated Skills: Bluff, Gather Information.
Mentor Types Entertainer: An entertainer mentor is an actor, musi-
The eight mentor types described below are fairly generic, cian, storyteller, or other notable personality, often someone
and can encompass any alignment, race, or class. A mentor quite recognizable or famous. An entertainer grants her
can easily be a chaotic evil gnome wizard craftsman or a apprentice a +2 competence bonus on Diplomacy checks
lawful good human rogue, for example. and the ability to call upon the aid of an admirer or fan by
Each mentor type is associated with two skills; as detailed spending a tithe appropriate for the apprentice’s level. The

CHARACTERS
CHAPTER 6
above, the apprentice gains these skills as class skills. In admirer is of a character level equal to 1/2 the apprentice’s
addition, each mentor grants the apprentice additional own (minimum 1st) and must be within at least one step
benefits unique to his profession and calling. of his alignment, but can be of any race or class. The ally
Craftsman: A craftsman mentor is skilled at building serves the apprentice for a limited duration (usually a
things. A craftsman grants his apprentice a +2 competence number of days equal to his Charisma modifier, minimum
bonus on all Craft checks and a 10% discount when he of 1 day) as if a cohort. Once the apprentice calls upon the
purchases raw materials for items he makes (including aid of an admirer, he may not do so again until he gains
items made with the Craft skill or with an item creation at least one level.
feat, but not spell components or services). Associated Skills: Diplomacy, Perform.
Associated Skills: Appraise, Knowledge (architecture Martial Artist: A martial artist mentor has perfected
and engineering). a particular style of fighting, often exotic. A martial artist
Criminal: A criminal mentor is a high-ranking member grants his apprentice a +2 competence bonus on Intimidate
of a thieves’ guild, an assassin, a bandit lord, or any similar checks and a +2 bonus on Reflex saving throws.
miscreant. A criminal grants his apprentice a +2 compe- Associated Skills: Concentration, Tumble.

Illus. by R. Mimura
tence bonus on Intimidate checks and an extra 100 gp to Philosopher: A philosopher mentor is dedicated to the
spend on equipment as a starting character at 1st level. In pursuit of knowledge. In a civilized area he might be a
addition, the apprentice is not required to pay the 100 gp scholar or librarian, while in the wilderness he might be a
tithe at each level, provided he remains an apprentice shaman or nomad. A philosopher grants his appren-
in good standing. He is expected to comply with tice a +2 competence bonus on Concentration
requests from his mentor for minor services or checks and a +2 bonus on Will saving throws.

Ember hones her skills under the guidance


of a martial artist mentor
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Associated Skills: Knowledge (any one), Sense Motive. Charisma bonus (if any) and by the following situations.
Soldier: A soldier mentor is a commander of an army, a These situations only apply when the feat is first taken; if
captain of a garrison, a mercenary leader, or otherwise in any of these situations change at a later date (for example,
command of a combat troop. A soldier grants his apprentice the apprentice’s alignment changes), the mentor’s level
a +2 competence bonus on Intimidate checks and a +2 does not change.
bonus on Fortitude saving throws.
Associated Skills: Intimidate, Knowledge (local). Table 6–1: Mentor Level Modifiers
Spellcaster: A spellcaster mentor could be a priest of Condition Modifier
Mentor and apprentice are same race and class +1
the character’s religion, a teacher at a wizard’s guild, or an Mentor and apprentice are same alignment +2
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CHAPTER 6

inventor seeking a protégé. Spellcaster mentors are not Mentor and apprentice share one alignment aspect +1
as useful as the other seven mentors for characters who Mentor and apprentice are opposing alignments –1
cannot cast spells themselves. A spellcaster grants her Apprentice starts at maximum rank in at least two +1
of the mentor’s associated skills
apprentice a +2 competence bonus on Spellcraft checks.
The tutelage of a spellcasting mentor grants additional
benefits only if the apprentice shares the same class as Becoming an Ex-Apprentice
his mentor. The apprentice only gains these benefits In the case of the death or loss of a mentor, an ally or asso-
when he gains a level in this class; he retains all the other ciate of the prior mentor (who is of an equal level to the
benefits of this feat (the bonus skills and the bonus on original mentor) typically takes the place of the original.
Spellcraft checks) regardless of what class he chooses to The benefits gained from the Apprentice feat are not altered.
gain a level in. Two conditions can alter the apprentice benefits.
If the apprentice and his mentor are arcane spellcasters, Surpassing the Mentor: Once the apprentice reaches
he gains one additional spell known at 1st level. Wizards 5th level, he graduates from his apprenticeship. He contin-
gain this spell in their spellbooks, and spontaneous cast- ues to gain the benefits of the Apprentice feat, but no longer
ers such as sorcerers or bards gain an additional 1st-level needs to work with his mentor. The mentor’s associated
spell beyond their normal number of spells known. As skills remain class skills for purposes of determining the
the apprentice gains levels, he is able to learn additional maximum rank he can have in those skills, and he still
spellcasting techniques from his mentor; wizards can copy retains the secondary benefits, but an associated skill can
from their mentor’s spellbook at no charge. Spellcasters only be purchased as a class skill if he gains a level in a
who do not prepare spells (such as a bard or sorcerer) class that has that skill as a class skill. He no longer needs
gain increased flexibility with the spells they know. Each to tithe to his mentor upon gaining levels. If you allow, he
time an apprentice gains another of these levels, he can can also immediately exchange his Apprentice feat for the
choose to learn a new spell in place of one he already Mentor feat (see below).
knows. The new spell’s level must be the same as that of Expulsion: Grounds for expulsion include actions
the spell being exchanged. deemed destructive by the mentor, failing to pay tithes in
If the character and his mentor are divine spellcasters a timely manner, or simply not spending the time required
who prepare spells (such as clerics, druids, paladins, or to study the chosen craft for an entire month. A character
rangers), he can select one spell he knows as a preferred can also choose to leave an apprenticeship; although the
spell. This can be a spell of any level he can cast. Once apprentice can part on good terms with his mentor, the
per day, the apprentice can spontaneously cast a preferred game effects are the same as if he were expelled.
spell by swapping out any prepared spell of an equal spell An expelled apprentice immediately loses the second-
level. He can only have one preferred spell at a time, but ary benefits of this feat, and his apprentice class skills
each time he gains a level in the associated class, he can immediately become cross-class skills unless he possesses
change his preferred spell to a different spell. a level in a class that grants the skill as a class skill. A skill
Associated Skills: Knowledge (any one), Use Magic Device. that becomes a cross-class skill begins to atrophy; the next
Woodsman: A woodsman mentor might be a hunter, a time the character gains a level, any skill ranks in excess
caretaker of a forest, or a scout. A woodsman mentor grants of his normal maximum skill ranks for a cross-class skill
his apprentice a +2 competence bonus on Survival checks are lost forever.
and the ability to follow tracks as if the apprentice had the
Track feat, but only when the DC is 20 or lower. Gaining a New Mentor
Associated Skills: Knowledge (nature), Survival. If a character is expelled or voluntarily leaves an appren-
ticeship before he surpasses his mentor, he can seek out
Mentor Statistics a new mentor. The new mentor can be of any type. Find-
The DM should develop the mentor’s statistics. A mentor ing a new mentor is time-consuming. The ex-apprentice
has a base level of 5th, modified by the apprentice’s must make a successful Gather Information check (DC
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10 + character level), and each attempt takes a number of While the apprentice pays his mentor a tithe, the money
days equal to his character level. Success indicates he has from that sum goes to pay for the various expenses related
found a new mentor; failure indicates that he has not, but to maintaining the apprenticeship. The apprentice might
he can try again. also ask his mentor for help at times, usually in the form
Once a character gains a new mentor, he must imme- of a loan of money or the casting of a spell. The mentor
diately pay a tithe of 100 gp times his character level. He is free to react to these requests as she sees fit, but if she
must then spend at least a week of 8-hour days studying ignores them too often, she might lose her apprentice.
and working with his new mentor to become familiar
with her teaching methods. After this time, the apprentice Finding an Apprentice

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CHAPTER 6
gains the mentor’s associated class skills and secondary When a PC takes the Mentor feat, the DM should prepare
benefits, but he does not gain bonus skill points for the a small group of three to six prospective apprentices for
new class skills. the character to choose from. At this stage, the prospective
A new mentor’s maximum level is one level lower than apprentices don’t need full statistics; a name, race, class,
the level of the previous mentor (minimum 5th). A char- gender, and one-sentence personality should be enough.
acter who constantly changes mentors or keeps getting When the PC selects one of them, she generates the
expelled soon finds that no one wants to take him on as apprentice’s ability scores, using the elite array (15, 14, 13,
an apprentice. 12, 10, 8). The apprentice must have the Apprentice feat,
but otherwise the details are up to the player character.
MENTORSHIP A new apprentice starts at 1st level, with gear appropriate
Although mentors typically belong to a guild or organiza- to his class.
tion, they sometimes work alone. Likewise, although most
mentors take on multiple apprentices and devote their lives Keeping an Apprentice
to teaching them, some instead focus on one apprentice at The mentor is free to treat her apprentice however she
a time. Player character mentors should choose this second wants, entrusting him with as little or as much responsi-
option, since by taking on only one apprentice they don’t bility as she feels appropriate. The mentor score measures
have to devote all their time to him. The benefits for having her apprentice’s loyalty. When she first gains this feat, her
multiple apprentices don’t stack, in any event. initial mentor score equals 1 + her Charisma modifier and
An apprentice is similar to a cohort, except that the is modified by the following conditions.
apprentice doesn’t accompany the mentor on adventures
as a standard rule. A new apprentice is always a 1st-level Situation Modifier
Apprentice’s character level +1 per level
character. The apprentice’s race and gender can vary, but The mentor grants the apprentice a favor +1
his class must be identical to one the mentor possesses at The mentor refuses the apprentice a favor –2
least one level in. Likewise, the apprentice must have the The mentor provides room and board +1
Apprentice feat. Each week the mentor fails to train the apprentice –1
for the minimum required time
The mentor must possess at least 8 ranks in two of the Each time the mentor asks the apprentice for a favor –1
four skills associated with the mentor type. The apprentice is killed as a direct result of the –5
Craftsman: Appraise, Craft (any), Knowledge (architec- mentor’s actions
ture and engineering), Profession (any).
Criminal: Bluff, Gather Information, Open Lock, Training an Apprentice
Sleight of Hand. Apprentices advance with training. Each week, a mentor
Entertainer: Diplomacy, Gather Information, Perform, is expected to dedicate at least 8 consecutive hours to
Profession. training with her apprentice. Meeting this minimum
Martial Artist: Balance, Concentration, Jump, Tumble. amount of training allows the apprentice to advance and
Philosopher: Concentration, Knowledge (religion), keeps the mentor’s own skills honed. If she neglects her
Knowledge (any one other), Sense Motive. apprentice, not only does she take a penalty to her mentor
Soldier: Climb, Handle Animal, Intimidate, Ride. score, but she also loses her skill check bonuses until she
Spellcaster: Concentration, Knowledge (arcana), Spell- spends time with her apprentice.
craft, Use Magic Device. With adequate training, the apprentice gains a level each
Woodsman: Climb, Handle Animal, Knowledge time the mentor gains a level. He also acquires equipment
(nature), Survival. appropriate to an NPC of his class (see Chapter 4 of the
Since the mentor spends so much of her time teaching Dungeon Master’s Guide).
the apprentice and practicing these four skills, she gains a When the apprentice reaches 5th level, he graduates
+2 competence bonus on checks involving any of her four and follows the mentor as a cohort, as if she had the
associated skills. Leadership feat.
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Favors from an Apprentice feelings. This does not count as a lost apprentice should
Periodically, a mentor might need a favor from her appren- she seek to gain a new one in the future. She must fi nd
tice. To determine if the favor is granted, make a mentor a new apprentice within 30 days to continue to benefit
check by rolling 1d20 and adding the mentor score. A small from the skill bonuses.
favor, such as assisting in the creation of a magic item or
guarding a location for a day, is a DC 15 check. A large favor,
such as asking the apprentice to accompany the mentor RUNNING A BUSINESS
on a short, relatively safe adventure or guarding a location DUNGEONS & DRAGONS player characters typically have
for several weeks is a DC 25 check. A huge favor, such as one source of income: they fight monsters and take their
CHARACTERS
CHAPTER 6

asking for the apprentice to accompany the mentor on an treasure. Rewards from grateful kings and barons and
extended adventure or asking him to make the mentor a guildmasters might supplement this income, but for the
magic item, is a DC 40 check. Each time the mentor asks most part, PCs finance themselves with treasure.
a favor of her apprentice, her mentor score goes down by Yet this isn’t the only way characters can make money.
1, regardless of whether or not the favor is granted. Certainly, it’s not the way the NPCs of the world survive.
They rely on skills such as Craft, Perform, and Profession
Losing an Apprentice for their livelihood. Low-level PCs might rely upon these
If a mentor’s score ever drops to 0 or lower, the mentor’s skills as well to augment their meager income at the start
apprentice grows dissatisfied and leaves. The mentor of an adventuring career.
immediately loses the bonuses to her associated skills. No matter what sort of business a character runs, the rules
The mentor can also choose to expel her apprentice at for determining its success or failure work the same.
any time; the results are identical to when an apprentice
voluntarily leaves. If her apprentice dies, she can choose BUSINESS BASICS
to have the apprentice raised from the dead, at which The rules presented here for running businesses function
point he might leave, depending on the circumstances primarily off a single skill check, based on the business’s
of his death. primary skill. The owner makes a special skill check using
The mentor can seek out a new apprentice once a month this skill, called a profit check. The owner can opt to take
has passed. If she gains a new apprentice, her mentor score 10 on a profit check but he can’t take 20. One profit check is
is reset to its base value, –1 per previous apprentice lost. If a made once every business term, typically one month. The
mentor loses too many apprentices, she’ll quickly find that profitability of the business is set by its risk and modified
no one wants to become her student due to the reputation by its location, the business owner’s secondary skills, and
she’s gained. several other factors. The degree by which the profit check
At the DM’s option, relocating to a new, distant location succeeds determines how much income the business
can remove the penalties for losing apprentices. generates, or how much it loses, for that term.
Finally, once the apprentice reaches 5th level and While the profit check is usually based upon a Profes-
graduates from his apprenticeship, he becomes a cohort, sion or Craft skill, it represents more than what a single
as if the mentor had the Leadership feat. The mentor character does to earn money. A business is an investment
can dismiss him, if she wishes, with no ill effect or hard by the owner, and running a business produces more

Table 6–2: Businesses


Business Primary Skill Secondary Skills Associated Guild Capital Resources Risk
Criminal Intimidate Knowledge (local), primary Criminal High High High
organization skill of business front
Farm Profession Handle Animal, Naturalist Low Low Low
(farmer) Knowledge (nature)
Fighting school Base attack Intimidate, Craft Mercenary Low High Medium
Moneylender Profession Diplomacy, Government Medium Medium Medium
(bookkeeper) Appraise
Performance hall Perform Diplomacy, Service Low Medium Low
Sense Motive
Service Profession Appraise, Religious Medium Low Low
or Craft Diplomacy or service
Shop Profession Appraise, Arcane, religious, Medium Low High
(shopkeeper) Sense Motive or mercantile
Tavern Profession Profession (brewer Mercantile Medium Medium High
(innkeeper) or cook), Sense Motive or service
Troupe Perform Special Service Medium Low Low
University Knowledge Diplomacy, Arcane, religious, High Medium Low
Profession (teacher) or scholastic
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