TEXT: 1
  W
  hen you consider the number of things a 1st-level 
  character can do in a Pathfinder RPG campaign, it’s 
  pretty clear that even the lowest level characters have 
  completed some intense training. But what do you do 
  if you want to start an adventure before your wizards 
  have mastered their 1st-level spells and paladins have 
  discovered how to detect evil at will? The Genius Guide 
  to Apprentice-Level Characters presents simple rules for 
  creating 0-level or 1/2 level characters who have some 
  instruction but aren’t yet fully trained members of their 
  class.
  Apprentice-LeveL chArActers
  There are two typical ways to use apprentice-level 
  characters. The first is to run a campaign where the 
  characters start at level 0. Such characters begin with 
  half the starting gold they’d normally get at 1st-level and 
  usually represent characters that are still in training. If 
  you want to begin a game at a training facility or in a 
  village that is normally guarded by 1st-level warriors, 
  having 0-level player characters would be appropriate. 
  It takes 1/2 as many experience points to go from 0 to 
  1st level as it takes to go from 1st to 2nd level.
  The other use of apprentice-level characters is to 
  allow multiclass characters at 1st level. An apprentice-
  fighter/apprentice rogue is (roughly) the same as a 1st-
  level character, and allows the character to begin play 
  with a mix of stealth and martial skill. When such a 
  multiclass character reaches 2nd level, he becomes 1st 
  level in both of the two classes, and proceeds normally 
  from there.
  While apprentice-level characters use the same 
  basic rules for combat and actions as any Pathfinder 
  character, there are a few specific questions that should 
  be addressed in regards to these characters.
  
  2
  rAciAL AbiLities
  Apprentice-level characters receive all the 
  racial abilities normal for their race.
  hit Dice
  Apprentice-level characters get half a hit die, 
  which often results in needing to roll a d5 or a 
  d3. The easiest way to do this is roll a die twice 
  the size required and halve all results (rounding 
  up in the case of fractions), so a result of 1 or 2 
  reads as a 1, a result of 3 or 4 as 2, and so on. 
  (Some companies even sell dice that only roll 
  from 1–3 or 1–5, which can be a handy and fun 
  addition to your dice bag.) Apprentice-level 
  characters add only half their Constitution 
  modifier to their 1/2 hit die. Round down in 
  the case of fractions. (In most campaigns it’s a 
  good idea to give apprentice-level characters 
  maximum hit points rather than forcing them 
  to roll, but these rules work either way.)
  skiLLs
  Apprentice-level characters have the same 
  class skill lists as 1st-level versions of the class. 
  They have half the skill points of 1st-level 
  characters, gain only a +1 bonus for putting 
  a rank in a class skill, and only add half their 
  Intelligence modifier to that total. Apprentice-
  level characters may put a maximum of one 
  rank into a skill (and may not put another rank 
  into the same skill until reaching 2nd level). 
  Armor/WeApon proficiencies
  Apprentice-level characters have the same 
  armor and weapon proficiencies as 1st-level 
  members of the class.
  feAts
  Apprentice-level characters have not yet 
  gained the feat all characters receive at 1st 
  level. Instead, the GM may decide to give 
  such characters a trait (see the Advanced 
  Player’s Guide for more information on traits). 
  Apprentice-level characters do receive any 
  feats gained because of their race.
  speciAL AbiLities
  Even when an apprentice level character 
  has special abilities listed, those abilities are 
  usually not at full power. Unless otherwise 
  stated, an apprentice-level character can 
  use any ability that has a limited number 
  of times per day half as often as a 1st-
  level character (minimum 1/day). If an 
  ability grants a bonus, the apprentice-level 
  character gets half the bonus (minimum 1). 
  If an ability deals damage, it deals one die-
  step less damage. With those caveats, treat 
  the character’s level as if it was 1 for all level-
  dependent effects.
  speLLs
  Most apprentice-level spellcasting classes 
  gain access to their cantrips/orisons as if 
  they were 1st-level characters. Some gain 
  limited access to 1st-level spells, as well. If 
  an apprentice-level character has 0 or more 
  1st-level spell slots, they gain additional 
  spell slots from high ability scores normally. 
  If the class only grants 1st-level spells in a 
  limited set (such as the apprentice-cleric’s 
  one 1st-level domain slot), the character does 
  not receive bonus spell slots from ability 
  scores until reaching 1st level. Apprentice-
  level characters that are able to cast spells 
  have a caster level of 1. An apprentice-level 
  character does not receive any spellcasting 
  ability unless the apprentice class description 
  specifically mentions it.
  GrADuAtion
  When 
  characters 
  “graduate” 
  from 
  apprentice level to 1st level, they get all 
  the abilities and bonuses their apprentice 
  level lacked. Thus they go to a full hit die, 
  gain their full ability score modifiers, get 
  +3 bonuses to class skills, their base attacks 
  and saves go up to normal for 1st level, and 
  so on. A multiclass apprentice/apprentice 
  graduates on becoming a second level 
  character, and gains the full benefit of being 
  1st level in two classes.
  the cLAsses
  Classes marked with a single asterisk (*) 
  come from the Advanced Player’s Guide. Those 
  marked with a double asterisk (**) come 
  from one of the Genius Guide products.
  ALchemist*
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 2 +1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +1
  Base Will Save: +0
  Abilities: Alchemy, bomb, throw anything
  An apprentice-level alchemist has access 
  to the full alchemy of a 1st-level alchemist, 
  but no Brew Potion or mutagen options.
  
  3
  Archon**
  Hit Die: d5 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Cantrips
  ArmiGer**
  Hit Die: d6 + 1/2 Con modifier
  Skill Points: 2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Bulwark
  An apprentice-level armiger only grants 
  partial soft cover with his bulwark ability.
  bArbAriAn
  Hit Die: d6 + 1/2 Con modifier
  Skill Points: 2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +0
  Base Will Save: +0
  Abilities: Rage
  bArD
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 3 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +1
  Base Will Save: +1
  Abilities: 
  Bardic 
  knowledge, 
  bardic 
  performance, cantrips
  cAvALier*
  Hit Die: d5 + 1/2 Con modifier
  Skill Points: 2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +0
  Base Will Save: +0
  Abilities: Mount, tactician
  cLeric
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Aura, channel energy, domains*, 
  orisons
  *An apprentice-level cleric gains one 1st-
  level spell slot to prepare one of her two 1st-
  level domain spells.
  DeAth mAGe**
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Cantrips, pale road
  
  4
  DrAGonriDer**
  Hit Die: d5 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +1
  Base Will Save: +1
  Abilities: Bonded dragon steed
  An apprentice-level dragonrider’s bond is 
  still very fresh and relatively weak. His dragon 
  steed cannot yet use its breath weapon and it 
  can only make a single bite attack if commanded 
  to attack.
  DruiD
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Nature bond, nature sense, orisons, 
  wild empathy
  An apprentice-level druid who selects a 
  cleric domain as her nature bond gains one 1st-
  level spell slot to prepare her 1st-level domain 
  spells. An apprentice-level druid who selects 
  an animal companion gets a 1HD animal 
  companion (BAB +0, Fort +2, Ref +2, Will +0, 
  skills 1, feat 1, 0 bonus tricks) but gains the link 
  and share spells abilities.
  fiGhter
  Hit Die: d5 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +1
  Base Fort Save: +1
  Base Ref Save: +0
  Base Will Save: +0
  Abilities: Bonus feat
  GoDLinG, ADept**
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 3 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +1
  Base Will Save: +1
  Abilities: Cantrips
  GoDLinG, cLever**
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 3 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +1
  Base Will Save: +1
  Abilities: Lineage domain
  GoDLinG, eLDritch**
  Hit Die: d3 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +0
  Base Will Save: +0
  Abilities: Ascendancy, cantrips
  An apprentice-level eldritch godling 
  knows one 1st-level spell, and has one first-
  level spell slot to cast it with.
  GoDLinG, miGhty**
  Hit Die: d6 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +1
  Base Will Save: +0
  Abilities: Lineage domain
  inquisitor*
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 3 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Domain, monster lore, orisons, 
  stern gaze
  mAGus**
  Hit Die: d3 + 1/2 Con modifier
  Skill Points: 2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Cantrips, mystic bond
  An apprentice-level magus that selects a 
  metamagic pool as her mystic bond gets the 
  full benefit of the bond, as if she was a 1st-
  level magus.
  
  5
  monk
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +1
  Base Will Save: +1
  Abilities: Flurry of blows, stunning fist, 
  unarmed strike (Medium unarmed damage 
  1d4, Small unarmed damage 1d2)
  orAcLe*
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Mystery, oracle’s curse, orisons, 
  revelation
  pALADin
  Hit Die: d5 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Aura of good, smite evil 1/day (+1/2 
  Charisma bonus to attack, +1 to damage)
  rAnGer
  Hit Die: d5 + 1/2 Con modifier
  Skill Points: 3  + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +1
  Base Will Save: +0
  Abilities: Favored enemy (1/2 bonuses), 
  wild empathy
  roGue
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 4 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +1
  Base Will Save: +0
  Abilities: Sneak attack (1d4), trapfinding
  shADoW AssAssin**
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 3 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +1
  Base Will Save: +1
  Abilities: Shadowmeld: stealth bonus*
  * If using the revised shadow assassin 
  from the Adventurer’s Handbook (available 
  at game stores everywhere) the apprentice 
  shadow assassin instead gains deadly focus, 
  but can use it only 1/day.
  summoner*
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Cantrips, eidolon, life link
  An apprentice-level summoner’s eidolon 
  acts as that of a 1st-level summoner except 
  that it receives no points in its evolution 
  pool.
  
  6
  sorcerer
  Hit Die: d3 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Bloodline power, cantrips, eschew 
  materials
  An apprentice-level sorcerer knows one 1st-
  level spell, and has one first-level spell slot to 
  cast it with.
  time thief**
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 3 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +1
  Base Will Save: +1
  Abilities: Mote of time
  vAnGuArD**
  Hit Die: d4 + 1/2 Con modifier
  Skill Points: 2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +1
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Arcane bond, arcane strike, cantrips
  WAr mAster**
  Hit Die: d5+ 1/2 Con modifier
  Skill Points: 2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +1
  Base Will Save: +1
  Abilities: Battle tactics
  Witch*
  Hit Die: d3 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +0
  Base Will Save: +0
  Abilities: cantrips, hex, witch’s familiar
  An apprentice-level witch has not yet 
  mastered her hex, and can only use it a 
  number of times per day equal to 3 + 1/2 her 
  Intelligence modifier.
  Witch hunter**
  Hit Die: 5 + 1/2 Con modifier
  Skill Points:  2 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Devoted strike
  An apprentice-level witch hunter may 
  use his devoted strike once per day but 
  receives no bonus to damage when doing 
  so.
  WizArD
  Hit Die: d3 + 1/2 Con modifier
  Skill Points: 1 + 1/2 Int modifier
  Base Attack Bonus: +0
  Base Fort Save: +0
  Base Ref Save: +0
  Base Will Save: +1
  Abilities: Arcane school, cantrips
  An 
  apprentice-level 
  wizard 
  has 
  0 
  1st-level spell slots per day. If he has an 
  Intelligence score of 12 or higher, he begins 
  play knowing one 1st-level spell.
  
  7
  We err on the siDe of 
  AWesome!
  creDits
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Joseph Calkins and Cerebus Illustrations
  Interior Art:
  Joseph Calkins and Cerebus Illustrations,  
  The Forge Studios, and Kimagu
  Typesetting:
  Anthony Keniston
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Super Genius Games
  For more  information about Super Genius Games and 
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  www.facebook.com/supergeniusgames,  via  Twitter: 
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  our Yahoo Group: http://
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  The Genius Guide  To:  Apprentice-Level Characters.  Copyright  2010,  Super Genius Games. Author: 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to Apprentice-Level Characters.pdf