Adventurer
Adventurers walk the most dangerous paths with skill none other can muster. Comfortable in any environment they trek alone across barren tundra, delve deep into the earth, and travel to distant ruins, all in search for another discovery or thrill. They are thrill seekers, adventurers extraordinaire.
Adventures: The adventure fits an interesting niche in the party for they function as excellent scouts, can generally hold their own in combat and are often the best to lead the way into the unknown.
Characteristics: Adventurers possess keen senses and lightning reflexes, their bodies and minds are sturdy and their abilities to surpass deadly obstacles nearly unsurpassed. They can avoid traps, remain conscious when beaten almost to death, and more. Adventurers often pick up skill in exotic and rare weapons, the whip is a particular favorite for it?s exceptionally diverse range of uses. Adventurers are eccentric and skilled, they?ll walk to the ends of the earth on a rumor and more often than not find the grain of truth in that rumor.
Alignment: Adventurers can be of any alignment, though most often they are of a chaotic persuasion.
Religion: Adventurers don?t often follow a specific deity although lipservice to a deity does occur when they pull through exceptionally tight spots.
Background: --Lazy
Races: --Lazy
Classes: --Lazy
Abilities:
Alignment: Any
Hit Die: d8
Class Skills: The adventurer?s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (All), Listen (Wis), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier
Class Features:
Weapon and Armor Proficiency: Adventurers are proficient in all simple weapons and proficient in three other weapons of their choice (martial or exotic). Adventurers are proficient in light armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Also, Swim checks suffer twice the standard armor check penalty.
Pack Rat (Ex): Adventurers are adept at carrying a great deal more than their normal adventuring counterparts. Adventurers are considered to be one size larger when determining maximum weight loads and encumbrance levels.
Evade Traps (Ex): Adventurers possess uncanny skill at maneuvering ways around traps without setting them off. They are also able to locate difficult to detect traps like a rogue. They can find traps with search DC?s higher than 20 like a rogue. However, adventurers cannot use the disable device skill to disable traps with a DC higher than 25. Adventurers are able to maneuver around the trap without setting it off by succeeding at a tumble check at an equivalent DC to it?s disable device DC. Maneuvering oneself around a trap is a full-round action.
Determined Body (Ex): The adventurer is bred for the harshest of environments, allowing them to traverse any clime over any terrain without becoming impeded by weather or environmental perils. At 2nd level the adventurer is not affected by extreme weather conditions that would normally affect a traveler. The adventurer is not slowed by weather conditions nor is harmed by them.
Determined Spirit (Ex): Throughout their adventures, these stout individuals learn to keep themselves going after any normal person would collapse from wounds. At 2nd level an adventurer does not fall unconscious when brought below 0 HPs and may function without impediment.
Trap Sense (Ex): At 4th level, an adventurer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the adventurer reaches 7th level, to +3 when she reaches 10th level, to +4 when she reaches 13th level, to +5 at 16th, and to +6 at 19th level. Trap sense bonuses gained from multiple classes stack.
Keen Senses (Ex): Adventurers possess incredibly keen senses, able to pick out what even the most acute of rogues or rangers would miss. At 3rd level they receive a competence bonus to Search, Spot and Listen equal to 2 plus 1 every three additional class levels.
Reflexive Gaze (Ex): The adventurers eye is trained to pick out the slight variations in the patterns of the tunnels and halls they walk. At 5th level, when an adventurer passes within 5? of a concealed or hidden door or a trap, they may automatically receive a Search check to detect the hidden object.
Evasion (Ex): At 9th level, an adventurer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damage with a successful saving throw. Evasion can only be used if the adventurer is wearing light armor or no armor.
Indomitable Spirit (Ex): The adventurer drives on longer through the toughest pain without so much as flinching than even the stoutest fighter or barbarian. They know that if they can make it back from an adventure there are more out there waiting for them. Adventurers death threshold (the point as which they die) increases by a number equal to their level. Thus a 10th level adventurer finally succumbs to death when he reaches -20 hit points.
Indomitable Body (Su): Adventurers become even more endured to the harsh affects of environments. They receive Elemental Resistance of 5 to one form of energy chosen at the acquisition of this ability. This increases by 1 for every 2 additional class levels. At 11th level the adventurer may select a second form of energy to which he is resistant, this elements resistance is 5 and increases by 1 for every 2 additional class levels. At 16th level, the adventurer may select a third form of energy to which he is resistant, resistant of 5 plus 1 per 2 additional class levels. This is a supernatural ability.
Awareness (Ex): The adventurer gains such an exceptional awareness of his surroundings through non-visual cues that she is able to sense without seeing all within 30?. This functions as blindsense with a range of 30?.
Special Ability: At 12th level and every additional 2 levels the adventurer selects a special ability to enhance his abilities. Some special abilities require prior special abilities.
Adventurers walk the most dangerous paths with skill none other can muster. Comfortable in any environment they trek alone across barren tundra, delve deep into the earth, and travel to distant ruins, all in search for another discovery or thrill. They are thrill seekers, adventurers extraordinaire.
Adventures: The adventure fits an interesting niche in the party for they function as excellent scouts, can generally hold their own in combat and are often the best to lead the way into the unknown.
Characteristics: Adventurers possess keen senses and lightning reflexes, their bodies and minds are sturdy and their abilities to surpass deadly obstacles nearly unsurpassed. They can avoid traps, remain conscious when beaten almost to death, and more. Adventurers often pick up skill in exotic and rare weapons, the whip is a particular favorite for it?s exceptionally diverse range of uses. Adventurers are eccentric and skilled, they?ll walk to the ends of the earth on a rumor and more often than not find the grain of truth in that rumor.
Alignment: Adventurers can be of any alignment, though most often they are of a chaotic persuasion.
Religion: Adventurers don?t often follow a specific deity although lipservice to a deity does occur when they pull through exceptionally tight spots.
Background: --Lazy
Races: --Lazy
Classes: --Lazy
Abilities:
Alignment: Any
Hit Die: d8
Class Skills: The adventurer?s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (All), Listen (Wis), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier
Class Features:
Weapon and Armor Proficiency: Adventurers are proficient in all simple weapons and proficient in three other weapons of their choice (martial or exotic). Adventurers are proficient in light armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Also, Swim checks suffer twice the standard armor check penalty.
Pack Rat (Ex): Adventurers are adept at carrying a great deal more than their normal adventuring counterparts. Adventurers are considered to be one size larger when determining maximum weight loads and encumbrance levels.
Evade Traps (Ex): Adventurers possess uncanny skill at maneuvering ways around traps without setting them off. They are also able to locate difficult to detect traps like a rogue. They can find traps with search DC?s higher than 20 like a rogue. However, adventurers cannot use the disable device skill to disable traps with a DC higher than 25. Adventurers are able to maneuver around the trap without setting it off by succeeding at a tumble check at an equivalent DC to it?s disable device DC. Maneuvering oneself around a trap is a full-round action.
Determined Body (Ex): The adventurer is bred for the harshest of environments, allowing them to traverse any clime over any terrain without becoming impeded by weather or environmental perils. At 2nd level the adventurer is not affected by extreme weather conditions that would normally affect a traveler. The adventurer is not slowed by weather conditions nor is harmed by them.
Determined Spirit (Ex): Throughout their adventures, these stout individuals learn to keep themselves going after any normal person would collapse from wounds. At 2nd level an adventurer does not fall unconscious when brought below 0 HPs and may function without impediment.
Trap Sense (Ex): At 4th level, an adventurer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the adventurer reaches 7th level, to +3 when she reaches 10th level, to +4 when she reaches 13th level, to +5 at 16th, and to +6 at 19th level. Trap sense bonuses gained from multiple classes stack.
Keen Senses (Ex): Adventurers possess incredibly keen senses, able to pick out what even the most acute of rogues or rangers would miss. At 3rd level they receive a competence bonus to Search, Spot and Listen equal to 2 plus 1 every three additional class levels.
Reflexive Gaze (Ex): The adventurers eye is trained to pick out the slight variations in the patterns of the tunnels and halls they walk. At 5th level, when an adventurer passes within 5? of a concealed or hidden door or a trap, they may automatically receive a Search check to detect the hidden object.
Evasion (Ex): At 9th level, an adventurer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damage with a successful saving throw. Evasion can only be used if the adventurer is wearing light armor or no armor.
Indomitable Spirit (Ex): The adventurer drives on longer through the toughest pain without so much as flinching than even the stoutest fighter or barbarian. They know that if they can make it back from an adventure there are more out there waiting for them. Adventurers death threshold (the point as which they die) increases by a number equal to their level. Thus a 10th level adventurer finally succumbs to death when he reaches -20 hit points.
Indomitable Body (Su): Adventurers become even more endured to the harsh affects of environments. They receive Elemental Resistance of 5 to one form of energy chosen at the acquisition of this ability. This increases by 1 for every 2 additional class levels. At 11th level the adventurer may select a second form of energy to which he is resistant, this elements resistance is 5 and increases by 1 for every 2 additional class levels. At 16th level, the adventurer may select a third form of energy to which he is resistant, resistant of 5 plus 1 per 2 additional class levels. This is a supernatural ability.
Awareness (Ex): The adventurer gains such an exceptional awareness of his surroundings through non-visual cues that she is able to sense without seeing all within 30?. This functions as blindsense with a range of 30?.
Special Ability: At 12th level and every additional 2 levels the adventurer selects a special ability to enhance his abilities. Some special abilities require prior special abilities.
- Improved Evasion (Ex): This ability works like evasion, except that while the adventurer still takes no damage on a successful Reflex save against spells such as fireball or breath weapon, he now takes only half damage on a failed save (the adventurer?s reflexes allow her to get out of harm?s way with incredible speed).
- Defensive Reflexes (Ex): Often encountering dangers on a whim, the adventurer?s defenses are honed to snap into place when threatened. When surprised by an attacker, the Adventurer is able to automatically assume the total-defense action before actions for the surprise round begin.
- Bristling Senses (Ex): When traveling, the adventurer?s senses bristle with activity others often miss when they relax. The adventurer is considered to be always taking 10 on all sensory checks (Spot, Listen and Search).
- Startling Awareness (Ex): The adventurer?s awareness goes beyond even of that of his normal companions. The adventurer receives blindsight out to 10?. An adventurer may take this special ability multiple times, gaining an additional 5? each time.
- Defensive Roll (Ex): The adventurer can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by non-environmental damage (weapons, spells, etc. but not falling, lava, etc.) the adventurer can attempt to roll with the damage. To use this ability the adventurer must attempt a Reflex saving throw (DC = damage dealt). if the save succeeds, he takes only half damage or is reduced to 1 hit point (whichever deals less damage); if it fails he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll?if he is denied his Dexterity bonus to AC, he can?t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the adventurer?s evasion ability does not apply to defensive roll.
- Timeless Body (Ex): The adventurer yearns to do so until he dies naturally and his exceptional will allows it. An adventurer no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the adventurer still dies of old age when his time is up.
- Polygot (Ex): The adventurer is an amazing linguist, he gains the abilities of the epic feat of the same name.
- Slippery Mind (Ex): This ability represents the adventurer?s ability to wriggle free from magical effects that would otherwise control or compel her. If an adventurer with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
- Skill Mastery (Ex): The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An adventurer may gain this special ability multiple times, selecting additional skills for it to apply to each time.
- Feat: An adventurer may select a bonus feat in place of a special ability.
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