Optional Core Class: Adventurer

Ferrix

Explorer
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

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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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I'm not sure there's really a need for such a class. But, I do know that +5 to spot, listen, and search is HUGE for a 3rd level ability.

If you want a generic adventurer class, you could pull together a hodge-podge of diferent class abilities, but in the end, you'd probably do just as well to make a multi-class character.
 

I think this class is very frontloaded. I mean +5 to 3 skills, but they only increase +1/4 levels? That means the original acquisition of the skill is much better than its growth, which invites cherry picking.

It seems to read like an alt. monk more than anything else to me. Same HD, BAB, Saves and similar abilities, at least in spirit (Indomitable X, Evasion, Keen Senses, Awareness, Evade Traps - all things one could attribute a monk).

Frankly a lot of the abilities are not things I want in my players hands unless through magic (and this class usually gives it out at a lower level than magic, like Secret Door Finding, Blindsense, and Energy Resistance (all) 5 + 1/2 levels?!!).

Where is the need for this class exactly? If you want to survive the toughest situation, the monk and a prc will surely fit the bill, or perhaps an AC/Save-munched fighter, or even a paladin or barbarian if built correctly.

Technik
 

Looks kind of like an Indiana Jones type.

A little frontloaded, but easily adjustable.

I could think of some uses for him as a PC or NPC.

Thanks...
 

Horizon Walker......me thinks !!!!

This looks and sounds a bit like the Horizon Walker Prestige Class in the 3.5 DMG. However the character does have some other unique abilities but some of which I would say may be a little too powerfull for the levels they are at. I like the indomitable spirit/determined spirt abilities but think they should be a at a couple of levels higher than they are and there are too many characters getting Evasion in my book(Characters constantly multi classing Rogues just to get Evasion at low levels) so if it's a must have for the character then make it at a higher level like 8th or 10th or something. I personally would drop it in favor of Bonus Feat = Lightning Reflexes at 5th Level as you stated the character having lightning reflexes in your description. Keen senses is a little too much too soon. Bearing in mind the magic items the character may get and tressure etc... that he can buy items for over the course of his career. Indomitable Body should maybe be at lower level and only one energy type but increased energy types available every couple of levels. That would nicely balance the ability usage and make the character not want to multi class. The other abilites etc...are ok the way they are and I especially like the Evade Traps ability as if ya can't disarm it then bypass it in a cool way. So I think with a few tweaks and maybe some other special abilites at higher levels involving Traveling and/or Discovery, maybe something about Legend Lore then you have the makings of a very unique new core class character. How about a combat orientated ability at a higher level say at 12th, to make up for his/her lack of attacks. You could even tie it in with the exotic weapon ability. Maybe they get an extra attack but only with that weapon. Cheers :)
 

Nice Rogue alternative, but you gotta give em something to boost their attacks. Rogues get Sneak Attack, Bards get spells, Monks get lots of attacks and flurry of blows. I don't know what to suggest, but I do know that it needs a bit more oomph.
 

And this is why I post it here :-) Good responses, if not some discouraging responses.

The need for this class I would say comes from at one point attempting to build a character who was a dare devil, lived on the edge to survive the most dangerous situations. I tried a rogue, but he didn't seem to fit, he needs the skills but sneak attack isn't fitting nor are some of the skills. The character is not also a ranger which would potentially be another fit, he's a whole lot less combat oriented and spell-less. Finally the monk, I dislike the monk class in general, it's bland and restrictive to how the character would function. He's not a lawful person attempting to hone his interior self, he's not a combatant persay really at all and the names of the abilities are just names, if you can figure out better ones that have less of a so-called "monk" idea than I'd be happy to hear them, I just figured they fit. Also, I could see the abilities stemming from completely different reasons than a monk perhaps achieving them. He's not of the martial discipline.

There is a PrC which is about survival in I think Savage Species, so I took a similar idea and ran with it in a slightly different direction. So, I would say after attempting to conceive a level one character who fits the bill for this concept I failed after multiple attempts. Multiclassing gives often too many unwanted and ill-mannered abilities for the concept and for a character that could be a dare devil from level 1 they are most definately cut off from having a decent playability until higher level. So, I would say there is a need for this class, I have seen other examples of a core adventurer class or explorer class so I don't think I'm the only one who may recognize the potential for this class.

One final comment about magic in respect to the class, place the class in a world of generally low-magic item potential. Items which are magic are usually unique and possess an often long history. The world this class is being developed for focuses more on the characters strength over the strength of the crap they possess. So, not your D&D standard but oh well, I never was much for the D&D standard anyways.

Now, on to the class again.

Rearranged abilities a bit so it goes like this:

Lvl2: Determined Body

Lvl3: Keen Senses

Lvl4: Determined Spirit

Lvl5: Reflexive Gaze

Lvl6: Indomitable Body

Lvl8: Indomitable Spirit

Lvl9: Evasion

Rest is the same

Keen Senses - too much, agreed... dropped to +2 when acquired and an additional +1 for every 3 additional levels. Total of like +7 at level 20 i think it worked out to.

Indomitable Body changed to 5 vs one energy form at level 6, then +1/2 additonal levels, second energy form at level 11 (same progression from level gained), third energy form at 16th level, same progression. So that's one energy resistance at 13, one at 9, and one at 7.

Blindsense is not particularly that powerful, it isn't Blindsight but allows the adventurer additional senses without sight. Thus, it isn't an omniscient sense out to it's range but an additional way of being aware of ones surroundings.

The secret door/trap check seems an expanded ability that elves possessed at 1st level. Allowing them the ability to make a check, not the guaranteed automatic sensing of all traps/doors in a whopping ten feet.

Special abilities - any more ideas for special abilities at higher levels?

Thanks again

~Ferrix~
 

Better....

Well I think you have scaled the more powerfull abilities perfectly and altered the unbalanced ones very well. As for some more abilites how about something like a few bonus feats, scattered through out the levels, maybe 4 or 5 in total. Not as much as a fighter but a pretty decent amount to substitute for no magic ability. Now as for really special abilities how about a Defence Class bonus based on his levels beginning at 10th and scaling up to +6 at 20th level. So plus 1 AC as an enhancement bonus or dodge bonus at 10th, and then a further scaleable +1 every other level till 20th. Another idea I had was based on the Adventurers travelling capability. How about an exceptional movement ability where they can double or triple their movement rate, say once per day at 12th level for a number of rounds equal to their class level. The amount of times they could use this ability would increase at 16th and then at 20th level. Finally a combat Idea I had would be to give the adventurer character a knowledge bonus against certain creatures, their choice, due to previous encounters with them and thus knowing how to hit where it hurts. Maybe a plus one per 2 class levels to hit and damage, max at 18th would be +8, so it would have to start at 4th level for a +1 bonus to hit and damage. The limit I would suggest for this ability to work would be that the adventurer had to encounter these groups of creatures in game time, while adventuring. One group of creatures at 4th level, eg. Giants. Another group at 8th, 12th, and finally 16th. Also try and tie in that exotic weapon abilty you gave them from the begining. Maybe they only get this bonus when using this weapon. The last idea I had was a special ability against fear that I am sure the adventurer class would suit very well bearing in mind that is what they come up against on a regular basis in their careers. How about an immunity to fear at 10th level with the ability to share that ability with one other character/companion, a number of times per 3 levels there after by just talking to another character based on his/her charisma score. Works like a bluff, in that they are immune themselves but they can pass on this exceptional ability by word of mouth and example at a given situation. A bit like a bluff check. The Adventurer would roll a d20 plus his bluff skill, plus his Cha. modifier against a Fear DC of the encounter that the DM would set and if they pass then the character or companion would make a will save, if they pass then they are immune to fear for that one encounter only. Well thats all I can think of for now, hope you get some ideas and let me know of you liked any of my suggestions. Cheers :)
 



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