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Adventurer core class

trepanier

First Post
adventurer

Adventurers are generalist who just can take on every skill or feat available. Better jack-of-all-trade than bards. For those who want to be real generalists…

Hit Die:
Adventurers gain 1d6 hit points per level. The character's Constitution modifier applies.


Class Skills
The adventurer's class skills, and the key ability for each, are as follows (see PHB, Chapter
Four: Skills for skill descriptions). Any.

Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.

Class Features
All of the following are class features of the adventurer:

Weapon and Armor Proficiency
The adventurer is proficient in the use of all simple and martial weapons and with light armor only. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Move Silently, Pick Pocket, and Tumble.

Feats: Consider here feats non in fighter bonus feats list are weaker than the other (ex: iron will, alertness). Without sneak attacks, rogues feats are of lesser use, idem for metamagic feats for non-casters.


Table 1-1: The Adventurer bab: as rogue; saves: good fortitude and reflex


Level Adventurer

1 2 feats (non in fighter bonus feats list)

2 Any feat
3
4 Any feat (non in fighter bonus feats list)
5
6 Any feat
7
8 Any feat (non in fighter bonus feats list)
9
10 Any feat
11
12 Any feat (non in fighter bonus feats list)
13
14 Any feat
15
16 Any feat (non in fighter bonus feats list)
17
18 Any feat (non in fighter bonus feats list)
19
20 Any feat (non in fighter bonus feats list)
 

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I like this!I see this as verry balanced.

One thing you might do is make a list of abilities that the Adventurer could get in place of bonus feats, with a level prerequisite. I've included a few suggestions:

Sneak Attack:
Level Prerequisite: none
Other Limitations: your amount of SA dice can not exceed half your level (round up).

You gain +1d6 Sneak Attack damage

Great Luck:
Level Prerequisite: None
Other Limitations: May only be taken once

You may reroll one skill, attack, save, or check once per day, or make an opponent do the same for one of the above made aginst you. You must take the second result.

Take the Punishment:
Level Prerequisite: 10
Other Limitations: None

You gain damage reduction 1/-. Stack all damage reduction gained from this feat.

Maybe these are too powerful, maybe they are stealing unique class abilities, but you can't really call yourself a jack-of-all trades unless you can be a jack of *ALL* trades. Basically, I am saying that maybe this calss should have access to some of the abilities that a Wanderer from Wheel of Time or a Scoundral from Star Wars has.

-Jeph
 

You're right. Any feat that is not a fighter feat is basically weaker (for a non-caster). I would say any non-magical ability should ne ok.
 

Overpowered but not hideously so.

Here are my suggestions:

1) Limit the number of class skills to about 25. Then allow them to select one class restricted skill from any class. (use magic device, Disable Device....)

2) Reduce save to 1 good save but allow them to decide at first level which one it is. Allows them to create a different sort of specialty.

3) Maybe consider reducing skill points to 6?? But that may be a little harsh.

BY the way, do you have a concept for why this class would exist? I mean other than mechanics?
 
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I can see a reason for this class in a 1 character game but in a party, they are going to make every other character feel useless. On occasion, each individual class will shine but for the most part, they will be watching the adventurer do everything almost as well as them.

I don't think there is a need for this class.

DC
 

I think the class is too powerful. I'd really lower the skill points to 6 a level. Define the class skills, and only have about 15 of them, and make the feats at most every 3rd level.

And really, some fluff can not do anything to hurt this at all. AS it is now it seems a little pointless.
 

It's balanced concerning my own class calculator. Just say you cannot have any CLASS ability, as sneak atatck, just feats.

It's not too powerful! Class abilities are not included... by default. I balanced it with by own class calculator).

ex: sneak attacks, find traps, specilization.

With 1/2 the specialized feats and lower bab, it's not a good fighter.

It can't find traps or sneak attacks, so it's not a good rogue.

But the class is versatile. And good for multi-classing, without being too much frontloaded.
 

I tend to agree with you Dreamchaser but inversely so.

I think the player running the adventurer would feel outshined since he would be a second rate what at best.

The fighter has better armor, the Rogue has more impressive feats....

The class would probably most used as a multicass way for people to get some extra feats to their core class.

It comes across as a generic meta-game class.
 


trepanier said:
It's balanced concerning my own class calculator. Just say you cannot have any CLASS ability, as sneak atatck, just feats.

It's not too powerful! Class abilities are not included... by default. I balanced it with by own class calculator).

And that might be your problem. Class calculators really don't work. Every ability doe not have a clear numeral value. Many abilities are strengthened or weakend by the rest of the abilities.

The sheer versatility of the class should greatly increase it's power. Versatility is huge.
 

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