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Adventurer core class

BluWolf said:
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.

Just imagine taking one level of this. You get a lot of skill points to place anywhere (Say spellcraft, knowledge arcana, and other skills a wizard would like). Two feats that can be meta magic feats. THen you go to wizard. You might be one spell level behind but the bonus 2 feats, and a lot of skill points is easily worth it. Plus you get +2 to fort and reflex (the bad saves of a wizard). This is a min maxer's wet dream.
 

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Crothian said:


Just imagine taking one level of this. You get a lot of skill points to place anywhere (Say spellcraft, knowledge arcana, and other skills a wizard would like).

Ok. Let's say it doesn't work with metafeats as well. I should say GENERAL feats not in fighter list... This class is an incentitive to take crapy feats like skill focus, toughness... Enter all the underdog feats in the list!
 
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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.
Why? It's a Rogue without Sneak Attack but with Alertness, or Endurance, or Skill Focus, or Track, or whatever instead. Or it's an Expert with Alertness, or Endurance, or Skill Focus, or Track, or whatever on top of the NPC class's not-quite-PC abilities.

I would restrict each Adventurer to 10 Class Skills though, like an Expert.
 

mmadsen said:
I would restrict each Adventurer to 10 Class Skills though, like an Expert.

Expert= specialized adventurer=generalist

You should have an ARRAY of abilities, but NO CHANCE to be overpowered.

However, If you don't have COMBAT feats bonuses, this class will be crapy at high levels (any class should stand against a dragon,etc. at level 10+...)

I would prefer to giver only general "non-fighter" feats, and more, but the class would be too weak.

For the saves, i think it's balanced... but I didn't value the versatility of the class over the rogue's. Maybe I should reduce something...

versatility = what ? Any ideas?
 
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My suggestions:

"Any" skills as class skills is too powerful. Heck, even giving the player the choice of too many is too powerful. I would recommend you define, say, six class skills and give the player a choice of any other two as class skills. With 8+ skill points at every level, they're going to be stealing everybody else's thunder otherwise.

Instead of "any feat" alternating with "non-fighter feats" every other level, I'd recommend "any feat" at 1st, 3rd, 6th, 9th, etc.

They do need some abilities of their own. You might want to consider some of the scoundrel and/or fringer abilities from Star Wars ("Better Lucky Than Good" comes to mind). You might also consider giving them an ability akin to Bardic Knowledge (Adventurous Lore or somesuch); maybe a check of Adventurer Level + INT Bonus to know some useful information about a given encounter or situation, such as...

DC 10 - Most goblins or kobolds are not that tough; skeletons take less damage from non-bludgeoning weapons
DC 13 - Ghouls can paralyze with a touch
DC 15 - Trolls can regenerate normal damage, but not acid or fire
DC 18 - Drow have spell resistance
DC 20 - Young dragons generally don't have SR, but mature dragons do
DC 23 - The DC of a beholder's charm eyes
(etc.)

Finally, I would recommend: Multiclass Restriction - A character who takes a level of any class other than Adventurer may not progress any further in the Adventurer class -- because they have chosen a specialty.

-The Gneech
 

The_Gneech said:
My suggestions:

"Any" skills as class skills is too powerful. Heck, even giving the player the choice of too many is too powerful. I would recommend you define, say, six class skills and give the player a choice of any other two as class skills. With 8+ skill points at every level, they're going to be stealing everybody else's thunder otherwise.

Instead of "any feat" alternating with "non-fighter feats" every other level, I'd recommend "any feat" at 1st, 3rd, 6th, 9th, etc.

Knowledge (Adventurous Lore or somesuch); maybe a check of Adventurer Level + INT Bonus to know some useful information about a given encounter or situation, such as...

My reply :)
8 skills? I was suggested 10, I would say 15, chosen at level 1.

any feat at any 2 levels? High-powered fighter!

knowledge skill: seems to be knowledge(monsters)
 

trepanier said:


My reply :)
8 skills? I was suggested 10, I would say 15, chosen at level 1.

any feat at any 2 levels? High-powered fighter!

knowledge skill: seems to be knowledge(monsters)

Actually, that's any feat at 3 levels, with an extra at first. Makes for a total of seven bonus feats. Or do 1, 4, 8, 12, 16, 20 for a total of six bonus feats.

The monster lore was just a handy indicator. You could just as easily include stuff like "Moria was destroyed by a balrog" or "there's a plague in Neverwinter" if it was germaine to an adventurer's career somehow.

As for skills, well, we just disagree, I guess. :)

-TG
 

How about this: They start with a small-ish list of class skills and get to choose 2 more (including exclusive skills perhaps?) at first level. They get one additional class skill at every odd level starting at 3rd (every level where they don't get a bonus feat).

This represents how an adventurer expands and diversifies his talents as he gains experience and learns how to do more things.
 

Can be fine :) I worked on it... to balance it

10 class skill
+1 class skill/level

proficient with shields
same multiclass limit as a monk

adventurer(bard) skill : knowledge(adventurer)
general monsters, places, etc.)
 
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I like your adjustments Trepanier.

It gives someone an insentive to stay in this class.

I would still change saves to only 1 good one and let the player select which one is good at first level. Just a flexibility issue.
 

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