Adventurer's University - Class List

Mistwell

Crusty Old Meatwad
In my campaign the players all play students in a university. The University is open to all classes and races (though it is a private college and you therefore must pay hefty fees to go or obtain a scholarship or loan of some kind). There are a couple of tweaks to the focus of some of the classes (rogues who want to be thieves are training more for government espionage rather than pick pocketing townsfolk, barbarians are less chaotic and more focused on tapping into their inner power, etc...)

My players are first years at the University, and I need a class list for them. The classes should be mostly general education type classes, since they won't take the class-focused classes until later, for the most part.

So far I have simple weapon proficiency class, history class, introduction to natural animals class, physical education class, ethics, and introduction to the arcane arts.

Anyone have any other suggested classes? Just through them out there, they don't need to be perfect, I'm just gathering ideas right now.
 

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Added this so far:

First Year Classes

Basic Communications – Diplomacy, Listen, Bluff, Sense Motive, and Intimidate
Advanced Communications – Communications + Innuendo, Read Lips
Basic Research and Intelligence Gathering – Gather Information, Search, Spot, and Forgery
Advanced Research – Research + Decipher Script, Knowledge (planes, some others)
Advanced Intelligence Gathering – Int. Gather + Hide, Move Silently, Disguise, Escape Artist, Pick Pocket
Basic Engineering & Sciences – Appraise, Craft (some), Profession (some), Knowledge (architecture & engineering, mathematics, etc..)
Advanced Engineering – Engineering + Disable Device, Use Magic Device, Alchemy, Open Lock
History – Knowledge (local, history, geography, nobility & royalty, etc…)
Theatre & Music – Disguise, Perform, Profession (some), knowledge (arts)
Basic Physical Education – Jump, Climb, Balance, Ride, Swim, Use Rope
Advanced Physical Education – PE + Tumble
Simple Melee Combat – Simple weapon proficiency (Melee weapons), Simple Armor Proficiency, Basic melee combat tactics
Simple Ranged Combat – Simple weapon proficiency (Ranged weapons), Basic ranged combat tactics
Ethics – Knowledge (Religion, Planes)
Basic Divinity – Outsiders, Undead, Deities & Demigods, Knowledge (religion, planes)
Biology 1: Natural Animals – Animal Empathy, Handle Animal, Knowledge (nature), Natural Beasts (Animals, Beasts, Vermin)
Biology 2: Magical Beasts (Aberration , Constructs, Dragons, Elementals, Magical Beasts, Ooze, Fey, Shapechangers)
Biology 3: Humanoids (All races, Giants, Monstrous humanoids)
Nature and the Environment - Knowledge (nature, local), Wilderness Lore, Intuit Direction, Plants
Basic Arcana – Magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation), Spellcraft, Knowledge (arcana)
 


It really appears that you have the course work covered (at least for the first couple of years)

It may be the case that each of the classes represent "chains" and each year would add another +2 to each skill - S

o Biology 101 gives +2 in Natural Animals – Animal Empathy, Handle Animal, Knowledge (nature), Natural Beasts (Animals, Beasts, Vermin).

Then Bilogy 201 gives another +2.

I would then rename biology 2 to Abberant Biloigy

Biology 3 to Humanoid Biology

I would also entroduce the concept of seminars that allow feats.

For Example, the Spell Maximization or Finesse Seminar.....
 


Freshman Seminars

some Freshman seminars -

Local Laws on Magic and Adventuring - a must for any group considering going out there and making a go of it. Any Rogue worth his salt knows his local laws.

History of Adventurers - Some of the adventuring parties that have effected history in the past thousand years and why they were successful (a few surprise guest speakers expected).

Classic Errors of Adventuring Parties - These are the parties who didn't make history. These are the broken parties whose bones you walk past in the dungeon. Why are they bones and dust?

Racial Adventuring - different races and how their cultures and societies deal with their ilk strapping on a sword and going adventuring.
 

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