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<blockquote data-quote="seasong" data-source="post: 298350" data-attributes="member: 5137"><p><strong>The Adventurer</strong></p><p></p><p><span style="font-size: 12px"><strong>Adventurer</strong></span></p><p></p><p>The adventurer is a flexible class which acts as a foundation for whatever the character decides to become. Although hardly a master of any discipline, the adventurer possesses enough ability to get by in any field and excel in a few.</p><p></p><p><strong>Alignment:</strong> Any</p><p><strong>Skill Points:</strong> 6</p><p><strong>Arms & Armor:</strong> Unarmed strikes and wrestling.</p><p></p><p>[CODE][COLOR=coral]Lvl Attk AC HP Fort Ref Will Special</p><p>1 +0 +0 +0 +0 +1 +0 Bonus Feat</p><p>2 +1 +0 +1 +1 +2 +1 </p><p>3 +1 +1 +1 +1 +3 +1 Bonus Feat</p><p>4 +2 +1 +2 +2 +4 +2 </p><p>5 +2 +1 +2 +2 +5 +2 Bonus Feat</p><p>6 +3 +2 +3 +3 +6 +3 </p><p>7 +3 +2 +3 +3 +7 +3 Bonus Feat</p><p>8 +4 +2 +4 +4 +8 +4 </p><p>9 +4 +3 +4 +4 +9 +4 Bonus Feat</p><p>10 +5 +3 +5 +5 +10 +5 [/COLOR][/CODE]</p><p></p><p><strong>Party Roles:</strong> An adventurer can be an expert dungeon delver, a wilderness guide, a jack-of-all-trades, a minstrel, a spell casting handyman, a rogueish con man, a reasonably good fighter, and more. A party of all adventurers would not really be missing anything, as long as each pursued some of the needed competencies.</p><p></p><p><strong>Spell Casting:</strong> A devoted adventurer can pick up a wide number of spell casting feats, but is sharply limited in skill with them. Generally, the adventurer is best suited to learning low-level spells in several fields.</p><p></p><p><strong>Forgotten Realms:</strong> Use the Rogue BAB progression (and drop AC progression); use 1d6 hit die; and give a Good save progression for Fort, Ref AND Will.</p><p></p><p><strong>Going Beyond The Core Class</strong></p><p></p><p>An adventurer has moderate fighting ability, moderate skills, a ton of feats, and the best saving throws of the bunch. Shaping this class into a bard or rogue is almost too easy, simply with skill and feat selection. For a bard, take a few romance-related virtue feats, a little bit of spell casting, performance skills and some performance-related feats. For the rogue, start with criminal skills and feats and add in some saving throw bonuses.</p><p></p><p>The adventurer can also make an excellent wilderness character, focusing her skills on lores, tracking and stealth, and her feats on nature spells, wilderness feats and archery. Focused more on the spells, you have a druid; focused more on the skills and archery, you have a ranger. Note that a ranger-oriented adventurer will not be as good a fighter, but will be far more competent at the non-fighter aspects of being a ranger.</p><p></p><p>An adventurer with divinity-related virtue feats, divine spell casting, and the appropriate conquer & convert mentality can make an excellent missionary cleric. The moderate fighting and survival skills will likely come in handy, as well.</p><p></p><p>As a spell caster, the adventurer is unlikely to ever be very good at the awe-inspiring, high level spells - the DCs for those spells will simply be too high. However, a veritable cornucopia of low-level spells can be gotten by taking a wide range of spell-casting feats at the level 0-2 range. And unlike the specialist spell caster, the adventurer will not be giving up combat worthiness in the pursuit of magic, making an almost ideal defensive caster.</p></blockquote><p></p>
[QUOTE="seasong, post: 298350, member: 5137"] [b]The Adventurer[/b] [SIZE=3][b]Adventurer[/b][/SIZE] The adventurer is a flexible class which acts as a foundation for whatever the character decides to become. Although hardly a master of any discipline, the adventurer possesses enough ability to get by in any field and excel in a few. [b]Alignment:[/b] Any [b]Skill Points:[/b] 6 [b]Arms & Armor:[/b] Unarmed strikes and wrestling. [CODE][COLOR=coral]Lvl Attk AC HP Fort Ref Will Special 1 +0 +0 +0 +0 +1 +0 Bonus Feat 2 +1 +0 +1 +1 +2 +1 3 +1 +1 +1 +1 +3 +1 Bonus Feat 4 +2 +1 +2 +2 +4 +2 5 +2 +1 +2 +2 +5 +2 Bonus Feat 6 +3 +2 +3 +3 +6 +3 7 +3 +2 +3 +3 +7 +3 Bonus Feat 8 +4 +2 +4 +4 +8 +4 9 +4 +3 +4 +4 +9 +4 Bonus Feat 10 +5 +3 +5 +5 +10 +5 [/COLOR][/CODE] [b]Party Roles:[/b] An adventurer can be an expert dungeon delver, a wilderness guide, a jack-of-all-trades, a minstrel, a spell casting handyman, a rogueish con man, a reasonably good fighter, and more. A party of all adventurers would not really be missing anything, as long as each pursued some of the needed competencies. [b]Spell Casting:[/b] A devoted adventurer can pick up a wide number of spell casting feats, but is sharply limited in skill with them. Generally, the adventurer is best suited to learning low-level spells in several fields. [b]Forgotten Realms:[/b] Use the Rogue BAB progression (and drop AC progression); use 1d6 hit die; and give a Good save progression for Fort, Ref AND Will. [b]Going Beyond The Core Class[/b] An adventurer has moderate fighting ability, moderate skills, a ton of feats, and the best saving throws of the bunch. Shaping this class into a bard or rogue is almost too easy, simply with skill and feat selection. For a bard, take a few romance-related virtue feats, a little bit of spell casting, performance skills and some performance-related feats. For the rogue, start with criminal skills and feats and add in some saving throw bonuses. The adventurer can also make an excellent wilderness character, focusing her skills on lores, tracking and stealth, and her feats on nature spells, wilderness feats and archery. Focused more on the spells, you have a druid; focused more on the skills and archery, you have a ranger. Note that a ranger-oriented adventurer will not be as good a fighter, but will be far more competent at the non-fighter aspects of being a ranger. An adventurer with divinity-related virtue feats, divine spell casting, and the appropriate conquer & convert mentality can make an excellent missionary cleric. The moderate fighting and survival skills will likely come in handy, as well. As a spell caster, the adventurer is unlikely to ever be very good at the awe-inspiring, high level spells - the DCs for those spells will simply be too high. However, a veritable cornucopia of low-level spells can be gotten by taking a wide range of spell-casting feats at the level 0-2 range. And unlike the specialist spell caster, the adventurer will not be giving up combat worthiness in the pursuit of magic, making an almost ideal defensive caster. [/QUOTE]
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