Hopefully a cool PC Class

evolved

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Adventurer
Adventurers are warrior sages who use a combination of knowledge intuition and out of the box style thinking to perform outlandish attacks that other’s would never contemplate. Often they grew up near concentrations of traditional adventurers Guild houses major cities with monster problems or frontier settlements. They study and learn about those people the kind who become heroes and villains kings and transcendent deities. The lessons learned from these incredible people never leave the young Adventurers as they mature and strike out on their own. Surprisingly almost all adventurers develop a high level of unarmed combat ability most likely due to the lack of weapons a youngster has when he is planning his first techniques.

Over time an Adventurer develops a series of tricks that play off their selected feats making them dangerous combatants vs. even veteran foes. These tricks range from being able to fight in impossible situations to techniques designed to turn a weakness into a strength. A few tricks even unlock mystical techniques that leave even the masters stumped as to where that came from.

Classes: Adventurers don’t like to deal with “narrow minds” often this leads to baiting the fighters, and sorcerers with their superior knowledge and uncanny skills. Annoying wizards with their ability to decipher arcane ideas that make their knowledge less impressive sounding. Intentionally drawing paladins or clerics into saying something that goes against the dogma of their religion, especially if said churchman tries to convert said Adventurer, Druids, rogues, rangers and bards, those who are more likely to approach problems from multiple unique angles usually have no trouble with Adventurers. Few adventurers multi class except to gain a level of mystical prowess quickly Adventurer/Psions are rare while Adventurer/totemists are merely uncommon.

Races: Humans are by far the most common Adventurers due to their variety, versatility and innovativeness. Halflings make a strong showing in the ranks of Adventurers due to fearlessness and a cultural predilection for daring stunts. Half-humans are also common due to the thrill seeker in them. Finally elves rarely become Adventurers thanks to their dedication to learning individual traditions rather than mixing knowledge and intuition. Amongst the monstrous races Adventurers are rare due to a lack of thrill seekers with the intellect to master the sage side of this class.

Alignment: Adventurers are a varied lot but their unorthodox tactics and unusual outlook on life makes chaotic the most common alignment. Lawful Adventurers usually grew up near and adventurer’s guild house and learned from the strange people who belonged to the guild. A good Adventurer is kind hearted and moderately charitable, but is more likely to teach someone in need rather than simply provide. Evil Adventurers are self serving and relish the fear they inspire when they use their unusual maneuvers.

Abilities: depending on your feats and tricks selected different ability scores become more important, but strength and intelligence are central to many Adventurers.

Bab as Fighter

Hit Dice : d8

Saves as wizard

Skill points (4+int mod)(*4 at first level)
Class skills - Any knowledge, craft, profession, perform, move silently, hide, handle animal, ride, spot listen, sense motive, bluff, search, concentration, jump , climb , swim, tumble, use magic/psionic device, use rope

Weapon and Armor
Simple +1 martial, light armor and bucklers

Code:
lvl     special                         Improved Unarmed damage
1       bonus feat                                        1d4
2       Trick                                               1d4
3       Power Strike (magic)                         1d4
4       bonus feat                                        1d4
5       trick                                                1d6
6       Power Strike (silver)                          1d6
7       bonus feat                                        1d6
8       trick                                                1d6
9       Power Strike (alignment :moral)          1d8
10      bonus feat                                       1d8
11      trick                                               1d8
12      Power Strike (cold iron)                     1d8
13      bonus feat                                       1d10
14      trick                                               1d10
15      Power Strike (alignment :ethical)        1d10
16      bonus feat                                       1d10
17      trick                                               1d12
18      Power Strike (adamantine)                 1d12
19      bonus feat                                       1d12
20      trick                                               1d12


Unarmed strike : The one thing Adventures all have in common is the uncanny ability to strike an opponent without a weapon and still deal not inconsiderable damage. An Adventurer gains improved unarmed strike at level one and deals increased damage with its unarmed attacks as it levels up. This version of unarmed can be wielded as either off or on hand, can be twf'ed with it self, and deos not require a free hand, you may deal lethal or non-lethal.

Powerstrike : Adventures gradually learn how to instil their unarmed attacks with more power and will this allows them to bypass the damage reduction of thier enemies. When the powerstrike gained is alignment based the unarmed strike bypasses DR as a weapon of the Adventurer's alignment.

Trick : Every time an Adventurer gains this ability he learns a new trick from the list below.

Battle grapple : (improved grapple and dex 13+) you can attack an opponent in a grapple with a light weapon at no penalty, one-handed -2, two handed -4 with a minus -2 on the grapple checks when using a two-handed.

Armored Adventurer : (endurance, armor proficiency with appropriate armor type, tumble 5 ranks str and dex 13+) you may use adventurer abilities and bonus feats in medium armor, take this trick again to get heavy.

Adaptive power attack : (power attack, int 13+) anytime you would take an attack roll penalty from a use of a trick or feat you gain damage as if you had taken the penalty for power attack.

Two-fisted style : (two-weapon fighting, str 13+) when using two weapon fighting with only unarmed apply full str mod to all damage rolls.

Sage's knowledge : (5 ranks any two knowledge skills) your studies tie into one another in unusual ways, strange connections and similarities come more easily to mind. Once per day per 6 Adventurer levels you may make a special knowledge check with a modifier equal to your Adventurer level + your intelligence modifier instead of making a check with another knowledge skill in which you have at least one skill point

Parry : (expertise, dodge, combat reflexes) whenever an opponent attacks you may attempt to parry with an opposed attack roll with a weapon no more than 2 size categories smaller, if you win the opponent misses. This ability uses up one AoO when used and you must decide to parry before learning the result of the attack(s). Parrying a crit takes 2 AoO’s. Use of this trick supercedes your AC, you must declare use of this trick before the attack roll's result is announced.

Heavy Handed : (power attack, stunning fist, str 15+) When fighting with only unarmed strikes and without using two-weapon feats your unarmed attacks are treated as a two-handed weapon.

Fast Feint : (improved feint, cha 13+) you may feint as an attack action, and you may fient instead of taking an attack in a full attack routine.

Cloak Storm : (whirlwind attack, cloak dance, perform (dance,tumble,or weaponplay 7 ranks) when you use the whirlwind attack feat and are wearing a cloak you may gain the conceal ment from cloak dance as if you had taken a move action in other words 50%.

Hidden psychic : (hidden talent, cha 13+, knowledge psionics 11) when you take the expand knowledge feats, you may learn powers with a level of up to 1/8 your adventurer level.

Unfettered mentalist : (psionic meditation, concentration 15) once per day per point of wis modifier you may restore psionic focus as an attack action during a full attack by making a concentration check with dc 30.

Addling shot : (far shot, precise shot, craft armor 4 ranks) when you hit an opponent within the first range increment of your ranged attack that opponent takes a penalty to spot search, knowledge, and concentration checks until yur nex turn the penalty is equal to half you adventurer level.

Ok need reiviews and more trick ideas especially ranged, and mounted
 
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I know you are looking for new stunts and tricks, which I don't have any ideas about right now, however I do have some input.

The damage of the unarmed strike is too low, low level characters will opt to use their martial weapon and once they do the class abilities become less valuable and they take levels in fighter instead. I would bump it up to at least 1d4 to start (preferably 1d6). Also be sure to mention that they get improved unarmed fighting or else anytime they attack an armed foe they incur an attack of opportunity.
 

ok how do i get the table to line up properly

i don't wan to push the unarmed damage much more because the point was to have a reliable option to use with weapons, not to overrshadow them like a monk's does
 


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