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New Core Class: The Adventurer

Sounds a little unballancing to me. Maybe the special abilities should be parred down a bit. As is it has an advantage over most of the other classes. Soon everyone in your campaign will be using it as is, and things will get boring.
 

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I *LIKE* think class. I have tried to make something similar (but didn't make it pick-and-choose as you do, I *LIKE* that) except I called it a True Adventurer since there are so many common adventurers :). After giving up on that, I have also made Flexible versions of most of the classes, which look a lot like this with long lists of special abilities, but for some reason (:smack:, slaps forehead) I didn't think to combine the two :confused:

Skills: I generally like the 'pick 10' thing. But it doesn't go too well with being a generalist, does it? How about instead saying something like "All skills are class skills to an Adventurer. However, this lack of focus means that he can only take up to Level+1 ranks in a skill instead of the usual limit of Level+3. If multiclassed, use the adventurer's level minus 2 to determine maximum skill ranks rather than his full level." ...that should take care of the "master of none" bit.

Along the same line, I still don't think the Chosen Weapon is appropriate, it just doesn't fit in. (But if you want to keep it, at leats change the 1st level attack bonus from +1 to +0, that looks like a typo)

Proficiencies: Nice. I'd probably let exotic weapons 'cost' two martial ones, though. They are *supposed* to be better than martial ones (why take Battleaxe when you can get Dwarven Waraxe?).

Saves: 2 Poor, 1 Good (pick) sounds good. Too bad Medium saved are not standard D&D; 3 Medium saves would be perfect for this one, wouldn't it?

Special abilities (oh boy!)
- Skill Emphasis: Well... sounds a lot like specializing to me, and that doesn't sound right for this class. Expert yes, but...
- Avoidance: This is *so* powerful. Just about any mid-high level Rogue (or Bard or Monk) will multiclass to grab this one. Others may too. It should be toned down (say, +1 AC per 4 Adventurer levels, on same conditions) or removed or replaced by a Duelist-like bonus (see Uller's remark)
- Skill Mastery: Excellent! A perfect ability for the class. However, it's a higher-level ability for the Rogue, so maybe it should have a minimum level?
Quick Learner: This is a nice and appropriate but very weak ability. It should open up more skills as class skills. (But I still prefer what I suggest above ;))
- Reflex Dodge: This will eventually become very easy to do (d20 is limited while Reflex saves are not) so maybe make the DC the (total) confirmation roll?
- Lightning Strikes: A little better than fighting with two weapons, but since that is not too great, this is probably ok. Not weak, but probably ok. I like the idea :)
- Evasion and Uncanny Dodge: I don't understand whu PrCs and such don't just state some thing like "Levels in this (the adventurer) class count as rogue level with respect to this ability." It would be so much simpler and then one would not have to read it all to check if there are differences.
- Trap Sense: What you suggest is a very weak ability; +1 to dodge traps is not useful very often. I'd either increase it to a flat +2 (with a level min of 10 or so) or make it +1 per 4 adventurer levels (can only be taken once)
- Chosen Weapon: I don't like it for a generalist. If you want to keep it, at least require Weapon Focus or a min level or something.
- Sneak Attack: Great! (I haven't read it all again, but it's the same as a rogue's, right?)
- Perceive Weakness: Ahem... would you let an adventurer get this bonus on *all* his attacks against an enemy for the whole duration? I suggest limiting it to very few attacks (say 1 flat, or 1 per 5 levels or something like that) or you'll have a horrible combat monster at higher levels.
- Favored Enemy: Sounds good. How would it work if the skill bonuses were increased from +1 to +2?
- Fast Movement: Sure
- Magic Use: Either this has to have a level limit (I'd say at least 4th) or it will be way too good. Won't the first two adventurer level be strictly better than the first two sorcerer levels for instance? I'd say that even being a 2nd level adventurer with 1st level wizard or sorcerer spells is mush stronger than a 2nd level wiz or sor. My suggestion would be to make this a 4th-level ability and then make the progression a little faster. How would it work if it granted two caster levels but could only be taken once every 4 levels? That maintains the max casting capability of an adventurer (10th level or so) but delays it a little and lets him get other abilities as well. (And why not allow cleric caster levels?)
- Feat: Since we're down to 1 good save, I'd allow any feat to be taken. Comparing to the Ftr, you're getting a lower BAB and HD progression but get 2 extra skill points. I think that's worth giving access to all feats?


In general: I think some of the SAs could benefit from being made level dependant. Here are some I made for my 'flexible' classes:
Evasion: Described PHB 39-40.
Fast Movement +10’: Described PHB 25 (except can be up to once plus once per 4 levels).
Favored Enemy: Choose a type of creature from table 3-14. Against that type of creature, you now get a bonus to checks with certain skill checks and to damage, as described in the PHB. The size of the bonus depends on your level and is +1 at 1st level, +2 at 5th, +3 at 10th, +4 at 15th, +5 at 20th level. If the same type of enemy is taken a second or third time, you must choose a specific race (or, in case a humanoid or outsider race is selected, a specific tribe, nationality, organization, etc.) and against that specific enemy, you now also get the benefit to either AC or attacks. This ability can be taken no more than once per 4 ranks in Wilderness Lore.
Skill Mastery: Described PHB 48. You must have at least 10 ranks or Skill Focus in the skills.
Sneak Attack: Described PHB 47 except first time you take it, you get +d6 per five levels, rounded up. The second time, you get +d6 per three levels, rounded up. The third time, you get +d6 per two levels, rounded up. Fourth and subsequent times it is taken, you get an additional +d6.
Trailblazing: Gain the ability to increase overland movement speed through trackless terrain. If a Wilderness Lore check (DC 15 + 2 per person led) is passed, overland travel through trackless terrain is considered to be on a trail. See page 143 and table 9-5 in the PHB for details on overland travel. A new check must be made after resting and when new terrain is encountered, to a minimum of once per day. If hustling, the base DC is 20 and checks must be made at least every hour.
Uncanny Dodge: Choose one benefit: Dex bonus to AC, Can’t be flanked, Traps. The abilities are described PHB 25 except the bonus vs. traps is +1 per 4 levels.


Another general comment: Most of the SAs seem to be directed toward martial combat, can't we come up with other stuff as well?
 

Geez, I'm gone for a bit and this gets kicked all the way down to the 7th page. I guess it could be worse, it could have got kicked all the way to 32 :).

I would really like to some suggestions on some non-combat special abilities that may be chosen to make this class a little more versatile. Thanks.
 

This "class" only makes sense in a classless system. If you had other classes around, the presence of an "adventurer" class would imply that everyone else -- fighters, wizards, etc -- was not an adventurer. Which is manifestly silly, and is the same problem that afflicts prestige classes like the vigilante, royal explorer, temple raider, and dread pirate.

That said, I think the _structure_ of the class, where you get lots of bonus feat slots, is something that could be useful even in a class-based system. Each different class could have its own pool of bonus feats to choose from, and this would help preserve class identity while also allowing more flexibility than under the current setup. You could even make spellcasting part of this system, by making each caster level require taking a feat. That could be something to keep in mind.
 
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What if u make the abilities in different pools available at different levels?

Special Abilities I (from 1st to 7th lvl): list of abilities (the less powerful)
Special Abilities II (frm 7th to 14th lvl): list of abilities (from now on you can get some nasty abilities that you want to keep away from multiclessers like Ranger1/Psion1/Sorc10...)
Special Abilities III (...) the best ones!

That give some idea of scaling power and as i've written above, doesn't give to min-max multiclasser the need of takin a couple of level of "adventurer".

You should even say that Ex-adventurer (someone who takes level in another class) will retain all the abilities, but will never be able to come back to their original path)

Steven McRownt
 

A few general critiques:

Most of the Special Abilities need a mimium level or ability requirement. For the most part, the Core Classes can't get these Special Abilities till later levels.

Rather than having them pick up a level of a spell-casting class, I think they should be able to pick and choose spells, with the requirement that they be able to cast spells of a lower level. Thus in order to cast 1st level spells, they first must be able to cast X number of zero level spells.

I agree with some others that the Chosen Weapon does't really fit with the basic nature of the class and I think a seperate BAB for a Chosen weapon is too powerful. Instead, maybe some of the Special Abilities can only be used with the Chosen Weapon, for instance they can only Sneak attack with the Chosen Weapon, or only Lightning Strike with the Chosen Weapon, etc...
 

Why not just make Weapon Specialization an available ability? That's not really the same as Chosen Weapon, but it would help...
 

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