Fires Under Water
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Adventurer [Core Class] (Variant on the Expert)
The wandering spirit, who conforms to no true ideal or classification. These are the true jack of all trades, for they're always different. They follow no binding code, no common bond. One Adventurer cannot truly distinguish another of their kind, for they are all completely different. However, they are all united by one thing: Their love of the chaos of an adventure.
Hit Dice: d8
Base Attack Bonus: +3/4 per level, as Rogue
Saves: Choose Two, these are the character's "Good" saves... The other is Poor.
Skills: Choose any ten (Knowledge costs 2, and you may pick a number of Knowledge skills equal to your Intelligence Bonus), and these are the Character's Class Skills. The character may select only one of the following: Animal Empathy, Disable Device, Read Lips, Scry, and Use Magic Device.
Points at first level: (6 + Int Modifier) x 4
Points every other level: 6 + Int Modifier
Class Features
Weapon and Armour Proficiencies: The Adventurer is proficient with all Simple and Martial Weapons, and Light Armour (but not shields). Note that armor check penalties for armor heavier than leather apply to all skills the Adventurer uses which feature Dexterity or Strength as their Ability Score modifier.
Adventurer Bonus: At first level, fifth level, and every five levels afterwards, the Adventurer gains an Adventurer Bonus. Every time you gain an Adventurer Bonus, you select an item from the list below. From that point on, at that point, you gain the Adventurer Bonus as a bonus which stacks with all others, as a bonus to that selected item. Every time you gain another Adventurer Bonus, the previous one increases by +1.
Adventurer Bonus Types
Armour Class (dex bonus)*
Attack Rolls (to damage)^
Attack Rolls (to hit)
Charisma Checks
Constitution Checks
Dexterity Checks
Hit Die Roll~
Intelligence Checks
Saving Throws (fortitude)
Saving Throws (reflex)
Saving Throws (will)
Skill Checks
Wisdom Checks
*Is effectively added on to the character's Dexterity Bonus, and so is effected by armour and changes in the character's dexterity.
^Does not get doubled, tripled, or quadroupled on a Critical. Does not apply to ranged attacks over 30ft.
~Applies only every EVEN level.
Adventurer Bonus Feat: This feat is gained by the Adventurer at first level and every three levels afterwards. This feat may be any feat the character possesses the prerequisites for, from any book or source the DM approves of.
Edit: Deleted the reasonless Alignment restriction, and changed the levels at which Adventurer Bonus Feat is acquired.
The wandering spirit, who conforms to no true ideal or classification. These are the true jack of all trades, for they're always different. They follow no binding code, no common bond. One Adventurer cannot truly distinguish another of their kind, for they are all completely different. However, they are all united by one thing: Their love of the chaos of an adventure.
Hit Dice: d8
Base Attack Bonus: +3/4 per level, as Rogue
Saves: Choose Two, these are the character's "Good" saves... The other is Poor.
Skills: Choose any ten (Knowledge costs 2, and you may pick a number of Knowledge skills equal to your Intelligence Bonus), and these are the Character's Class Skills. The character may select only one of the following: Animal Empathy, Disable Device, Read Lips, Scry, and Use Magic Device.
Points at first level: (6 + Int Modifier) x 4
Points every other level: 6 + Int Modifier
Code:
[COLOR=burlywood]LEVEL Class Ability
1 Adventurer Bonus (+1), Adventurer Bonus Feat
2
3
4 Adventurer Bonus Feat
5 Adventurer Bonus (+2/+1)
6
7 Adventurer Bonus Feat
8
9
10 Adventurer Bonus (+3/+2/+1), Adventurer Bonus Feat
11
12
13 Adventurer Bonus Feat
14
15 Adventurer Bonus (+4/+3/+2/+1)
16 Adventurer Bonus Feat
17
18
19 Adventurer Bonus Feat
20 Adventurer Bonus (+5/+4/+3/+2/+1)[/COLOR]
Class Features
Weapon and Armour Proficiencies: The Adventurer is proficient with all Simple and Martial Weapons, and Light Armour (but not shields). Note that armor check penalties for armor heavier than leather apply to all skills the Adventurer uses which feature Dexterity or Strength as their Ability Score modifier.
Adventurer Bonus: At first level, fifth level, and every five levels afterwards, the Adventurer gains an Adventurer Bonus. Every time you gain an Adventurer Bonus, you select an item from the list below. From that point on, at that point, you gain the Adventurer Bonus as a bonus which stacks with all others, as a bonus to that selected item. Every time you gain another Adventurer Bonus, the previous one increases by +1.
Adventurer Bonus Types
Armour Class (dex bonus)*
Attack Rolls (to damage)^
Attack Rolls (to hit)
Charisma Checks
Constitution Checks
Dexterity Checks
Hit Die Roll~
Intelligence Checks
Saving Throws (fortitude)
Saving Throws (reflex)
Saving Throws (will)
Skill Checks
Wisdom Checks
*Is effectively added on to the character's Dexterity Bonus, and so is effected by armour and changes in the character's dexterity.
^Does not get doubled, tripled, or quadroupled on a Critical. Does not apply to ranged attacks over 30ft.
~Applies only every EVEN level.
Adventurer Bonus Feat: This feat is gained by the Adventurer at first level and every three levels afterwards. This feat may be any feat the character possesses the prerequisites for, from any book or source the DM approves of.
Edit: Deleted the reasonless Alignment restriction, and changed the levels at which Adventurer Bonus Feat is acquired.
Last edited: