New Core Class, Very Open-ended [Opinions Please]

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

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.
 
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Just a quick read through, but it seems to be more of a 'toned-up' expert class... Wait, gee, now I see the "variant on the expert" written right up top. Nevermind. :)

Anyway, I'm not sure how balanced it is without trying it out a bit, but I'm thinking it looks pretty close... I'm not sure I'd limit it to non-lawful characters, but that's just me. Personally, I wouldn't see the need for the class, but if you're looking for something to fill the niche, I like the layout of the "Adventurer Abilities..." What, though, is "hit die roll?"
 

I always like variants on the expert class. I also think limiting it to non-lawfuls is a mistake, lawful individuals have just as many reasons to adventure and be experts in various careers and abilities as anyone else. I would like to see some more colorful abilities though. The ability stacks are nice, but they lack panache.

In keeping with its expert heritage how about something like:
Flash of Insight Once a day the Adventurer may gain 1d6 aditional skill points in any non exclusive skill. (Maybe only untrained skills, or those he has training in.)


Patient Eye Not sure how to explain this one, so here is just a thought...Maybe some kind of ability where the character draws on past experiences to calculate the actions of an NPC or monster, allowing an interrupt without actually readying an action?

What do you think? This might not be anywhere near where you would like to take this class.


-skade
 

In a word, unbalanced. You give d8 HD, 2 good saves and 6 skill points to start with. Then a feat nearly as quickly as a fighter and yet not as restricted as a fighter. They can even get weapon spec, a fighter only feat. If they multiclassed, they could then get access to other class restricted feats as well, eg spell mastery.
Then on top of that they get a +1 gradable to an action.

Needs to be balanced and would be best to go to d6 HD if you want to keep the 6 skill points (if it is meant to be based on the Expert) and perhaps even drop to one good save, esp as they get to choose and if they multiclass, with the 2 good saves, they can make sure all are good.
 


I agree that it is a bit powerful.

I would make a list of available feats and the + to things seems a bit strange. I would make acctual class abilities like those the rogue has.
 

Agree with what others have posted; change Adventurer Bonus to Special Abilities and list the bonus feats.

Also you may want to delay the Bonus feats by 1 level so that they don't get two feats every 3rd level and so their is less incentive to just take the class for one level.

dump the alignment prereq; even Rogues can be lawful now.

make these changes and you'll have a simple yet effective class
 

I don't really agree that it's too unbalanced... The bonuses can be powerful, true, but let's say the character makes it to level 20. At level 20, he'll have an average of 93 Hp, which is no more than a Cleric or Monk has. He'll have a BAB of only +15. So far, he's not doing so well in comparison to the fighter. Even with his adventurer bonuses devoted entirely to fighting, he still can't hold a candle to the fighter, who still gets an extra attack, even if the character has +5 to hit.

Let's assume the next, the +4, gets shoved into Damage. Big deal. By then a Fighter can have Weapon Specialization (I don't know 'bout you guys, but I've always said that having four levels of Fighter is the only way to get Weapon Specialization), plus another 5 feats, and an increased HD. He balances this by having one better Save, some more skills and skillpoints, and a bit more versatility with his feats.

If he chucks the +3 to his armour class, he'll have three better AC than the fighter. However, he'll be lacking the ability to wear any armour greater than Breastplate, and that only if he has an average Dex. He tosses his +2 into his "bad" save, which helps give him something closer to good saves. That leaves a +1 he might throw into his Skill Checks.

All in all, a combat-oriented Adventurer will not be able to go toe to toe with any of the combat-oriented classes. Fighters will demolish him with their greater BAB, HP, and range of combat feats. Barbarians have Damage Reduction, Rage, and a whole lotta HP to counter anything the Adventurer can produce. Paladins not only have their own greater HP and BAB, but also the ability to heal themselves with spells and Lay on Hands, not to mention what else they can do with spells. Rangers can destroy the Adventurer, benefiting from greater HP and BAB, plus Animal Companions and a fairly useful array of spells.

Or, you can compare the Adventurer to the Rogue or Bard, whom also come close to the Adventurer's skills. While the Adventurer certainly has better Saves and HP than either of the two, the two have abilities which make up for it. I don't think I'm the only one who realises that one shot from a Rogue's Sneak Attack will easily tip the fight in the Rogue's favour, and the Rogue definately outclasses the Adventurer when it comes to Skills, having not only a greater selection of varied skills and more skill points. The same argument could be said of the Bard, who most definately would defeat the Adventurer in combat, with the vast array of spells at his disposal. Skillwise, the Bard also shows up the Adventurer, possessing a fairly wide array of skills and a greater number of skill points.

I fail to see how this class is overpowered. Could someone please enlighten me, and point out if I've made any false assumptions in my comparisons?
 

Okay, so my 10th level character can have +3 attack, +2 damage, and +1 AC? That's the equivalent of Weapon Focus and Epic Weapon Focus for every weapon, Weapons Specialization for every weapon, and dodge against every opponent. Seems a bit overpowered.
 

Not to ask for it to be empowered more, but I would want to see some very limited spellcasting ability as part of this class. If it is meant to be a jack of all trades, that aspect should not be left out. Cut down some of the other abilities even further to give something even more limited than ranger or bard spells (but make it work sorcerer-like with no preparation).
 

Yes, but your 10th level character will have nothing else, abilities wise, aside from 4 bonus feats. The Fighter's BAB more than makes up for the +3 Attack (It provides the exact same overall to hit, including BAB and the bonus, plus higher BAB=more attacks... At level 11, the Fighter will have an extra attack. Your character will not), and will still have more bonus feats, as well as more HP (on average, he'll have around 10 more). Not to mention, of course, that your +1 to AC is added onto your Dex Bonus, so dexterity-oriented characters will not be able to benefit from good armour, lest they lose their AC Bonus.
 

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