Optional Core Class: Adventurer


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Still a little strong, if you ask me. The class is offensively weak, but defensively very strong. Compared to a rogue it gets everything and more and pays with a few skillpoints and sneak attack.
 

Darklone said:
Still a little strong, if you ask me. The class is offensively weak, but defensively very strong. Compared to a rogue it gets everything and more and pays with a few skillpoints and sneak attack.

That's why I'm thinking of using parts of it in my campaign. I'm thinking of a modular rogue, where you get to choose your abilities. Sort of like a d20 Modern base class, in a way. I'd give the powers as choices for the rogue.

One thing I think would help balance this class is to give it all average saves -- ranging from +1 at 1st level to +9 at 20th level. That way, it wouldn't outshine other classes, but would have a niche of its own. Especially if it's the only base class you're using that has average saves.
 

I like the class, but it's still too powerful overall compared to any other core class. Change Determined Spirit so the Adventurer is still limited to only a partial action each round when at 0 hit points or less. Make Indomitable Spirit add a straight +10 increase to the number of negative hit points it takes to kill the character; an Adventurer should not have an effective 30 extra hit points of consciousness by 20th-level with no restrictions despite bleeding and crippling pain from mortal wounds the whole time. Remove Evasion altogether. Reduce the Keen Senses rate of increase to +1 every four additional levels. Move Awareness up to 11th-level. Decrease Indomitable Body to Resistance 4 initially and then +1 to the Resistance per three additional levels. Change the selectable Special Abilities to 14th, 17th, and 20th-level. Maybe reduce the saves to average like Cyberzombie recommended, too. Then your Adventurer core class should be at least close to balanced, not overshadowing rogues, barbarians, and monks all at once...
 

Make sure the Adventurer is proficient with a whip, unless he already is (I didn't read that part) ;)

this class so rings Indiana Jones to me, and with the exception of the high saves across the board, it is sure a cool class and fills a niche that isn't in D&D right now.
 

Defensive Reflexes (Ex): Often encountering dangers on a whim, the adventurer?s defenses are honed to snap into place when threatened. When surprised by an attacker, the Adventurer is able to automatically assume the total-defense action before actions for the surprise round begin.

Is this worthwhile? Without Uncanny Dodge you'd get a +4 or +6 Dodge bonus to your AC, and prompty lose it for being flatfooted in the suprise round.

And, with Uncanny Dodge, is this fair?

- Kemrain the Confused.
 

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