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*Pathfinder & Starfinder
Optional Core Class: Adventurer
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<blockquote data-quote="Ferrix" data-source="post: 1073177" data-attributes="member: 6115"><p>And this is why I post it here <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> Good responses, if not some discouraging responses.</p><p></p><p>The need for this class I would say comes from at one point attempting to build a character who was a dare devil, lived on the edge to survive the most dangerous situations. I tried a rogue, but he didn't seem to fit, he needs the skills but sneak attack isn't fitting nor are some of the skills. The character is not also a ranger which would potentially be another fit, he's a whole lot less combat oriented and spell-less. Finally the monk, I dislike the monk class in general, it's bland and restrictive to how the character would function. He's not a lawful person attempting to hone his interior self, he's not a combatant persay really at all and the names of the abilities are just names, if you can figure out better ones that have less of a so-called "monk" idea than I'd be happy to hear them, I just figured they fit. Also, I could see the abilities stemming from completely different reasons than a monk perhaps achieving them. He's not of the martial discipline.</p><p></p><p>There is a PrC which is about survival in I think Savage Species, so I took a similar idea and ran with it in a slightly different direction. So, I would say after attempting to conceive a level one character who fits the bill for this concept I failed after multiple attempts. Multiclassing gives often too many unwanted and ill-mannered abilities for the concept and for a character that could be a dare devil from level 1 they are most definately cut off from having a decent playability until higher level. So, I would say there is a need for this class, I have seen other examples of a core adventurer class or explorer class so I don't think I'm the only one who may recognize the potential for this class.</p><p></p><p>One final comment about magic in respect to the class, place the class in a world of generally low-magic item potential. Items which are magic are usually unique and possess an often long history. The world this class is being developed for focuses more on the characters strength over the strength of the crap they possess. So, not your D&D standard but oh well, I never was much for the D&D standard anyways.</p><p></p><p>Now, on to the class again.</p><p></p><p>Rearranged abilities a bit so it goes like this:</p><p></p><p>Lvl2: Determined Body</p><p></p><p>Lvl3: Keen Senses</p><p></p><p>Lvl4: Determined Spirit</p><p></p><p>Lvl5: Reflexive Gaze</p><p></p><p>Lvl6: Indomitable Body</p><p></p><p>Lvl8: Indomitable Spirit</p><p></p><p>Lvl9: Evasion</p><p></p><p>Rest is the same </p><p></p><p>Keen Senses - too much, agreed... dropped to +2 when acquired and an additional +1 for every 3 additional levels. Total of like +7 at level 20 i think it worked out to.</p><p></p><p>Indomitable Body changed to 5 vs one energy form at level 6, then +1/2 additonal levels, second energy form at level 11 (same progression from level gained), third energy form at 16th level, same progression. So that's one energy resistance at 13, one at 9, and one at 7.</p><p></p><p>Blindsense is not particularly that powerful, it isn't Blindsight but allows the adventurer additional senses without sight. Thus, it isn't an omniscient sense out to it's range but an additional way of being aware of ones surroundings.</p><p></p><p>The secret door/trap check seems an expanded ability that elves possessed at 1st level. Allowing them the ability to make a check, not the guaranteed automatic sensing of all traps/doors in a whopping ten feet.</p><p></p><p>Special abilities - any more ideas for special abilities at higher levels?</p><p></p><p>Thanks again</p><p></p><p>~Ferrix~</p></blockquote><p></p>
[QUOTE="Ferrix, post: 1073177, member: 6115"] And this is why I post it here :-) Good responses, if not some discouraging responses. The need for this class I would say comes from at one point attempting to build a character who was a dare devil, lived on the edge to survive the most dangerous situations. I tried a rogue, but he didn't seem to fit, he needs the skills but sneak attack isn't fitting nor are some of the skills. The character is not also a ranger which would potentially be another fit, he's a whole lot less combat oriented and spell-less. Finally the monk, I dislike the monk class in general, it's bland and restrictive to how the character would function. He's not a lawful person attempting to hone his interior self, he's not a combatant persay really at all and the names of the abilities are just names, if you can figure out better ones that have less of a so-called "monk" idea than I'd be happy to hear them, I just figured they fit. Also, I could see the abilities stemming from completely different reasons than a monk perhaps achieving them. He's not of the martial discipline. There is a PrC which is about survival in I think Savage Species, so I took a similar idea and ran with it in a slightly different direction. So, I would say after attempting to conceive a level one character who fits the bill for this concept I failed after multiple attempts. Multiclassing gives often too many unwanted and ill-mannered abilities for the concept and for a character that could be a dare devil from level 1 they are most definately cut off from having a decent playability until higher level. So, I would say there is a need for this class, I have seen other examples of a core adventurer class or explorer class so I don't think I'm the only one who may recognize the potential for this class. One final comment about magic in respect to the class, place the class in a world of generally low-magic item potential. Items which are magic are usually unique and possess an often long history. The world this class is being developed for focuses more on the characters strength over the strength of the crap they possess. So, not your D&D standard but oh well, I never was much for the D&D standard anyways. Now, on to the class again. Rearranged abilities a bit so it goes like this: Lvl2: Determined Body Lvl3: Keen Senses Lvl4: Determined Spirit Lvl5: Reflexive Gaze Lvl6: Indomitable Body Lvl8: Indomitable Spirit Lvl9: Evasion Rest is the same Keen Senses - too much, agreed... dropped to +2 when acquired and an additional +1 for every 3 additional levels. Total of like +7 at level 20 i think it worked out to. Indomitable Body changed to 5 vs one energy form at level 6, then +1/2 additonal levels, second energy form at level 11 (same progression from level gained), third energy form at 16th level, same progression. So that's one energy resistance at 13, one at 9, and one at 7. Blindsense is not particularly that powerful, it isn't Blindsight but allows the adventurer additional senses without sight. Thus, it isn't an omniscient sense out to it's range but an additional way of being aware of ones surroundings. The secret door/trap check seems an expanded ability that elves possessed at 1st level. Allowing them the ability to make a check, not the guaranteed automatic sensing of all traps/doors in a whopping ten feet. Special abilities - any more ideas for special abilities at higher levels? Thanks again ~Ferrix~ [/QUOTE]
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