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*Pathfinder & Starfinder
Optional Core Class: Adventurer
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<blockquote data-quote="Hackenslash" data-source="post: 1073374" data-attributes="member: 11770"><p><strong>Better....</strong></p><p></p><p>Well I think you have scaled the more powerfull abilities perfectly and altered the unbalanced ones very well. As for some more abilites how about something like a few bonus feats, scattered through out the levels, maybe 4 or 5 in total. Not as much as a fighter but a pretty decent amount to substitute for no magic ability. Now as for really special abilities how about a Defence Class bonus based on his levels beginning at 10th and scaling up to +6 at 20th level. So plus 1 AC as an enhancement bonus or dodge bonus at 10th, and then a further scaleable +1 every other level till 20th. Another idea I had was based on the Adventurers travelling capability. How about an exceptional movement ability where they can double or triple their movement rate, say once per day at 12th level for a number of rounds equal to their class level. The amount of times they could use this ability would increase at 16th and then at 20th level. Finally a combat Idea I had would be to give the adventurer character a knowledge bonus against certain creatures, their choice, due to previous encounters with them and thus knowing how to hit where it hurts. Maybe a plus one per 2 class levels to hit and damage, max at 18th would be +8, so it would have to start at 4th level for a +1 bonus to hit and damage. The limit I would suggest for this ability to work would be that the adventurer had to encounter these groups of creatures in game time, while adventuring. One group of creatures at 4th level, eg. Giants. Another group at 8th, 12th, and finally 16th. Also try and tie in that exotic weapon abilty you gave them from the begining. Maybe they only get this bonus when using this weapon. The last idea I had was a special ability against fear that I am sure the adventurer class would suit very well bearing in mind that is what they come up against on a regular basis in their careers. How about an immunity to fear at 10th level with the ability to share that ability with one other character/companion, a number of times per 3 levels there after by just talking to another character based on his/her charisma score. Works like a bluff, in that they are immune themselves but they can pass on this exceptional ability by word of mouth and example at a given situation. A bit like a bluff check. The Adventurer would roll a d20 plus his bluff skill, plus his Cha. modifier against a Fear DC of the encounter that the DM would set and if they pass then the character or companion would make a will save, if they pass then they are immune to fear for that one encounter only. Well thats all I can think of for now, hope you get some ideas and let me know of you liked any of my suggestions. Cheers <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=":)" /></p></blockquote><p></p>
[QUOTE="Hackenslash, post: 1073374, member: 11770"] [b]Better....[/b] Well I think you have scaled the more powerfull abilities perfectly and altered the unbalanced ones very well. As for some more abilites how about something like a few bonus feats, scattered through out the levels, maybe 4 or 5 in total. Not as much as a fighter but a pretty decent amount to substitute for no magic ability. Now as for really special abilities how about a Defence Class bonus based on his levels beginning at 10th and scaling up to +6 at 20th level. So plus 1 AC as an enhancement bonus or dodge bonus at 10th, and then a further scaleable +1 every other level till 20th. Another idea I had was based on the Adventurers travelling capability. How about an exceptional movement ability where they can double or triple their movement rate, say once per day at 12th level for a number of rounds equal to their class level. The amount of times they could use this ability would increase at 16th and then at 20th level. Finally a combat Idea I had would be to give the adventurer character a knowledge bonus against certain creatures, their choice, due to previous encounters with them and thus knowing how to hit where it hurts. Maybe a plus one per 2 class levels to hit and damage, max at 18th would be +8, so it would have to start at 4th level for a +1 bonus to hit and damage. The limit I would suggest for this ability to work would be that the adventurer had to encounter these groups of creatures in game time, while adventuring. One group of creatures at 4th level, eg. Giants. Another group at 8th, 12th, and finally 16th. Also try and tie in that exotic weapon abilty you gave them from the begining. Maybe they only get this bonus when using this weapon. The last idea I had was a special ability against fear that I am sure the adventurer class would suit very well bearing in mind that is what they come up against on a regular basis in their careers. How about an immunity to fear at 10th level with the ability to share that ability with one other character/companion, a number of times per 3 levels there after by just talking to another character based on his/her charisma score. Works like a bluff, in that they are immune themselves but they can pass on this exceptional ability by word of mouth and example at a given situation. A bit like a bluff check. The Adventurer would roll a d20 plus his bluff skill, plus his Cha. modifier against a Fear DC of the encounter that the DM would set and if they pass then the character or companion would make a will save, if they pass then they are immune to fear for that one encounter only. Well thats all I can think of for now, hope you get some ideas and let me know of you liked any of my suggestions. Cheers :) [/QUOTE]
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