EsperDerek
First Post
Hi there! I've been lurking around these boards for a couple of weeks now, and so I decided that I might as well unlurk. So, I decided to come out of hiding by presenting a class that I created about a week or two ago. Yes, it's yet another class called the 'Adventurer', but hopefully you'll find some differences in this one, apart from all the others.
Adventurer Variant Core Class
Derek Walker, EsperDerek, esperderek@hotmail.com
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +2 Adventurer’s Knowledge, Bonus Feat, Wanderlust
2nd +2 +0 +3 +3 Uncanny Dodge (Dex bonus to AC)
3rd +3 +1 +3 +3 Evasion
4th +4 +1 +4 +4 Bonus Feat
5th +5 +1 +4 +4
6th +6/+1 +2 +5 +5 Uncanny dodge (can’t be flanked)
7th +7/+2 +2 +5 +5
8th +8/+3 +2 +6 +6 Bonus Feat
9th +9/+4 +3 +6 +6
10th +10/+5 +3 +7 +7 Improved Evasion
11th +11/+6/+1 +3 +7 +7 Uncanny dodge (+1 against traps)
12th +12/+7/+2 +4 +8 +8 Bonus Feat
13th +13/+8/+3 +4 +8 +8
14th +14/+9/+4 +4 +9 +9 Uncanny Dodge (+2 against traps)
15th +15/+10/+5 +5 +9 +9
16th +16/+11/+6/+1 +5 +10 +10 Bonus Feat
17th +17/+12/+7/+2 +5 +10 +10 Uncanny Dodge (+3 against traps)
18th +18/+13/+8/+3 +6 +11 +11
19th +19/+14/+9/+4 +6 +11 +11
20th +20/+15/+10/+5 +6 +12 +12 Uncanny Dodge (+4 against traps), Bonus Feat
Not everyone can stay in one place and be happy, or concentrate on one sole profession and enjoy life. There are those who start to wander, looking for new places to see and new people to meet, and they quite often take on the life of the adventurer. Adventurers never seem to escape trouble and danger-in fact, it seems to follow them out, wheather or not they actually enjoy the danger. These people can be some of the greatest heroes who have ever lived-or some of the most dangerous people ever known.
Adventures: Adventurers travel just for the sheer fact of finding new experiences and learning new things. Nooks and crannies of the world are their fascination, and those adventurers that are good often travel to defend people from harm, or, if evil, wreak chaos like a hurricane. Whatever their reasons, adventurers are always looking for new experiences.
Characteristics: An adventurer’s skills are often self-taught, and very diverse. While not as sneaky and crafty as a rogue, diplomatic as a bard, or as strong as a fighter, an adventurer’s skills are comparable, as many rely on their own wits and skills to survive on their many travels.
Alignment: Adventurers may be of any non-lawful alignment. The wandering lives of these travelers do not fit well with the need to conform to the laws and ethics of the various lands that these people transverse.
Religion: Adventurers may worship any deity they wish, but several worship various Gods or Goddesses of Travelling. However, because of their need to wander, more often than not, adventurers do not follow or worship any deity.
Background: Adventurers come to their travels in many ways, all very different. There are no schools of adventuring, and this class is not something that can be trained formally. Some adventurers leave home in look for wealth, or love, while some may have no home to go back to. Adventurers, like fighters, share no common identity, because they, more often than not, are self-taught, and thus one adventurer can be quite different to another.
Races: Humans, with their ambition and their short lifespan, make excellent adventurers. Half-Elves and half-orc, who often never feel truly at home with either of their parent races, sometimes catch the wanderlust of an adventurer, or just have no place to call home. The other races, with their tight family bonds and homelands, rarely become adventurers, but elven adventurers are not unheard of.
Other Classes: Adventurers often get along well with the other classes, as they often can fit into roles that others might need filled in their adventurers. However, because they have a wandering soul, adventurers need awhile to make strong bonds with others, but when they are forged, an adventurer’s bond with a friend is incredibly hard to break.
GAME RULE INFORMATION
Adventurers have the following game statistics.
Abilities: Dexterity is important to adventurers because many of their skills rely on it, as well as the fact that lightly armored adventurers find it useful to get out of the way of blows. Charisma is important to those adventurers with a more social bent, and Intelligence is important for many of the adventurer’s skills.
Alignment: Any non-lawful.
Hit Die: d8
Class Skills
The adventurer’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Search (Int). Sense Motive (Wis), Speak Language (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex). See Chapter 4: Skills of the Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (4 + INT modifier) x 4.
Skill Points at Each Additional Level: 4+ INT modifier.
Class Features
All of the following are class features of the Adventurer.
Weapon and Armor Proficiency: An adventurer is proficient with all simple and marital weapons. Adventurers are proficient with light armor, medium armor, but not shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor or equipment carried.
Adventurer’s Knowledge: An adventurer picks up a lot of stray knowledge while wandering the lands and learning stories from the locals. An adventurer may make a special adventurer’s knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to it’s general function. The adventurer may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table available in the Bard Class in the Player’s Handbook.
Wanderlust: Adventurers just can’t seem to stay in one place for long amounts of time before wanting to leave on another meandering adventure. Should an adventurer stay in one place for longer than a month without traveling, they must make a Will Check (DC 15), or become demoralized, loosing –2 to all rolls, until they start out on another adventure.
Evasion: At 3rd level, an adventurer gains Evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the adventurer is wearing light or no armor. It is an extraordinary ability.
Improved Evasion: At 10th level, an adventurer’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath or a fireball, but henceforth he/she only takes half damage on a failed save.
Uncanny Dodge: Starting at 2nd level, the adventurer gains the extraordinary ability to react to danger before his/her senses would normally allow her to do so. At 2nd level and above, she retains her Dex bonus to AC (if any) regardless of being caught flat-footed or struck by an invisibly attacker.
At 6th level, the adventurer can no longer be flanked; she/he can react to opponent on opposite sides of her as easily as she can react to a single attacker. This defense denies other rogues the ability to use flank attacks to sneak attack him/her. The exception to this defense is that another rogue at least four levels higher than the character can flank her (and thus sneak attack her).
At 11th level, the adventurer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.
Bonus Feats: At 1st level, the adventurer gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 4th level and every four levels after that (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the same list that the Fighter class draws it’s Bonus Feat list. (See the Fighter class in the Player’s Handbook).
Weapon Specialization: On achieving 6th level or higher, as a feat the adventurer may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the adventurer strike precisely enough to hit more effectively. The adventurer may take this feat as a bonus feat or as a regular one.
Any comments, feedback, and various messages of that sort are very much welcome. Thanks!
Adventurer Variant Core Class
Derek Walker, EsperDerek, esperderek@hotmail.com
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +2 Adventurer’s Knowledge, Bonus Feat, Wanderlust
2nd +2 +0 +3 +3 Uncanny Dodge (Dex bonus to AC)
3rd +3 +1 +3 +3 Evasion
4th +4 +1 +4 +4 Bonus Feat
5th +5 +1 +4 +4
6th +6/+1 +2 +5 +5 Uncanny dodge (can’t be flanked)
7th +7/+2 +2 +5 +5
8th +8/+3 +2 +6 +6 Bonus Feat
9th +9/+4 +3 +6 +6
10th +10/+5 +3 +7 +7 Improved Evasion
11th +11/+6/+1 +3 +7 +7 Uncanny dodge (+1 against traps)
12th +12/+7/+2 +4 +8 +8 Bonus Feat
13th +13/+8/+3 +4 +8 +8
14th +14/+9/+4 +4 +9 +9 Uncanny Dodge (+2 against traps)
15th +15/+10/+5 +5 +9 +9
16th +16/+11/+6/+1 +5 +10 +10 Bonus Feat
17th +17/+12/+7/+2 +5 +10 +10 Uncanny Dodge (+3 against traps)
18th +18/+13/+8/+3 +6 +11 +11
19th +19/+14/+9/+4 +6 +11 +11
20th +20/+15/+10/+5 +6 +12 +12 Uncanny Dodge (+4 against traps), Bonus Feat
Not everyone can stay in one place and be happy, or concentrate on one sole profession and enjoy life. There are those who start to wander, looking for new places to see and new people to meet, and they quite often take on the life of the adventurer. Adventurers never seem to escape trouble and danger-in fact, it seems to follow them out, wheather or not they actually enjoy the danger. These people can be some of the greatest heroes who have ever lived-or some of the most dangerous people ever known.
Adventures: Adventurers travel just for the sheer fact of finding new experiences and learning new things. Nooks and crannies of the world are their fascination, and those adventurers that are good often travel to defend people from harm, or, if evil, wreak chaos like a hurricane. Whatever their reasons, adventurers are always looking for new experiences.
Characteristics: An adventurer’s skills are often self-taught, and very diverse. While not as sneaky and crafty as a rogue, diplomatic as a bard, or as strong as a fighter, an adventurer’s skills are comparable, as many rely on their own wits and skills to survive on their many travels.
Alignment: Adventurers may be of any non-lawful alignment. The wandering lives of these travelers do not fit well with the need to conform to the laws and ethics of the various lands that these people transverse.
Religion: Adventurers may worship any deity they wish, but several worship various Gods or Goddesses of Travelling. However, because of their need to wander, more often than not, adventurers do not follow or worship any deity.
Background: Adventurers come to their travels in many ways, all very different. There are no schools of adventuring, and this class is not something that can be trained formally. Some adventurers leave home in look for wealth, or love, while some may have no home to go back to. Adventurers, like fighters, share no common identity, because they, more often than not, are self-taught, and thus one adventurer can be quite different to another.
Races: Humans, with their ambition and their short lifespan, make excellent adventurers. Half-Elves and half-orc, who often never feel truly at home with either of their parent races, sometimes catch the wanderlust of an adventurer, or just have no place to call home. The other races, with their tight family bonds and homelands, rarely become adventurers, but elven adventurers are not unheard of.
Other Classes: Adventurers often get along well with the other classes, as they often can fit into roles that others might need filled in their adventurers. However, because they have a wandering soul, adventurers need awhile to make strong bonds with others, but when they are forged, an adventurer’s bond with a friend is incredibly hard to break.
GAME RULE INFORMATION
Adventurers have the following game statistics.
Abilities: Dexterity is important to adventurers because many of their skills rely on it, as well as the fact that lightly armored adventurers find it useful to get out of the way of blows. Charisma is important to those adventurers with a more social bent, and Intelligence is important for many of the adventurer’s skills.
Alignment: Any non-lawful.
Hit Die: d8
Class Skills
The adventurer’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Search (Int). Sense Motive (Wis), Speak Language (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex). See Chapter 4: Skills of the Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (4 + INT modifier) x 4.
Skill Points at Each Additional Level: 4+ INT modifier.
Class Features
All of the following are class features of the Adventurer.
Weapon and Armor Proficiency: An adventurer is proficient with all simple and marital weapons. Adventurers are proficient with light armor, medium armor, but not shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor or equipment carried.
Adventurer’s Knowledge: An adventurer picks up a lot of stray knowledge while wandering the lands and learning stories from the locals. An adventurer may make a special adventurer’s knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to it’s general function. The adventurer may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table available in the Bard Class in the Player’s Handbook.
Wanderlust: Adventurers just can’t seem to stay in one place for long amounts of time before wanting to leave on another meandering adventure. Should an adventurer stay in one place for longer than a month without traveling, they must make a Will Check (DC 15), or become demoralized, loosing –2 to all rolls, until they start out on another adventure.
Evasion: At 3rd level, an adventurer gains Evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the adventurer is wearing light or no armor. It is an extraordinary ability.
Improved Evasion: At 10th level, an adventurer’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath or a fireball, but henceforth he/she only takes half damage on a failed save.
Uncanny Dodge: Starting at 2nd level, the adventurer gains the extraordinary ability to react to danger before his/her senses would normally allow her to do so. At 2nd level and above, she retains her Dex bonus to AC (if any) regardless of being caught flat-footed or struck by an invisibly attacker.
At 6th level, the adventurer can no longer be flanked; she/he can react to opponent on opposite sides of her as easily as she can react to a single attacker. This defense denies other rogues the ability to use flank attacks to sneak attack him/her. The exception to this defense is that another rogue at least four levels higher than the character can flank her (and thus sneak attack her).
At 11th level, the adventurer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.
Bonus Feats: At 1st level, the adventurer gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 4th level and every four levels after that (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the same list that the Fighter class draws it’s Bonus Feat list. (See the Fighter class in the Player’s Handbook).
Weapon Specialization: On achieving 6th level or higher, as a feat the adventurer may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the adventurer strike precisely enough to hit more effectively. The adventurer may take this feat as a bonus feat or as a regular one.
Any comments, feedback, and various messages of that sort are very much welcome. Thanks!