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Adventurer

 

 

 

 

 

 

 

 

 

THE ADVENTURER (v. 1.3)

Some heroes are rarely joiners; they are renegades, creators, entrepreneurs, apostates, artists, wanderers, geniuses, leaders, prophets, and sometimes sages. They do not care about walking in someone else's path, or standing on the shoulders of giants. They exist somewhere between warriors, bards, rogues, eschewing magic, and depending upon their own capabilities. They do not care for arcane study proffered by wizards, the back-stabbing thieves' guilds, or spending all their time perfecting their sword arm - they are generalists that don't fit into any one category, but make their own. No two Adventurers are the same, some specialize in fighting, others are master scholars - most, a little of both. They are supremely talented in their fields of choice - often becoming walking "renaissance heroes" - scholars, soldiers, and poets. Adventurers tend be naturally talented, good at what they do (whatever that happens to be), but the singular common trait of this class is that Adventurers are a little more fortunate than other heroes, often able to turn a mistake into a opportunity for success.

Adventurers rely on Intelligence and Wisdom, but due to their variable nature, may choose to place their strengths in other attributes.

Adventurers tend to be moderate and neutral in their outlook. Those driven to lead are lawful; others, driven to rebel, are generally chaotic - most are able to appreciate shades of gray.

Other Classes: Adventurers are so variable in temperament and outlook that each must be taken on a personal basis.

GAME RULE ABILITIES

Hit Die: d8

Skills: An Adventurer can choose 25 + Int Modifier, non-exclusive skills to be her class skills. At least five class skills must be taken among Craft, Knowledge, and/or Profession skills - in any combination. "Exploding" skills (such as Knowledge, Craft and Profession) are treated as separate skills when choosing class skills. So, one could take Craft (Armor), but not simply Craft (Any) as a class skill.

Skill Points at 1st level (8 + Int modifier) x 4.

Skill Points at Each Additional Level: 8 + Int modifier.

Weapon and Armor Proficiencies: Adventurers pick up basic fighting abilities quite easily and are proficient in light and medium armor, all simple weapons, and shields.

Special Class Abilities of the Adventurer
Adventurers are generalists; even their class abilities reflect this.

Bonus Feats: All General Feats, except ones containing the words "Arcane," "Spell," or "Magic" in their name (i.e. relating to spellcasting) are bonus feats for Adventurers. Even an Adventurer who takes levels in a spellcasting class cannot take these as Adventurer bonus feats.

Fortune Favors the Bold: Once per day, (midnight to midnight) an Adventurer may re-roll any roll and take the better of the two rolls.

Manifold Paths: The Adventurer can choose one of the following bonuses at 2nd, 6th and 10th levels. These bonuses can be chosen more than once, unless noted otherwise.

  • Determination: +2 to base Will Save (this bonus may only be chosen once)
  • Development: +1 to an Ability score (this bonus may only be chosen once)
  • Enlightenment: The Adventurer can pick one exclusive skill to have a class skill: Decipher Script, Disable Device, Read Lips, Scry, or Use Magical Device. (This bonus may only be chosen once.)
  • Heartiness: +4 Hit Points
  • Inspiration: + 6 Skill points
  • Luck is Learned: +3 luck bonus to a skill (this bonus may only be chosen once per skill)
  • Quickness: +2 to base Ref Save (this bonus may only be chosen once)
  • Resilience: +2 to base Fort Save (this bonus may only be chosen once)
  • Speedy: + "5" to base speed (this bonus may only be chosen twice)

Class Skills: The Adventurer can choose two new class skills. These skills cannot be exclusive skills. If an Adventurer chooses a skill that she had previously spent skill points on, it becomes a class skill, but it does not change the cost of the ranks previously purchased.

Legendary Abilities: Adventurers begin receiving these abilities at 14th, 18th, and 20th levels. The Adventurer can select an ability listed below once. These are considered Extraordinary Abilities.

  • Adapt and Improve: The Adventurer can use his highest Ability bonus as the bonus for any other Ability a number of times a day equal to the Adventurer's Wis modifier (minimum of once). This cannot be combined with other Adventurer class abilities other than skill rolls.
  • Fortune's Child: The Adventurer may re-roll any roll and take the better of the two rolls. This functions in lieu of his "fortune favors the bold" ability. The Adventurer may do this a number of times a day equal to his Cha modifier (minimum of one).
  • I Read About That Somewhere: The Adventurer can make a roll on a "trained only" skill as if he had one rank in the skill a number of times a day equal to the Adventurer's Int modifier (minimum of once). No matter the skill's description, he cannot re-roll this check even using other Adventurer abilities. This will function with exclusive skills.
  • The Quick Get Going: The Adventurer gains an extra partial action, as if hasted. This lasts for one round and is usable a number of times a day equal to the Adventurer's Dex modifier (minimum of once).
  • Magic Resistance: The Adventurer gains Spell Resistance = 5 + Con Mod + Class level. This ability functions like other's Spell Resistance, i.e. it is always on but can be willingly lowered. This ability does not stack with Spell resistance from another source (e.g. Mantle of Spell Resistance) - use the better of the abilities.
  • Savant: Choose one class skill. The maximum number of ranks for that skill now equals character level + 9.
  • Strength of my Conviction: As a Standard action that does draw an attack of opportunity, the Adventurer can summon + 2d4 Str for a number of rounds equal to his current, unmodified Str modifier (minimum of one). This ability can be used once per day. The Adventurer immediately suffers 2d6 Subdual from the effort.

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

1

+0

+2

+2

+2

Bonus feat, Fortune favors the bold

2

+1

+3

+3

+3

Manifold Paths

3

+2

+3

+3

+3

Bonus feat

4

+3

+4

+4

+4

 

5

+3

+4

+4

+4

Class skill

6

+4

+5

+5

+5

Manifold Paths

7

+5

+5

+5

+5

Bonus feat

8

+6/+1

+6

+6

+6

 

9

+6/+1

+6

+6

+6

Class skill

10

+7/+2

+7

+7

+7

Manifold Paths

11

+8/+3

+7

+7

+7

Bonus feat

12

+9/+4

+8

+8

+8

 

13

+9/+4

+8

+8

+8

Class skill

14

+10/+5

+9

+9

+9

Legendary Ability

15

+11/+6/+1

+9

+9

+9

Bonus feat

16

+12/+7/+2

+10

+10

+10

 

17

+12/+7/+2

+10

+10

+10

Class skill

18

+13/+8/+3

+11

+11

+11

Legendary Ability

19

+14/+9/+4

+11

+11

+11

Bonus feat

20

+15/+10/+5

+12

+12

+12

Bonus feat; Legendary Abilit

 


Quote
— Atrribution

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