![]() |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
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 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.
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.
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||