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View Full Version : The Adventurers [two similar classes, Bard and Explorer]



Baron Corm
2007-04-16, 01:03 PM
Adventurers are those who quest simply for the epic nature of questing. They are fun-loving glory-seekers who don't much care for established tradition or rules. The two breeds of people who walk this path are the explorers and the bards. Explorers usually quest after fabled artifacts and mythological beasts and love to uncover that which is unknown. Bards are those with an almost supernatural talent of musicianship who accompany explorers and others on their journeys.

Bard

Table:

Level 1: Bardic music +1
Level 2: Epic flair 1/day
Level 3: Bardic music +2, musician +1
Level 4: Epic flair 2/day
Level 5: Bardic music +3
Level 6: Musician +2
Level 7: Bardic music +4
Level 8: Epic flair 3/day
Level 9: Bardic music +5, musician +3
Level 10: Slippery mind
Level 11: Bardic music +6, fast fingers
Level 12: Adventurer's luck 1/day, musician +4, epic flair 4/day
Level 13: Bardic music +7
Level 14: Power ballad 1/day
Level 15: Bardic music +8, musician +5
Level 16: Adventurer's luck 2/day, epic flair 5/day
Level 17: Bardic music +9
Level 18: Adventurer's luck 3/day, musician +6
Level 19: Bardic music +10
Level 20: Power ballad 2/day, epic flair 6/day

Alignment: Any chaotic
Hit Die: d6
Skill Points: 4 + Int modifier
Base Attack Bonus: 3/4
Base Saves: Low Fortitude, High Reflex, High Will
Class Skills: The bard can choose any ten skills to be class skills.


Class Features

Weapon and Armor Proficiency

A bard is proficient with bard weapons (see below). Bards are proficient with light armor and shields (except tower shields).

Bardic Music (Ex)

At 1st level, a bard gains an ability identical to the normal bardic music except as follows:

There are three kinds of bardic music: fast, slow, and contemplative. A fast song grants the listed bonus as a morale bonus to attack and damage rolls. A slow song grants the listed bonus as a competence bonus to AC, Concentration checks, and saves. A contemplative song grants the listed bonus as a competence bonus to skill checks and Intelligence-based checks (except spell DC's). Once a bard has chosen a type of song, he takes a standard action to start it, and then must spend a standard action every round to maintain it. A haste spell or similar effect makes it a swift action to maintain the song. The song's effects come into play one round later, unless it is a fast song, in which case it comes into effect immediately. Changing song types takes a standard action.

A bard may use bardic music as many times per day as he wishes. Songs last for an entire encounter, unless the bard ends it early. Every additional encounter that the bard plays his music in causes him 1 point of nonlethal damage. A bard who takes one-fifth his level in nonlethal damage from playing music becomes fatigued, even if he is healed of the damage in between encounters. The bard may switch songs or stop and start songs without penalty, as long as it all happens in the same encounter. This counter resets at the end of the day.

A bard must wear light armor or no armor or else check for Arcane Spell Failure every round that he plays his music. He also suffers a 20% chance of failing to play a song if he is deafened, and cannot play one at all if he is in an area of magical silence. On failing to play a song, the bard cannot play any song again for that encounter.

In order to use his bardic music, the bard must have hard ranks in perform (oratory) and perform (any instrument) equal to double the listed bonus. He must also be wielding an instrument or a bard weapon (see below). The bard applies the listed bonus to himself. Any allied creature within 5 ft. per rank of perform (including CHA bonus) gains half the listed bonus (if he wishes to). This bonus is increased by +1 for every 2 points of Charisma bonus the bard has (half that for other creatures).

Epic Flair

A level 2 bard, due to his ability to predict the melodramatic actions of evildoers, good guys, and the plot in general, may gain a +1 insight bonus per two class levels on any single roll. He declares that he is using this before the roll is made. He may use this ability once per day plus once per four class levels.

Musician (Ex)

Beginning at level 3, the bard gains a +1 bonus on all Charisma-based skill checks for every three class levels.

Slippery Mind (Ex)

At 10th level the bard gains slippery mind.

Fast Fingers

An 11th level bard can maintain a song as a swift action instead of a standard action. A haste spell or similar effect makes it a free action to maintain the song. The bard must still expend a standard action to start or change a song.

Adventurer's Luck (Su)

At level 12, the bard may reroll any single roll once per day. He must take the results of the second roll. At levels 16 and 18 he gains an extra usage of this ability per day.

Power Ballad (Su)

At 14th level the bard gains a new type of song: the power ballad. When played, all damage die utilized by friendly creatures are increased one step (if advantageous to them). In addition, all enemy creatures who can hear the power ballad take a -1 penalty to all saving throws for every three class levels. Power ballads may only be played once per day, and only last for 1 round per 2 class levels. At level 20, the bard may play a Power Ballad an additional time per day. After playing a power ballad, the bard is automatically fatigued until he gets 8 hours of rest. The bard himself may not perform normal actions (except move actions) while playing a power ballad, but he receives a set of special actions he can take. He may choose one creature each round within range to take 1d6/level points of sonic damage (increased to 1d10 - Fortitude save for half) or heal 1d3/level points of damage, he can affect all creatures within range by charm monster, or he can cause one object within range to be affected by the spell shatter. Save DC's are Charisma-based. The bard's caster level is equal to his class level. Similar to fast songs, power ballads take effect immediately.




Bard Weapons

Bard Axe

Damage: 2d6 (x3)
Cost: 20 gp
Weight: 6 lb.
Type: Slashing or Bludgeoning

This durable guitar also functions as a weapon. It must be used with two hands, but only grants 1x your Strength modifier in damage.


Battleflute

Damage: 1d10 (19-20, x2)
Cost: 15 gp
Weight: 2 lb.
Type: Piercing or Slashing

This flute has been sharpened on both ends, allowing it to be used as a weapon. It must be used with two hands, but only grants 1x your Strength modifier in damage.


Smackaphone

Damage: 1d6 (18-20, x2)/1d8 (x3)
Cost: 15 gp
Weight: 2 lb.
Type: Slashing or Bludgeoning and Piercing

This saxaphone has been given a wicked curve on its bottom and protruding keys, allowing it to be used as a weapon. It must be used with two hands, but only grants 1x your Strength modifier in damage. When used as a bludgeoning and piercing weapon, the damage and critical threat range change to match the second pair given.




Explorer

Table:

Level 1: Explorer's knowledge, free hand fighting
Level 2: Epic flair 1/day
Level 3: Evasion, daredevil +1
Level 4: Free hand fighting +1, epic flair 2/day
Level 5: Uncanny dodge
Level 6: Free hand fighting +2, daredevil +2
Level 7: Man of the moment
Level 8: Free hand fighting +3, epic flair 3/day
Level 9: Improved uncanny dodge, daredevil +3
Level 10: Free hand fighting +4
Level 11: Ingenuity, improved evasion, free hand fighting
Level 12: Adventurer's luck 1/day, daredevil +4, epic flair 4/day
Level 13: Free hand fighting +5, defensive roll
Level 14: Criminal insight 1/day
Level 15: Free hand fighting +6, daredevil +5
Level 16: Adventurer's luck 2/day, epic flair 5/day
Level 17: Free hand fighting +7
Level 18: Adventurer's luck 3/day, daredevil +6
Level 19: Free hand fighting +8
Level 20: Criminal insight 2/day, epic flair 6/day

Alignment: Any chaotic
Hit Die: d8
Skill Points: 6 + Int modifier
Base Attack Bonus: 3/4
Base Saves: High Fortitude, High Reflex, High Will
Class Skills: The explorer can choose any ten skills to be class skills.


Class Features

Weapon and Armor Proficiency

An explorer is proficient with all simple weapons, plus the longsword, rapier, sap, scimitar, short sword, shortbow, and whip. Explorers are proficient with light armor and shields (except tower shields).

Explorer's Knowledge (Ex)

At 1st level, an explorer gains the benefits of the bardic knowledge and trapfinding abilities.

Epic Flair (Ex)

The explorer, due to his ability to predict the melodramatic actions of evildoers, good guys, and the plot in general, may gain a +1 insight bonus per two class levels (minimum +1) on any single roll. He declares that he is using this before the roll is made. He may use this ability once per day plus once per four class levels.

Daredevil (Ex)

Beginning at level 3, the explorer gains a +1 bonus on Climb, Jump, Tumble, Swim, Search, and Balance checks for every three class levels.

Free hand fighting (Ex)

Explorers value having one hand free at all times in order to use skills and manipulate objects. As such, they have come up with techniques that make them adept at battling with a single 1-handed weapon. All benefits of free hand fighting only work while wearing light armor. An explorer can use a whip to deal lethal damage, and to damage creatures with armor. At levels 4, 6, 8, 10, 13, 15, 17, and 19, the explorer receives a +1 competence bonus to attack rolls and a +1 dodge bonus to AC when fighting with a single 1-handed weapon. At level 11, the explorer may take 10 on any skill check, even while in combat or distracted.

Evasion (Ex)

At 3rd level the explorer gains Evasion.

Uncanny Dodge (Ex)

At 5th level the explorer gains Uncanny Dodge.

Man of the Moment (Ex)

At 7th level the explorer gains the ability to make an attack of opportunity against any single opponent adjacent to him. He may make this attack of opportunity before, during, or after a move action, or as part of any other action. The explorer may use this ability once per encounter. He chooses when he uses it. Once per day, the explorer may use this ability twice in one encounter.

Improved Uncanny Dodge (Ex)

At 9th level the explorer gains Improved Uncanny Dodge.

Improved Evasion (Ex)

At 11th level the explorer gains Improved Evasion.

Ingenuity

An 11th level explorer can use skill tricks as often as he wishes. He also gains two free skill tricks, though he must meet the prerequisites for them.

Adventurer's Luck (Su)

At level 12, the explorer may reroll any single roll once per day. He must take the results of the second roll. At levels 16 and 18 he gains an extra usage of this ability per day.

Defensive Roll (Ex)

At 13th level the explorer gains Defensive Roll.

Criminal Insight (Ex)

A 14th level explorer gains special insight into the workings of his enemy, as he is quite the scoundrel himself. Once per day, he can automatically threaten a critical hit on the successful attack roll of his choice. His critical hit multiplier is increased by 1x for this strike. The explorer may perform this maneuver twice per day at level 20.

Baron Corm
2007-04-26, 09:57 AM
hey just bumpin' this up. i made these classes a while ago while the homebrew forum was being flooded by MitP II applicants, so they kiind of went unnoticed. granted, they were a little hard to read before too, but i think i've fixed them up nicely. PEACH TY!

Matthew
2007-05-07, 11:49 AM
What context are these Base Classes intended for?

Caewil
2007-05-09, 07:30 AM
Looks like Raiders of the lost Arc.