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Thread: Serpents and Sewers - Character Classes

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    Satyr's Avatar

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    Default Re: Serpents and Sewers - Character Classes

    Adventurer
    The adventurer is the most versatile and adaptable character class. She is a dilettante that learns many things but masters none of them and can adjust to new and dangerous situations with quick wits and reflexes. Some adventurers chose this life voluntarily or are driven by curiosity, greed or wanderlust; others are reluctant heroes, which were forced into a life of dangers and adventures.

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    The adventurer is meant to be the catch-all class. He knows a bit about everything (except magic, which is generally treated much more exclusive in my games), and is able to fill in many, many party roles, while he is not able to compete with any class in its core competence. From a party constellation point of view, the Adventurer is a good 5th party member and rogue representative, and is very likely to contribute in many ways - especially through the adaptation features.


    Hit Points at 1st level: 16 + Con modifier
    Hit Points at Each Additional Level: 3 + con modifier

    Class Skills
    The adventurer is the most versatile of all classes and may treat any skill as a class skill.

    Skill Points at 1st Level: (10 + Int modifier) x 4.
    Skill Points at Each Additional Level: 10 + Int modifier.

    The adventurer
    {table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |
    +1
    |Bonus Feat, trap finding, call of adventure

    2nd|
    +1
    |
    +1
    |
    +3
    |
    +3
    |
    +1
    |Evasion

    3rd|
    +2
    |
    +2
    |
    +3
    |
    +3
    |
    +2
    |Danger Sense +1, Luck of Heroes +1

    4th|
    +3
    |
    +3
    |
    +4
    |
    +4
    |
    +2
    |simple Art of War

    5th|
    +3
    |
    +3
    |
    +4
    |
    +4
    |
    +3
    |Bonus Feat

    6th|
    +4
    |
    +4
    |
    +5
    |
    +5
    |
    +3
    |Uncanny Dodge, Danger Sense +2

    7th|
    +5
    |
    +5
    |
    +5
    |
    +5
    |
    +3
    |Special Ability, Favorite Environment 1

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +6
    |
    +4
    |Simple Art of War, Luck of Heroes +1

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +6
    |
    +4
    |Adaptation, Danger Sense +3

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +7
    |
    +5
    |Bonus Feat

    11th|
    +8/+3
    |
    +8
    |
    +7
    |
    +7
    |
    +5
    |Special Ability

    12th|
    +9/+4
    |
    +9
    |
    +8
    |
    +8
    |
    +6
    |advanced Art of War, Danger Sense +4

    13th|
    +9/+4
    |
    +9
    |
    +8
    |
    +8
    |
    +6
    |Improved Uncanny Dodge, Luck of Heroes +1

    14th|
    +10/+5
    |
    +10
    |
    +9
    |
    +9
    |
    +6
    |Favorite Environment 2

    15th|
    +11/+6/+1
    |
    +11
    |
    +9
    |
    +9
    |
    +7
    |Special Ability, Bonus Feat, Danger Sense +5

    16th|
    +12/+7/+2
    |
    +12
    |
    +10
    |
    +10
    |
    +7
    |advanced Art of War

    17th|
    +12/+7/+2
    |
    +12
    |
    +10
    |
    +10
    |
    +8
    |Immediate Adaptation

    18th|
    +13/+8/+3
    |
    +13
    |
    +11
    |
    +11
    |
    +8
    |Danger Sense +6, Luck of Heroes +1

    19th|
    +14/+9/+4
    |
    +14
    |
    +11
    |
    +11
    |
    +9
    |Special Ability

    20th|
    +15/+10/+5
    |
    +15
    |
    +12
    |
    +12
    |
    +9
    |Bonus Feat, complex Art of War[/table]



    Class Features

    Weapon and Armor Proficiency: Adventurers are proficient with all simple and martial weapons and with light armor and shields (but not tower shields).

    Trap finding (Ex): Adventurers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
    Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
    Adventurers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
    An Adventurer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, fig-ure out how it works, and bypass it (with her party) without disarming it.

    Bonus Feats: At 1st, 5th, 10th, 15th and 20th level, the Adventurer may chose any one feat as a bonus feat. She must fit the feat’s prerequisites to take it.

    Call of Adventure: The Adventurer class always counts as a favorite class for all characters, independ-ent from the character’s background traits or species.

    Evasion (Ex): At 2nd level and higher, an Adventurer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Adventurer is wearing light armor or no armor. A helpless Adventurer does not gain the benefit of evasion.
    If an Adventurer already has evasion from a different class she automatically gains improved evasion instead.

    Danger Sense (Ex): At 3rd level, an Adventurer gains an intuitive sense that alerts her to danger from traps ambushes and similar perils, giving her a +1 bonus on Reflex saves made to avoid traps, a +1 dodge bonus to Defense against attacks made by traps and a +1 bonus to all skill checks to recognize ambushes and act during a surprise round. These bonuses rise to +2 when the thief reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
    Danger sense bonuses stack with the Bonus from Trap Sense from other classes.

    Luck of Heroes (ex): At 3rd, 8th and every 5 levels hereafter, the Adventurer may add a +1 luck bonus to either a Save, his Defense or his Attack bonus. Once the Luck bonus is allotted, it cannot be changed again.
    Art of War: at level 4, and every 4 level after that, the Adventurer gains a special ability from the ap-propriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, the Adventurer must possess the prerequisite abilities to take the ability in question.

    Uncanny Dodge (Ex): Starting at 5th level, a thief can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Defense if immobilized.
    If a thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
    Special Abilities: On attaining 7th level, and at every four levels thereafter, an Adventurer gains a spe-cial ability of her choice from among the Thief’s special ability list.

    Favorite Environment (Ex): At 7th and 14th level, the Adventurer may chose a favorite Environment, just like the Druid’s ability of the same name.
    Adaptation (ex): The Adventurer may not be the most focused character around, but he is certainly one of the most adaptable. After reaching 9th level, the Adventurer may reshuffle up to 10 Skill points he already spent among his skills. Doing so requires an hour of concentration and preparation. This ability can be used as often as wanted, but only 10 skill points can be readjusted per day. If a number of skill points is needed as a requirement for any of the Adventurer’s traits or feats, the new skill score can not be lowered beyond the prerequisite amount.

    Improved Uncanny Dodge (Ex): An adventurer of 13th level or higher can no longer be flanked.
    This defense denies another thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does.
    If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character.

    Immediate Adaptation (ex): This ability works like adaptation (see above) but instead of an hour, a 17th level Adventurer needs only five minutes to readjust his skill scores. The maximum of 10 skill points per day stays in function, though.



    Variety: Unlikely Hero: This subtype of the Adventurer is no less effective than the standard form - much to the surprise of those who see him. The unlikely hero doesn’t seem to be a well suited for a life full of danger and austerity, but somehow they keep going.
    The unlikely hero gets a use of the Luck of Heroes trait every 3 levels (on 3rd, 6th, 9th, 12th, 15th and 18th level) instead of the regular progression but doesn’t have the Danger Sense trait.


    Variety: Urban Hero: The urban hero doesn’t come out to the wild that often and does not have the outdoorsman ability of the more rural standard adventurer. They seem less at home in the forest but move with more grace and Self-assurance through towns and cities and have learned to fight dirty in the dark alleys of the rundown parts of the city.
    The Urban hero gains the following traits:
    Ear on the street: When in a settlement of at least the size of a small town, the Urban hero gains a +2 competence bonus to all checks on gather information. On 7th level, they gain the Sneak attack trait with a damage of 1d6. This damage increases to 2d6 on 14th level.
    The urban hero does not gain the favorite environment trait.
    Last edited by Satyr; 2009-03-03 at 06:34 AM.