In my ever present drive to Kill the Thief class, I was looking at Spears of the Dawn. In that take on B/X, they got rid of the thief class entirely and folded it into the fighter. So you basically have spell caster classes, and the bad ass. So, with that in mind, I present the following. This class is ‘not balanced’ with the existing classes, and takes several liberties with the design system, but instead tries to make the ‘fighter’ more comparable to the mage. It was also an attempt to harken back to OD&D when there were only three classes and ‘fighting men’ covered all the concepts that weren’t magic users.
This class also (unintentionally) gets rid of a lot of need for subclasses. Obviously, they can still exist (big benefit being cheaper xp progression).
Prime Requisite: STR
Requirements: STR 9
Hit Dice: 1d8
Maximum Level: 14
Few and rare are those individuals trained and skilled enough to challenge the dark places of the world. The adventurer is just such a one. Forged in past conflicts, they bring their myriad skills to the dungeon to fight back the tides of darkness.
Adventurers represent a diverse group of widely skilled individuals. Some learned their talents on the streets, while others trained in guilds or beneath the watchful eyes of former adventurers. Still others are chosen by the gods themselves, or are failed magicians forced to take up the sword.
Adventurers are trained combatants, skilled with bow and blade. They hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (i.e. the same progression as fighters). They increase their base damage roll from all attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. Adventurers are skilled in the use of all weapons and all armor. Unless trained otherwise, adventurers can use any magic item a fighter can use.
Adventurers have a number of special skills they can contribute to their parties. Adventurers start level one with five custom abilities. They can choose to start their careers with all their special skills chosen, or save some for later levels using the Custom Power Trade-Offs. The most common ways of dividing these abilities are either all five at level one, or two at level one, with the other three being divided up at later levels (either 2, 3, 4, 10, 11, and 12; or 3, 5, 7, 7, 9, 11; or some other division). Because there are so many different kinds of adventurers, they lack unified level titles.
Example adventurer builds:
Level One-Find/Remove Traps, Move Silently, Hide in Shadows, Open Locks
Level One-Swashbuckling, Combat Reflexes
Level Two-Classical Weapon Training (Melee)
Level Four-Fighting Style (One Weapon)
Level Ten- Combat Trickery (Choice)
Level Twelve- Weapon Focus
Level One-Detect Evil by Concentration, Lay on Hands
Level Two-Aura of Protection
Level Four-Sanctified Body
Level Six-Strength of Spirit
Level Eight-Cast Bless once every eight hours
Level Ten-Wholeness of Body
Level Twelve-Cast Swift Sword once every eight hours
Level One-Find/Remove Traps
Level Six-Design, Build, and Repair Automatons
Level Eight-Personal Automaton
Level One-Detect Magic by Concentration, Arcane Dabbling
Level Six-Cast one first level spell once an hour
Level Eight-Cast one second level spell once every 8 hours
Level Ten-Cast one third level spell once a day
Level Twelve-Cast one forth level spell once a week
When an Adventurer reaches level nine, they may choose a type of domain that fits their concept.
Proficiencies-the adventurer class chooses it’s class proficiencies from all available proficiencies, with the Judge’s approval.