[House Rules-Classes]Adventurer

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).

Just trying to cover all the bases...

Just trying to cover all the bases…

Adventurer

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.

Adventurer Progression  
Experience Title Level HitDice

Damage

Bonus

0 * 1 1d8

+1

2500 * 2 2d8

+1

5000 * 3 3d8

+2

10000 * 4 4d8

+2

20000 * 5 5d8

+2

40000 * 6 6d8

+3

80000 * 7 7d8

+3

160000 * 8 8d8

+3

280000 * 9 9d8

+4

400000 * 10 9d8+2*

+4

520000 * 11 9d8+4*

+4

640000 * 12 9d8+6*

+5

760000 * 13 9d8+8*

+5

880000 * 14 9d8+10*

+5

Example adventurer builds:

Rogue

Level One-Find/Remove Traps, Move Silently, Hide in Shadows, Open Locks

Duelist

Level One-Swashbuckling, Combat Reflexes

Level Two-Classical Weapon Training (Melee)

Level Four-Fighting Style (One Weapon)

Level Six-Acrobatics

Level Eight-Skirmishing

Level Ten- Combat Trickery (Choice)

Level Twelve- Weapon Focus

Divine Chosen

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

Technician

Level One-Find/Remove Traps

Level Six-Design, Build, and Repair Automatons

Level Eight-Personal Automaton

Level Ten-Jury-Rigging

Level Twelve-Tinkering

Failed Magician

Level One-Detect Magic by Concentration, Arcane Dabbling

Level Two-Familiar

Level Four-Prestidigitation

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.

 

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s