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| Golth06-10-04, 10:54 PM | This class is meant to be over the top!!! The Adventurer In direct competition with the Royal Explorers Guild of Keoland , The Adventurer’s Union are generally suicidal in their pursuit of knowledge, fame, fortune, ect..... HIT DIE: d8 Requirements: To become an Adventurer, a character must meet the following requirements: Base Attack: +4 Spot: +3 Special: Must have three ability mod.s that total 12 or more. Must have been on at least one adventure, wherein you have participated in combat against a magical beast, and an aberration or free-willed undead, though not necessarily all at once. Class Skills: Appraise(int), Balance(dex), Climb(str), Craft(int), Handle Animal(wis), Heal(wis), Intuit Depth(wis), Intuit Direction(wis), Intuit Distance(wis), Jump(str), Know Any(int), Listen(wis), Ride(dex), Rope Use(dex), Search(int), Spot(wis), Swim(str), Tumble(dex), Wilderness Lore(wis). Skill Points at Each Level: 3 + Int. Modifier. Environmental Learning: Adventurers learn faster than most people. At levels 1, 2, 3, & 4 multiply all exp. gained by 1.05. At levels 5, 6, 7, 8, & 9 multiply all exp. gained by 1.10. and finally at 10th level, and for the rest of the Adventure’s life multiply all exp. gained by 1.15. Light Sleeper: While you are sleeping, you are allowed to make a Listen check as if you were awake. If you succeed at the Listen check you automatically wake up. However, you must make a second Listen check to determine what caused you to awaken. Tinker: When making Craft checks, you do not suffer the -2 penalty for using improvised tools. Furthermore, you may construct any item with a Craft check D.C. of 12 or less in d6 hours. However such items are very crude and impose a -2 circumstance penalty to all rolls involving their use. This ability applies to all Craft skills you know. Uncanny Dodge: Vs. Traps Only. At 2cd level an Adventurer gains a +1 to Reflex Saves against traps and a +1 Dodge bonus to A.C. against attacks from traps. This bonus rises to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level. TrapWorthy Part One: Gain Disable Devise as a class skill, and Trap Danger Sense: When an Adventurer moves within ten feet of a trap the D.M. should make a secret Spot check with a D.C. equal to the Search check of the trap. If the check succeeds the Adventurer intuitively knows that a trap is near nothing more is learned. This check is made with a +1 at level 3, +2 at 5th, +3 at 7th, and +4 at 9th. Improved Alertness: Gain a +4 insight bonus to all Search, Spot, and Listen checks. This bonus stacks with Alertness. Track: The Adventurer can Track, as per the feat description. Evasion: If an Adventurer makes a successful Reflex Save against an attack that normally deals half damage on a successful save (such as a fireball), the Adventurer instead takes no damage. Evasion can only be used while the Adventurer is wearing light armor or no armor at all. It is an extraordinary ability. TrapWorthy Part Two: All Disable Devise checks D.C.’s are reduced by -5. Strike To Kill: If your to hit roll exceeds the A.C. of your target by more than five points you do +5 on damage with that attack roll, if you hit by more than ten points you add +10 to your damage roll. Skill Mastery: At 9th level the Adventurer selects a number of skills equal to his Int. Mod. When making check with these skills the Adventurer make take 10 even if stress and distractions would prevent him from doing so. Find Booty: Make an Int check D.C. 15 to find the nearest, largest, easiest to reach, most plunderable source of plunder within ten miles of your current location. ie: Cairn, Tomb, Crypt, Humanoid Hideout, Ruined Castle, Magic Pool, ect........ *Can't quite seem to get the chart to show up....email me if your're interested. |
| Mastermage06-11-04, 01:51 PM | In the requirements you state that the prospective adventurer must have +3 to spot. I would think you mean 3 ranks in spot, or else someone could qualify for this class with an above average Wisdom score. |
| Jaerom Darkwind06-11-04, 09:31 PM | To do a chart, press the quote button at the botton of my post. The following chart will appear coded out. The trick is that it appears in Courier font, so each letter and number is exactly as wide as a space. Just format your chart in Word in the Courier font and then format it as follows. Fort Ref Will Lvl BAB Save Save Save Special 1st +0 +1 +1 +1 Additional action points, trap sense +1 2nd +1 +2 +2 +2 Dodge bonus +1, evasion, extreme hustle 3rd +2 +2 +2 +2 Bonus action feat, trap sense +2 4th +3 +2 +2 +2 Dodge bonus +2, extreme action 5th +3 +3 +3 +3 Bonus action feat, trap sense +3 |
| Jaerom Darkwind06-11-04, 09:34 PM | I can't comment on the rest of this class until you post a chart or include the leve each ability comes in at in the description. |