Class for 1 Player and 1 DM game [Archive] - Wizards Community

Post/Author/DateTimePost
Chance Gibboney

04-04-07, 02:31 PM
Here is a class that I would like honest feedback on, so that me and my wife could play a 2 person D&D game, with out relying on her to play multiple PC's or me to play her NPC followers, then maybe just raise the CR by 1 or 2...?

Adventurer
Alignment: Any.
Hit Die: d10.

Class Skills
The Adventure’s class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int),
Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha),
Jump (Str), Knowledge (any, taken individually) (Int), Listen (Wis), Move Silently (Dex),
Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis),
Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str),
Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.

Table: The Adventurer

Level BAB Fort Ref Will Special
1st +1 +2 +2 +2 Animal Companion, Trap-finding, Scribe Scroll,
Track, Healing Touch, Domains, Feat
2nd +2 +3 +3 +3 Evasion, Feat —
3rd +3 +3 +3 +3 Healing Aura (x2 heal rate), Endurance
4th +4 +4 +4 +4 Uncanny Dodge, Restoration (1/day), Feat
5th +5 +4 +4 +4 Deathward Aura (+4), Slow Fall (20ft)
6th +6 +5 +5 +5 Leadership, Feat
7th +7 +5 +5 +5 Fearless Aura
8th +8 +6 +6 +6 Diehard, Feat
9th +9 +6 +6 +6 Healing Aura (+1), Slow Fall (30ft)
10th +10 +7 +7 +7 Skill Mastery, Feat
11th +11 +7 +7 +7 Improved Uncanny Dodge, Restoration (2/day)
12th +12 +8 +8 +8 Improved Evasion, Feat
13th +13 +8 +8 +8 Deathward Aura (immunity)
14th +14 +9 +9 +9 Healing Aura (+2), Slow Fall (40ft), Feat
15th +15 +9 +9 +9 Divine Animal Companion
16th +16 +10 +10 +10 Feat
17th +17 +10 +10 +10 Restoration (3/day, greater)
18th +18 +11 +11 +11 Feat
19th +19 +11 +11 +11 Healing Aura (+3)
20th +20 +12 +12 +12 Slow Fall (50ft), Feat

Table: Adventurer Spells per Day
——––———————Spells per Day—————————
Level 0-level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 5 3+1 — — — — — — — —
2 6 4+1 — — — — — — — —
3 6 5+1 3+1 — — — — — — —
4 6 6+1 4+1 — — — — — — —
5 7 6+1 5+1 3+1 — — — — — —
6 7 6+1 6+1 4+1 — — — — — —
7 7 7+1 6+1 5+1 3+1 — — — — —
8 7 7+1 6+1 6+1 4+1 — — — — —
9 8 7+1 7+1 6+1 5+1 3+1 — — — —
10 8 7+1 7+1 6+1 6+1 4+1 — — — —
11 8 8+1 7+1 7+1 6+1 5+1 3+1 — — —
12 8 8+1 7+1 7+1 6+1 6+1 4+1 — — —
13 8 8+1 8+1 7+1 7+1 6+1 5+1 3+1 — —
14 9 8+1 8+1 7+1 7+1 6+1 6+1 4+1 — —
15 9 8+1 8+1 8+1 7+1 7+1 6+1 5+1 3+1 —
16 9 9+1 8+1 8+1 7+1 7+1 6+1 6+1 4+1 —
17 9 9+1 8+1 8+1 8+1 7+1 7+1 6+1 5+1 3+1
18 9 9+1 9+1 8+1 8+1 7+1 7+1 6+1 6+1 4+1
19 9 9+1 9+1 8+1 8+1 8+1 7+1 7+1 6+1 5+1
20 10 9+1 9+1 9+1 8+1 8+1 7+1 7+1 6+1 6+1


Table: Adventurer Spells Known
———————— Spells Known —–———————
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 8 5+2 — — — — — — — —
2nd 9 6+2 — — — — — — — —
3rd 9 6+2 5+2 — — — — — — —
4th 10 7+2 6+2 — — — — — — —
5th 10 7+2 6+2 5+2 — — — — — —
6th 11 8+2 7+2 6+2 — — — — — —
7th 11 8+2 7+2 6+2 5+2 — — — — —
8th 12 9+2 8+2 7+2 6+2 — — — — —
9th 12 9+2 8+2 7+2 6+2 5+2 — — — —
10th 13 10+2 9+2 8+2 7+2 6+2 — — — —
11th 13 10+2 9+2 8+2 7+2 6+2 5+2 — — —
12th 14 11+2 10+2 9+2 8+2 7+2 6+2 — — —
13th 14 11+2 10+2 9+2 8+2 7+2 6+2 5+2 — —
14th 15 12+2 11+2 10+2 9+2 8+2 7+2 6+2 — —
15th 15 12+2 11+2 10+2 9+2 8+2 7+2 6+2 5+2 —
16th 16 13+2 12+2 11+2 10+2 9+2 8+2 7+2 6+2 —
17th 16 13+2 12+2 11+2 10+2 9+2 8+2 7+2 6+2 5+2
18th 17 14+2 13+2 12+2 11+2 10+2 9+2 8+2 7+2 6+2
19th 17 14+2 13+2 12+2 11+2 10+2 9+2 8+2 7+2 6+2
20th 18 15+2 14+2 13+2 12+2 11+2 10+2 9+2 8+2 7+2

Class Features
All of the following are class features of the adventurer.
-Weapon and Armor Proficiency: Adventurers are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
-Spells: An Adventurer casts Divine spells, which are drawn primarily from the adventurer’s spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, an Adventurer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adventurer’s spell is 10 + the spell level + the adventurer’s Intelligence modifier.
Like other spellcasters, an adventurer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Adventurer. In addition, he receives bonus spells per day if he has a high Intelligence score.
An adventuer’s selection of spells is extremely limited. An adventurer begins play knowing eight 0-level spells and five 1st-level spells of your choice. At each new adventurer level, he gains one or more new spells, as indicated on Table: Adventurer Spells Known. (Unlike spells per day, the number of spells an adventurer knows is not affected by his Intelligence score; the numbers on Table: Adventurer Spells Known are fixed.) These new spells can be common spells chosen from the Adventurer spell list, or they can be unusual spells that the adventurer has gained some understanding of by study. The adventurer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered adventurer level after that (6th, 8th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. An adventurer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, an adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
-Adventurer’s Spell list: An adventurer’s spell selection is derived from any spell on the cleric’s spell list and any spell on the wizard’s spell list.
-Deity, Domains, and Domain Spells: An adventurer’s deity influences his alignment, what magic he can perform, his values, and how others see him. An adventurer chooses two domains from among those belonging to his deity. An adventurer can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If an adventurer is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the adventurer access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The adventurer gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, an adventurer may spontaneously cast one or the other each day in his domain spell slot. If a domain spell is not on the adventurer spell list, an adventurer can prepare it only in his domain spell slot.
-Animal Companion (Ex): An adventurer may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the adventurer on her adventures as appropriate for its kind.
A 1st-level adventurer’s companion is completely typical for its kind except as noted below. As an adventurer advances in level, the animal’s power increases as shown on the table. If an adventurer releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
An adventurer of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s adventurer level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s adventurer level and compare the result with the adventurer level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the adventurer’s effective level to 0 or lower, she can’t have that animal as a companion.)

-THE ADVENTURER’S ANIMAL COMPANION
An adventurer’s animal companion is different from a normal animal of its kind in many ways. An adventurer’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class Level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
1st–2nd +0 +0 +0 1 Link, share spells
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Improved Speed, Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved evasion
18th–20th +12 +12 +6 7
Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.
Class Level: The character’s adventurer level. The adventurer’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a adventurer of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the adventurer might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The adventurer selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): An adventurer can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The adventurer gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the adventurer’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the adventurer before the duration expires.
Additionally, the adventurer may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A adventurer and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

-ALTERNATIVE ANIMAL COMPANIONS
An adventurer of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the adventurer’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)_10th Level or Higher (Level –9)
Ape (animal)_____________________Bear, polar (animal)
Bear, black (animal)_______________Dire lion
Bison (animal)____________________Megaraptor (dinosaur)
Boar (animal)_____________________Shark, Huge1 (animal)
Cheetah (animal)__________________Snake, giant constrictor (animal)
Crocodile (animal)1________________Whale, orca1 (animal)
Dire badger
Dire bat_________________________13th Level or Higher (Level –12)
Dire weasel______________________Dire bear
Leopard (animal)__________________Elephant (animal)
Lizard, monitor (animal)____________Octopus, giant1 (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)_________16th Level or Higher (Level –15)
Snake, Large viper (animal)_________Dire shark1
Wolverine (animal)_________________Dire tiger
________________________________Squid, giant1 (animal)
7th Level or Higher (Level –6)__Triceratops (dinosaur)
Bear, brown (animal)_______________Tyrannosaurus (dinosaur)
Dire wolverine
Crocodile, giant (animal)____________1 Available only in an aquatic
Tiger (animal)_____________________environment .
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus1 (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)

-Trap-finding: Adventurers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical 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, figure out how it works, and bypass it without disarming it.
-Scribe Scroll: An adventurer gains Scribe Scroll as a bonus feat at 1st level.
-Track: An adventurer gains Track as a bonus feat at 1st level.
-Healing Touch (Su): Beginning at 1st level, an adventurer with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his adventurer level x his Charisma bonus. An adventurer may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using healing touch is a move action.
Alternatively, an adventurer can use any or all of this healing power to deal damage to undead creatures. Using healing touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The adventurer decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.
-Bonus Feats: At 1st level, an adventurer gets a bonus combat-oriented feat, a meta-magic feat, or an item creation feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The adventurer gains an additional bonus feat at 2nd level and every two adventurer levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as adventurer bonus feats. An adventurer must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. An adventurer is not limited to the list of adventurer bonus feats when choosing these feats.
-Evasion (Ex): At 2nd level or higher if an adventurer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an adventurer is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
-Healing Aura (Su): At 3rd level, the adventurer can heal 2 times the normal number of hit points with a nights rest. Upon reaching 9th level, an adventurer gains an additional aura that heals him and any allies within 30 feet, 1 hp per round. This secondary aura increases it’s healing ability to 2 hp per round at 14th level and again it increases it’s healing ability to 3 hp per round at 19th level.
-Endurance: An adventurer gains Endurance as a bonus feat at 3rd level. This ability is always active and if in an anti-magic zone or is the target of dispel magic it is only suppressed.
-Uncanny Dodge (Ex): Starting at 4th level, an adventurer can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If an adventurer already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
-Restoration (Su): At 4th level, the adventurer may heal negative levels, ability damage, or ability drain as the spell of the same name, once per day. This is increased to 2 times per day at 11th level and 3 times per day at 17th level. Also at 17th level the adventurer’s restoration ability is considered greater restoration.
-Deathward Aura (Su): At 5th level, an adventurer gains an aura that protects him from death attacks. Any time he is forced to save verse death effects, he gains a +4 to the save. This ability is always active and if in an anti-magic zone or is the target of dispel magic it is only suppressed. At 13th level, an adventurer has seen most things and is protected from all -death attacks, as the spell Deathward, but the duration is permanent.
-Leadership: An adventurer gains Leadership as a bonus feat at 6th level.
-Fearless Aura (Su): Beginning at 7th level, an adventurer is immune to fear (magical or otherwise). Each ally within 30 feet of him gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the adventurer is conscious, but not if he is unconscious or dead.
-Slow Fall (Ex): At 5th level or higher, an adventurer within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The adventurer’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her adventurer levels until at 20th level he can use a nearby wall to slow his descent and fall 50 feet.
-Divine Animal Companion: You may apply the Celestial or Fiendish template to you animal companion upon reaching 15th level. Your animal has just developed into your alignment style over the levels of adventuring with you. You cannot add the fiendish template if you are go and you cannot add the celestial template if you are evil.
-Diehard: An adventurer gains Diehard as a bonus feat at 8th level.
Skill Mastery: The adventurer becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.
-Improved Uncanny Dodge (Ex): An adventurer of 11th level or higher can no longer be flanked.
This defense denies another adventurer the ability to sneak attack the character by flanking him, unless the attacker has at least four more adventurer 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 adventurer level required to flank the character.
-Improved Evasion (Ex): At 12th level, an adventurer’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed saves. A helpless adventurer does not gain the benefit of improved evasion.
Crimson_Concerto

04-04-07, 02:49 PM
Good lord, you don't think this is overkill?

I'd suggest something a bit simpler: Have her play a gestalt character. Are you familiar with the Gestalt rules?

Or you could look in Dungeonscape and use the Factotum class. It can do anything through the use of inspiration points.

Ooh, hey, what if you have her play a gestalt character with Factotum as one of the classes? :eek:

Or if you hate both ideas, what if you were to have her play a regular character, but tailor all of the encounters and all of the campaign to be able to be solved by her alone? For example, if she picks a melee class, have there be few if any ranged or spell-casting enemies so that it's lower magic and she can keep up. If she picks a caster class, perhapse there are lots of magical puzzles and few melee enemies so that she doesn't constantly need to worry about not having a tank to absorb damage (unless she plays a summoner).

I'm not saying that creating this new class of yours is a BAD idea. I'm just saying that it may be simpler and easier on both of you to explore some more basic alternatives.
Jaxgaret

04-04-07, 02:56 PM
This is essentially a gestalted Ranger/FeatRogue/FavoredSoul with access to the Wizard spell list and a couple of extra goodies taken from random classes (Domains [Clerics], Deathward aura [new], Scribe Scroll [Wizards], Slow Fall [Monks], Lay on Hands [Paladins] etc.).

For rules on gestalt characters, look here: http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm

For more information on class variants, look here: http://www.d20srd.org/indexes/variantClasses.htm
geekmasterflash

04-04-07, 02:58 PM
How about...a Bard?
Jaxgaret

04-04-07, 03:00 PM
How about...a Bard?

That would be my suggestion, if not a gestalted character. Or a Druid or Cleric.
PhaedrusXY

04-04-07, 03:18 PM
Human Rogue1/Druid19 with the Able Learner feat. You can do everything. :P
Chance Gibboney

04-04-07, 03:28 PM
Ok, I know all about the Gestalt rules, and love them...but this has to be something more geared for just one person...and mostly no companions. Trying to get someone who doesn't have that much experience trying to make a gestalt character that will allow her to do everything will requir alot of planning and micromanagement. She isn't down for that. I don't need any rogue backstab, as she will be alone most of the time. noone to help her flank, but the extra damage would have been nice. I do understand that it does seem way overpowered, but it has to be able to cover melee, healing, spells, dungeoneering, etc...
OravennasBrother

04-04-07, 03:28 PM
HAve the player take a normal (or even gestalt) character, then add a few friends who work with the character to accomplish goals.
PhaedrusXY

04-04-07, 03:34 PM
Ok, I know all about the Gestalt rules, and love them...but this has to be something more geared for just one person...and mostly no companions.The class you posted has an animal companion.
I don't need any rogue backstab, as she will be alone most of the time. noone to help her flank, but the extra damage would have been nice. I do understand that it does seem way overpowered, but it has to be able to cover melee, healing, spells, dungeoneering, etc...I didn't put the rogue level in there for "backstab dice". I put it in there for skills, and trapfinding.

A druid with a single level of rogue and the Able Learner feat can literally do everything you're looking for. Able Learner lets you buy cross-class skill ranks for 1 point per rank. A single level of rogue + that feat basically means that forever all rogue skills are now class skills for you. Why reinvent the wheel?
Peregrine_Wolf

04-04-07, 03:46 PM
Wow.....that's pretty good. But I too have a suggestion.
I play with maybe 2-3 other people, and I find that, since I like to get into the action too, having the DM play a character(and pretend you don't know everything that is going to happen), it makes for more cooperative play and is lots of fun for everyone.
AngelLemmingThief

04-04-07, 04:17 PM
I am with the bard love. They fight, they heal, they cast spells, they sing. What's not to love? I do dig what you are doing, having done something similar myself. I played a bard. (I do like your class btw, and if it works for your missus grab it with both hands)