Thursday, September 6, 2012

Class: Adventurer



Adventurer
The adventurer is a completely open-ended class with limitless possibilities for customization. All of an adventurers potential comes from the placement of their ability scores; everything from the weapons they can use to the ability to make simple alchemical concoctions or cast spells. The adventurer is the jack-of-all-trades, relying on their varied knowledge and talents to seek out their greatest desires. Adventures can wear any armor and use shields.

Traits:
·         Hit Die: d8
·         Prime Ability Score: At least one 12
·         Weapon Proficiency: Varies
·         Armor Proficiency: Any and shields

Class Features

Adventurers, because of their stat based design gain a 5% experience point increase with one score of 13, and 10% for one above 16.

Adventurers gain a +1 skill XP bonus every time they complete a skill successfully.

Saving Throws: An adventurers’ saving throws progress in the order, from highest to lowest, of their DEX, CON, and WIS scores.

Weapon Proficiency:  With a STR from 3-13 can use light melee and missile weapons, STR between 14-16 allow for use of medium weapons, and adventurers with a STR from 17+ can use all weapons.

Class Abilities

1st Level- Amateur Esoterics: Adventurers with an INT of 14 can either create 1st meridian alchemical concoctions as an alchemist, or 1st level spells as a magician of a single color.

1st Level- Apprentice: At level 1 an adventurer gains +2 to a single, favored skill  

Advanced Abilities

3rd level – Journeyman: Adventurers gain another +1 class bonus to their beginning skills. This increases again at level 7, 9, 11, 13, and 15. Each time +1.

5th level- Advanced Esoterics: Adventurers with an INT of 14 can now read and create 2nd meridian concoctions or spells of a single color.

7th level- Professional Mastery: Gain another +2 to the favored beginning skill, not exceeding +20

Adventurer
Level
Experience
Hit Die
Saving Throw
AB
Skill Bonus
Notes
1
0
1
-
+0
+1°
Apprentice, Esoterics
2
1,800
2
-
+1


3
3,600
3
-
+1
+2
Journeyman
4
7,200
4
-
+2


5
14,400
5
-
+3
+3
Advanced Esoterics
6
28,800
6
-
+3


7
57,600
7
-
+4
+4
Specialist
8
115,200
8
-
+5

Professional Mastery
9
230,400
9
-
+5
+5
Expert
10
460,800
10
-
+6
11
921,600
10+2†
-
+7
+6
Master
12
1,843,200
10+4
-
+7


13
3,686,400
10+6
-
+8
+7
Grand Master
14
7,372,400
10+8
-
+9


15
14,745,600
10+10
-
+9
+8
Saint
†HP continues to increase by +2 from level 10 onward. CON Bonus no longer applies. 
° Only for skills chosen at level 1


Wednesday, September 5, 2012

Update and Question

Haven't posted in a while, but that doesn't mean I'm not working on the Dorms and Dragons rules. School is a bit hectic, and I recently got a job, so balance is the word. What progress I HAVE made on the rules has come through some playtesting and tweaking. I found that one of the archetypes (swashbuckler) mixed with the blade class and a high DEX score could produce a 1st level character with 19AC. Needless to say, I ended that shit real quick. All of the archetypes have changed a little and I've done a bit of tweaking to casting checks (CC = 20-INT+ Spell level) as well as adding some more talents and racial modifiers.

My question of the day, though, is in regards to Adventuring actions and Advantage/Disadvantage.

Adventuring actions are based on a 2 in 6 chance modified by ability scores and outside modifiers. They read as this:


ADVENTURING ACTIONS
Adventuring actions are standard actions that all classes can make outside of combat. These include: moving quietly, searching, and listening. Adventuring actions are based on a 2 in 6 chance of success, modified by ability score or traits. These numbers can never exceed 5 in 6.
·         Move quietly (DEX) - -1 per point of encumbrance, increases surprise chance by +1

·         Search (WIS) - 1 turn per attempt (modified by role play)

·         Listen (WIS) - takes 2 rounds per attempt (-1 if trying to listen through stone or metal)

This rule, although adequate, is kind of a step away from the d20 format that the rest of the document follows. So, I was thinking of revising this section to say that any thing that is a non-combat action in need of a chance of success or failure (that can't be considered a skill) such as searching, moving quietly, listening, jumping across a chasm, lifting a portcullis, etc., and should be listed as 20 - applicable ability score + difficulty of task (a la skill DC modifier chart). I was thinking of keeping move quietly, search, and listen as constants, and making everything else up to GM fiat. This can also be modified by advantage and disadvantage.

AND, speaking of advantage/disadvantage: I would like to incorporate it into the game more, but I am reluctant to replace all static modifiers to advantage/disadvantage. Especially in cases of spells, diseases, some conditions, and some class drawbacks.

So what do you guys think?