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


No comments:

Post a Comment