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.
|
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