For Giggles, An Adventurer Class
Jul 12, 2015 22:46:12 GMT -5
Admin Pete, tetramorph, and 2 more like this
Post by todd on Jul 12, 2015 22:46:12 GMT -5
Not tested or balanced or particularly well thought out, put together for fun after having my mind fired up by discussions about the thief class.
THE ADVENTURER
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SAVING THROWS
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Level Level Name HD Fighting XP RAY/POISON POLYMORPH STONE BREATH SPELLS
----- ---------- ---- -------- ------ ---------- --------- ----- ------ ------
1 Wanderer 1 Man -1 0 11 12 13 15 15
2 Scavenger 1+1 Man 1250 11 12 13 15 15
3 Spelunker 2 Man +1 2500 11 12 13 15 15
4 Excavator 2+1 2 Men -1 5000 10 11 12 14 14
5 Searcher 3 2 Men 10000 10 11 12 14 14
6 Explorer 3+1 2 Men +1 21000 10 11 12 14 14
7 Pathfinder 4 3 Men 42000 9 10 11 13 13
8 Collector 4+1 3 Men +1 70000 9 10 11 13 13
9 Antiqarian 5 Hero -1 95000 9 10 11 13 13
10 Dungeoneer 6+1 Hero 190000 8 9 10 12 12
ROLL ON D6
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LEVELS
SKILL NAME 1-3 4-6 7-10
---------- ----- ----- -----
Spot Secret Doors/Passages 4+ 3+ 2+
Move Silently 6 5+ 4+
Read Languages* 6 4+ 2+
Detect Magic* -- 5+ 3+
Read Magic* -- -- 5+
* per the spell, number of uses equal to HD, takes one exploration turn per use,
uses recharges after rest.
WEAPON PROFICIENCIES:
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* short swords, daggers, quarterstaff, sling, short bow
* light and medium armor
LUCKY STEP:
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At second level or above, an adventurer will only trigger a trap
on a roll of 1 out of 6 instead of 2 out of 6.
GOOD CUSTOMER:
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Adventurers of fourth level or above pay reduced prices for food,
shelter, equipment, and other goods and services. They pay 10 x HD%
less than the book price.
CONTAGIOUS SENSE OF ADVENTURE:
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Adventurers of eigth level or above have great experience dealing with
henchmen, hirelings, and the denizens of dungeons, ruins, and caves.
When determining reaction, morale, or similar tests, if the outcome
is non-hostile, the adventurer can, if he chooses, raise the result
by one category.