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    Ultimate Adventurer

    An adventurer is unique among classes because she is ultimately diverse and can

    do anything other classes can, but not so well. In a sense, she is somewhat likea Player's Handbookbard being able to do multiple things, but tends not to doanything, perhaps except manipulating, as well as a devoted class. The adventurer

    class is more of a special construct that allows the creation of interesting and

    balanced multiclass characters than it is a ones choice of how to live her life.

    Adventures: As would name suggest, the adventurers gladly go on adventures,

    and thats because they usually pick adventuring classes, as opposed to NPC

    classes which are far pettier. Each adventurers reason to go on adventures willvary greatly, because there are literally thousands of possible class combinations

    and each one will have different motivation.

    Characteristics: An adventurer possesses a special ability to mimic other classes;however, contrary to what the name imitation suggests, an adventurer actually is

    member of those classes, with the only difference that she also dabbles in

    them. Paladins are treated in the same respect or awe as adventurers who imitate

    paladins, and few 'outsiders' can actually tell the difference between suchcharacters.

    Alignment: Adventurers can be of any alignment and there are no patterns or

    favorites here, but each adventurers choice heavily depends on her chosen classes,especially if one or more of classes she wished to imitate have alignment

    restrictions. Classes that force an adventurer into specific mindset are cleric,

    which depends on her deity, druid, lawful neutral, neutral good, true neutral,neutral evil, or chaotic neutral, incarnate, since favored souls' alignments must

    match their deity, knight and monk, any lawful, paladin, any good, and scourge,any evil.

    Religion: Adventurers that choose pious classes, primarily divine spellcasters, are

    themselves very devoted to their gods or forces. Those that do not share anyconnection with greater powers can believe whatever they want.

    Background: Adventurers can hail from just any realm and they walk all paths of

    life;.however, the more unusual combination of classes an adventurer chooses, themore unusual her story is.

    Races: Each race can sprout adventurers and each adventurers of each race have

    their favorable picks when it comes to choose classes. Dwarven adventurers, for

    example, often imitate the fighter and cleric classes.

    Other Classes: Adventurer treats other classes as members of those classes

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    adventurer imitates, but she also usually values independence and resourcefulnessover sheer power and single-minded characters.

    Starting Age: Moderate, same as bard, fighter, knight, paladin, ranger, and

    scourge.

    Starting Gold: 5d4 x 10 gold or 125 gp on average

    GAME RULE INFORMATIONAdventurers (Adv) have the following game statistics.

    Alignment: Any. (See the alignment paragraph above.)Hit Die: d4.*

    Class Skills

    No skills are the adventurers class skills.*

    Skill Points at 1st Level: (4 + Int modifier) 4.*

    Skill Points at Each Additional Level: 4 + Int modifier.*

    Base

    Attack Fort Ref Will

    Level Bonus* Save* Save* Save* Special (2 class version)

    1st +0 +0 +0 +0 Bonus feat, defiant

    2nd +1 +0 +0 +0 Imitation (1st class)

    3rd +1 +1 +1 +1 Imitation (1st and 2nd classes)

    4th +2 +1 +1 +1 Imitation (2nd class)5th +2 +1 +1 +1 Imitation (1st and 2nd classes)

    6th +3 +2 +2 +2 Imitation (1st class)

    7th +3 +2 +2 +2 Imitation (2nd class)

    8th +4 +2 +2 +2 Imitation (1st and 2nd classes)

    9th +4 +3 +3 +3 Imitation (1st class)

    10th +5 +3 +3 +3 Imitation (2nd class)

    11th +5 +3 +3 +3 Imitation (1st and 2nd classes)

    12th +6/+1 +4 +4 +4 Imitation (1st class)

    13th +6/+1 +4 +4 +4 Imitation (2nd class)

    14th +7/+2 +4 +4 +4 Imitation (1st and 2nd classes)

    15th +7/+2 +5 +5 +5 Imitation (1st class)

    16th +8/+3 +5 +5 +5 Imitation (2nd class)

    17th +8/+3 +5 +5 +5 Imitation (1st and 2nd classes)18th +9/+4 +6 +6 +6 Imitation (1st class)

    19th +9/+4 +6 +6 +6 Imitation (2nd class)

    20th +10/+5 +6 +6 +6 Imitation (1st and 2nd classes)

    Level Special (3 class version)

    1st Bonus feat, defiant

    2nd Imitation (1st class)

    3rd Imitation (2nd class)

    4th Imitation (3rd class)

    5th Imitation (1st class)

    6th Imitation (2nd and 3rd classes)

    7th Imitation (1st class)

    8th Imitation (2nd and 3rd classes)9th Imitation (1st class)

    10th Imitation (2nd and 3rd classes)

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    11th Imitation (1st class)

    12th Imitation (2nd and 3rd classes)

    13th Imitation (1st class)

    14th Imitation (2nd and 3rd classes)

    15th Imitation (1st class)

    16th Imitation (2nd and 3rd classes)

    17th Imitation (1st class)18th Imitation (2nd and 3rd classes)

    19th Imitation (1st class)

    20th Imitation (2nd and 3rd classes)

    * - These values may change depending on the defiant ability.

    CLASS FEATURESAll of the following are class features of the adventurer

    Weapon and Armor Proficiency: An adventurer is proficient with all simpleweapons and light armors but no shields. In addition, at 2nd level, she gains all

    weapon and armor proficiencies of all classes she imitates.

    Bonus Feat: An adventurer gains bonus feat which has no other prerequisite feats.

    Defiant: Despite the fact that adventurer gains first abilities of classes she imitates

    at 2nd level, she must choose her classes at 1st level, because that choice

    determines her hit dice and other features from the beginning.

    1. Class Skills: If any skill is on list of any class adventurer imitates, it is a classskill for adventurer.

    2. Skill Points per Level: Adventurer's skills points per level are initially 4 + Intmodifier, or quadruple for first level, but in reality it is equal to sum of skill pointsfrom both of her classes divided by 2 or 3, plus Int modifier, depending on number

    of classes she imitates, rounded up. For example, an adventurer who imitates bard,fighter, and druid gains (6+4+4)/2 + Int per level, which is 5 + Int skill points per

    level.

    3. Hit Dice: Adventurer's hit die is initially d4, but it depends on the HD of herimitated classes. If an adventurer imitates 2 classes, use the 1st table below, or ifshe imitates 3 classes, add her hit dice together, divide by 3, and compare to 2ndtable. For example, an imitator of rogue, wizard, and cleric would have d4+d6+d6

    = 16, which, when divided by 3, gives d4 with the tough ability.

    HD d4 d6 d8 d10 d12

    d4 d4 d4* d6 d6* d8

    d6 d4* d6 d6* d8 d8*

    d8 d6 d6* d8 d8* d10

    d10 d6* d8 d8* d10 d10*d12 d8 d8* d10 d10* d12

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    * - An adventurer having this combo gains the tough ability

    Adventurers Result of

    New HD equation

    d4 4

    d4* 4.66 or 5.33

    d6 6d6* 6.66 or 7.33

    d8 8

    d8* 8.66 or 9.33

    d10 10

    d10* 10.66 or 11.33

    d12 12

    * - An adventurer having this combo gains the tough ability

    4. Base Attack Bonus:To determine adventurers BAB, use the table below. AGood base attack bonus is one per level, as a fighter, a Medium is that of a monk,

    or 3 per 4 levels, and a Poor is a wizard's, or 1 per 2 levels.

    BAB of 2 classes Adventurers BAB

    Poor + Poor Poor

    Poor + Medium Poor*

    Poor + Good Medium

    Medium + Good Medium*

    Good + Good Good

    * - An adventurer having this BAB combo gains the combat training ability.

    BAB of 3 classes Adventurers BAB

    Poor + Poor + Poor Poor

    Poor + Poor + Medium Poor*

    Poor + Poor + Good MediumPoor + Medium + Medium Medium

    Poor + Medium + Good Medium

    Poor + Good + Good Medium*

    Medium + Medium + Medium Medium

    Medium + Medium + Good Medium*

    Medium + Good + Good Good

    Good + Good + Good Good

    * - An adventurer having this BAB combo gains the combat training ability.

    5. Saving Throws:Use table below to determine adventurers saves and resolvethis ability separately for each saving throw.

    Save of 2 classes Adventurers Save

    Weak + Weak Weak

    Weak + Good Weak*

    Good + Good Good

    * - An adventurer having this save combo gains the resistant ability.

    Save of 3 classes Adventurers Save

    Weak + Weak + Weak Weak

    Weak + Weak + Good Weak*

    Weak + Good + Good Good

    Good + Good + Good Good

    * - An adventurer having this save combo gains the resistant ability.

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    6. Spellcasting: If at least two of her imitated classes gain the ability to cast spellsor use incantations such as Complete Arcane's warlock, an adventurer gains the

    potent ability.

    Defiant (Ex): Each defiant ability is gained at adventurer level 1, but only if herclass combination explicitly says so..

    Combat Training:At 7th level, an adventurers base attack bonus improves by +1,and this increases to +2 at 13th, and +3 at 19th.

    Potent: At 7th level, an adventurer is treated as one level higher for the purpose ofdetermining spell slots, spells known, spells per day, and for all caster level-

    dependent effects. At level 15, this bonus increases to +2.

    Resistant: An adventurer's base saves increase by +1 at 1st level, and this bonusincreases to +2 at 10th and +3 at 19th.

    Tough: An adventurer gains an additional hit point at every odd-numberedadventurerer; level 1, 3, 5, etc.

    Imitation: At 2nd level, an adventurer chooses 2 or 3 Ultimate Classes other thanadventurer. By the time she advances to 20th level, she will be either imitating 13

    levels of 2 classes or 9 levels of 3 classes.

    To choose a class, an adventurer must meet all alignment requirements, ifany. Those specializing in following the paths of other classes but does so lessefficiently. At each level, she gains all special abilities of at least some of the

    chosen classes, including spells and weapon and armor proficiencies.Levels of adventurer and the classes she imitates stack for the purpose of

    determining her special abilities. For example, a 1st level paladin who advances to

    2nd adventurer level and has paladin as one of her imitated classes gains thededication ability, not her 1st level abilities for the second time. Abilities gained

    from classes once picked, unless otherwise stated, may not be rechosen.An adventurer is considered a member of all the classes she imitates. She can

    also multiclass with the classes she imitates, but its a rare choice, since most

    abilities overlap if taken more than once.Since the adventurer class is one class and not itself multiclassing, favored

    classes and experience penalties are treated like the adventurer is one class.Example 1: A 2nd level adventurer decides to imitate 2 classes and she chooses

    sorcerer (fire bloodline) and cleric (priest). She immediately gains all special

    abilities of a 1st level cleric and sorcerer; turn undead, two domains, and divinespells as a 1st level cleric, the infused bloodline ability and arcane spells as 1st

    level sorcerer. If she is a martial sorcerer, she also gains proficiency with all

    martial weapons.Example 2: An 18th level adventurer, who, at 2nd level, chose barbarian,

    fighter, and paladin, has the special abilities as if she had 9 levels of barbarian, 8

    levels of fighter, and 8 levels of paladin. She will lose her paladin abilities,however, if she violates the paladin's code.

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    EPIC ADVENTURERThe epic adventurer is the apotheosis of diversity, using most of her classes'abilities with ease, be it combat or spellcasting.

    Hit Die: d4.*Skill Points at Each Additional Level: 4 + Int modifier.*

    Adventurer

    Level 2 Classes 3 Classes

    21st Imitation (1st class) Imitation (1st class)

    22nd Imitation (2nd class) Imitation (2nd and 3rd

    classes)

    23rd Imitation (1st and 2nd classes) Imitation (1st class)

    24th Imitation (1st class) Imitation (2nd and 3rd

    classes)

    25th Imitation (2nd class) Imitation (1st class)

    26th Imitation (1st and 2nd classes) Imitation (2nd and 3rdclasses)

    27th Imitation (1st class) Imitation (1st class)

    28th Imitation (2nd class) Imitation (2nd and 3rd

    classes)

    29th Imitation (1st and 2nd classes) Imitation (1st class)

    30th Imitation (1st class) Imitation (2nd and 3rd

    classes)

    Imitation: An epic adventurer continues to imitate higher and higher levels of her

    classes, with the rate of 2 per 3 levels if she imitates 2 classes, and 1 per 2 if she

    imitates 3.


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