Ultimate Adventurer

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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 like a Player's Handbook bard being able to do multiple things, but tends not to do anything, 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 will vary 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 such characters. 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 any connection 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, the more 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

adventurer imitates, but she also usually values independence and resourcefulness over 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 INFORMATION Adventurers (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 Bonus* +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Save* +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save* +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save* +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Special (2 class version) Bonus feat, defiant Imitation (1st class) Imitation (1st and 2nd classes) Imitation (2nd class) Imitation (1st and 2nd classes) Imitation (1st class) Imitation (2nd class) Imitation (1st and 2nd classes) Imitation (1st class) Imitation (2nd class) Imitation (1st and 2nd classes) Imitation (1st class) Imitation (2nd class) Imitation (1st and 2nd classes) Imitation (1st class) Imitation (2nd class) Imitation (1st and 2nd classes) Imitation (1st class) Imitation (2nd class) Imitation (1st and 2nd classes)

Special (3 class version) Bonus feat, defiant Imitation (1st class) Imitation (2nd class) Imitation (3rd class) Imitation (1st class) Imitation (2nd and 3rd classes) Imitation (1st class) Imitation (2nd and 3rd classes) Imitation (1st class) Imitation (2nd and 3rd classes)

11th Imitation 12th Imitation 13th Imitation 14th Imitation 15th Imitation 16th Imitation 17th Imitation 18th Imitation 19th Imitation 20th Imitation * - These values

(1st class) (2nd and 3rd classes) (1st class) (2nd and 3rd classes) (1st class) (2nd and 3rd classes) (1st class) (2nd and 3rd classes) (1st class) (2nd and 3rd classes) may change depending on the defiant ability.

CLASS FEATURES All of the following are class features of the adventurer Weapon and Armor Proficiency: An adventurer is proficient with all simple weapons 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 class skill for adventurer. 2. Skill Points per Level: Adventurer's skills points per level are initially 4 + Int modifier, or quadruple for first level, but in reality it is equal to sum of skill points from 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 her imitated classes. If an adventurer imitates 2 classes, use the 1st table below, or if she imitates 3 classes, add her hit dice together, divide by 3, and compare to 2nd table. 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

* - An adventurer having this combo gains the tough ability Adventurers Result of New HD equation d4 4 d4* 4.66 or 5.33 d6 6 d6* 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. A Good 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 Poor + Poor + Poor + Medium Good + * - An BAB of Poor + Poor + Poor + Poor + Poor + Poor + Medium Medium Medium Good + * - An 2 classes Adventurers BAB Poor Poor Medium Poor* Good Medium + Good Medium* Good Good adventurer having this BAB combo gains the combat training ability. 3 classes Adventurers BAB Poor + Poor Poor Poor + Medium Poor* Poor + Good Medium Medium + Medium Medium Medium + Good Medium Good + Good Medium* + Medium + Medium Medium + Medium + Good Medium* + Good + Good Good Good + Good Good adventurer having this BAB combo gains the combat training ability.

5. Saving Throws: Use table below to determine adventurers saves and resolve this 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.

6. Spellcasting: If at least two of her imitated classes gain the ability to cast spells or 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 her class 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 of determining spell slots, spells known, spells per day, and for all caster leveldependent effects. At level 15, this bonus increases to +2. Resistant: An adventurer's base saves increase by +1 at 1st level, and this bonus increases to +2 at 10th and +3 at 19th. Tough: An adventurer gains an additional hit point at every odd-numbered adventurerer; level 1, 3, 5, etc.

Imitation: At 2nd level, an adventurer chooses 2 or 3 Ultimate Classes other than adventurer. 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, if any. Those specializing in following the paths of other classes but does so less efficiently. 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 the dedication 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 divine spells 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.

EPIC ADVENTURER The 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 21st 22nd classes) 23rd 24th classes) 25th 26th classes) 27th 28th classes) 29th 30th classes)

2 Classes Imitation (1st class) Imitation (2nd class) Imitation (1st and 2nd classes) Imitation (1st class) Imitation (2nd class) Imitation (1st and 2nd classes) Imitation (1st class) Imitation (2nd class) Imitation (1st and 2nd classes) Imitation (1st class)

3 Classes Imitation (1st class) Imitation (2nd and 3rd Imitation (1st class) Imitation (2nd and 3rd Imitation (1st class) Imitation (2nd and 3rd Imitation (1st class) Imitation (2nd and 3rd Imitation (1st class) Imitation (2nd and 3rd

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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