Ziegander
2012-01-22, 05:35 AM
The Adventurer
The goal here was simple - to provide a one-size-fits-all class for D&D 3.5 to replace all of the other classes. The Adventurer presented here should be a Tier 1 class, which is to be expected, as it has access to 9th level spells from any spell list among lots of other goodies, but that's not a bad thing if every character is meant to be built using the Adventurer class. It's also got more checks and balances than your typical Tier 1 class that should make it more manageable in game. Tell me what you think!
http://www.stargazersworld.com/wordpress/wp-content/uploads/2009/06/Groupedaventuriers.jpg
Alignment: Any
Hit Die: 1d10
{table=head]Level|BAB|Fort|Ref|Will|Special |
Power Level|
Powers Ready
1st|+0|+1|+1|+1|Action Points, Special Ability, Trapfinding|
--|
--
2nd|+1|+2|+2|+2|Bonus Feat, Endurance|
--|
--
3rd|+2|+2|+2|+2|Special Ability, Heroic Grace|
--|
--
4th|+3|+3|+3|+3|Luck of Heroes 1/day|
1|
1
5th|+3|+3|+3|+3|Bonus Feat|
1|
2
6th|+4|+3|+3|+3|Special Ability|
2|
2
7th|+5|+4|+4|+4|Heroic Action|
2|
3
8th|+6/+1|+4|+4|+4|Bonus Feat|
3|
3
9th|+6/+1|+5|+5|+5|Special Ability|
3|
4
10th|+7/+2|+5|+5|+5|Luck of Heroes 2/day|
4|
4
11th|+8/+3|+6|+6|+6|Bonus Feat|
4|
5
12th|+9/+4|+6|+6|+6|Special Ability|
5|
5
13th|+9/+4|+6|+6|+6|Improved Heroic Action|
5|
6
14th|+10/+5|+7|+7|+7|Bonus Feat|
6|
6
15th|+11/+6/+1|+7|+7|+7|Special Ability|
6|
7
16th|+12/+7/+2|+8|+8|+8|Luck of Heroes 3/day|
7|
7
17th|+12/+7/+2|+8|+8|+8|Bonus Feat|
7|
8
18th|+13/+8/+3|+9|+9|+9|Special Ability|
8|
8
19th|+14/+9/+4|+9|+9|+9|Greater Heroic Action|
8|
9
20th|+15/+10/+5|+9|+9|+9|Bonus Feat, Epic Destiny|
9|
9
[/table]
Class Skills (4 + Int modifier): All skills.
Weapon & Armor Proficiencies
An Adventurer is proficient with all simple and martial weapons; all light, medium, and heavy armors; and with all shields (including Tower Shields).
Action Points
An Adventurer has a number of action points equal to 1 + his Constitution modifier (excluding any temporary increases to Constitution; minimum 1). He may spend an action point as a free action, even when it isn't his turn, to gain a +5 bonus to any d20 roll, but only once for any given roll.
Once an Adventurer has spent all of his action points he can replenish them with an extended rest (8 hours of sleep for most creatures).
Special Abilities
As Adventurers wander the land, they pick up a variety of useful talents. At 1st level, 3rd level, and every three levels thereafter, choose a Special Ability from the following list. You may take abilities marked with an * multiple times, stacking their effects if applicable.
Adventurer's Knack, Damage Reduction 2/--*, Eldritch BlastCA, Evasion, Favor of the Gods, Fighter Bonus Feat*, Flurry of Blows, Inspire Courage, Inspire Skill, Least InvocationCA*, Mettle, Rage 1/day*, Smite 1/day*, Sneak Attack 1d6*, Terrain Mastery*, Turn/Rebuke, Uncanny Dodge, Urgent ShieldPHB2
Required level 3
Adrenaline BoostPHB2, Distracting AttackPHB2, Marshal's Command*, Sudden ShiftPHB2, Touch of VitalityPHB2
Required level 6
Aura of ProtectionUA, Brief FigmentPHB2, Camouflage, Cursed GlancePHB2, Dark CompanionPHB2, Elusive AttackPHB2, Enhance AttributeUA, Improved Rage, Improved Uncanny Dodge, Instant DazePHB2, Lesser InvocationCA*, Purity of Body, Rapid SummoningUA, Wild Shape 1/day*
Required level 9
Abrupt JauntPHB2, Improved Evasion, Inspire Hope, Overpowering AttackPHB2, Planar Terrain Mastery*, Skill Mastery*, Spell Resistance, Wild Shape (Elemental), Wild Shape (Large)
Required level 12
Crippling Strike, Defensive Roll, Inspire Greatness, Greater InvocationCA*, Greater Rage, Wild Shape (Plant), Wild Shape (Tiny)
Required level 15
Improved Mettle, Hide in Plain Sight, Opportunist, Wild Shape (Huge)
Required level 18
Dark InvocationCA*, Inspire Heroism, Mighty Rage, Perfect Self, Wild Shape (Magical Beast)
Trapfinding (Ex): As Rogue.
Bonus Feats
At 2nd level, an Adventurer gains the Endurance feat along with any other feat of his choice. He gains an additional bonus feat every three levels after 2nd. An Adventurer must meet the prerequisites of any feat selected in this way.
Heroic Grace (Ex): At 3rd level, an Adventurer adds his Charisma modifier to all saving throws.
Luck of Heroes (Ex): Starting at 4th level, once per day, an Adventurer can re-roll any d20 roll or damage roll, either that he makes or that another creature makes against him, and choose the result that suits him. At 10th and 16th levels an Adventurer gains one additional use of this ability per day.
Powers
As an Adventurer gains levels he learns various maneuvers, spells, and stances that can help make his journeys much easier. Starting at 4th level, an Adventurer learns one 1st level Power and learns an additional power at every level thereafter. He may learn higher level Powers as shown in the table above.
A Power can be either a maneuver, spell, or stance of the appropriate level, drawn from any discipline or spell list. In order to initiate a maneuver, cast a spell, or enter a stance learned in this way, the Adventurer must first ready it. An Adventurer spends 1 hour readying all of his Powers, which is typically taken during an extended rest (8 hours of sleep for most creatures). An Adventurer may ready a number of his known Powers during this time as given in the table above.
After a maneuver is initiated or a spell cast, it is considered expended. All expended maneuvers are recovered through a short rest (5 minutes of non-strenuous activity for most creatures) or with a full-round action. All expended spells are recovered only through an extended rest. Stances are not expended and while readied can be entered and exited at-will.
The saving throw DC for a maneuver initiated by an Adventurer is 10 + 1/2 class level + Strength modifier. In order to initiate a maneuver or enter a stance an Adventurer must have a Dexterity score of at least 10 + maneuver/stance level. His initiator level is equal to his class level - 3.
The saving throw DC for a spell cast by an Adventurer is 10 + 1/2 class level + Wisdom modifier. In order to cast a spell an Adventurer must have a Intelligence score of at least 10 + spell level. His spellcaster level is equal to his class level -3.
Heroic Action (Ex): Starting at 7th level, an Adventurer can spend an action point during his turn to take an extra action (either a swift action, a move action, or a standard action). He may only use this ability once per round.
Improved Heroic Action (Ex): Starting at 13th level, when an Adventurer spends an action point to take an extra action he regains a number of hit points equal to his class level.
Greater Heroic Action (Ex): Starting at 19th level, when an Adventurer spends an action point to take an extra action he may end a single ongoing effect affecting him and may remove any number of conditions he suffers from.
Epic Destiny (Ex): Not sure yet, we'll see.
The goal here was simple - to provide a one-size-fits-all class for D&D 3.5 to replace all of the other classes. The Adventurer presented here should be a Tier 1 class, which is to be expected, as it has access to 9th level spells from any spell list among lots of other goodies, but that's not a bad thing if every character is meant to be built using the Adventurer class. It's also got more checks and balances than your typical Tier 1 class that should make it more manageable in game. Tell me what you think!
http://www.stargazersworld.com/wordpress/wp-content/uploads/2009/06/Groupedaventuriers.jpg
Alignment: Any
Hit Die: 1d10
{table=head]Level|BAB|Fort|Ref|Will|Special |
Power Level|
Powers Ready
1st|+0|+1|+1|+1|Action Points, Special Ability, Trapfinding|
--|
--
2nd|+1|+2|+2|+2|Bonus Feat, Endurance|
--|
--
3rd|+2|+2|+2|+2|Special Ability, Heroic Grace|
--|
--
4th|+3|+3|+3|+3|Luck of Heroes 1/day|
1|
1
5th|+3|+3|+3|+3|Bonus Feat|
1|
2
6th|+4|+3|+3|+3|Special Ability|
2|
2
7th|+5|+4|+4|+4|Heroic Action|
2|
3
8th|+6/+1|+4|+4|+4|Bonus Feat|
3|
3
9th|+6/+1|+5|+5|+5|Special Ability|
3|
4
10th|+7/+2|+5|+5|+5|Luck of Heroes 2/day|
4|
4
11th|+8/+3|+6|+6|+6|Bonus Feat|
4|
5
12th|+9/+4|+6|+6|+6|Special Ability|
5|
5
13th|+9/+4|+6|+6|+6|Improved Heroic Action|
5|
6
14th|+10/+5|+7|+7|+7|Bonus Feat|
6|
6
15th|+11/+6/+1|+7|+7|+7|Special Ability|
6|
7
16th|+12/+7/+2|+8|+8|+8|Luck of Heroes 3/day|
7|
7
17th|+12/+7/+2|+8|+8|+8|Bonus Feat|
7|
8
18th|+13/+8/+3|+9|+9|+9|Special Ability|
8|
8
19th|+14/+9/+4|+9|+9|+9|Greater Heroic Action|
8|
9
20th|+15/+10/+5|+9|+9|+9|Bonus Feat, Epic Destiny|
9|
9
[/table]
Class Skills (4 + Int modifier): All skills.
Weapon & Armor Proficiencies
An Adventurer is proficient with all simple and martial weapons; all light, medium, and heavy armors; and with all shields (including Tower Shields).
Action Points
An Adventurer has a number of action points equal to 1 + his Constitution modifier (excluding any temporary increases to Constitution; minimum 1). He may spend an action point as a free action, even when it isn't his turn, to gain a +5 bonus to any d20 roll, but only once for any given roll.
Once an Adventurer has spent all of his action points he can replenish them with an extended rest (8 hours of sleep for most creatures).
Special Abilities
As Adventurers wander the land, they pick up a variety of useful talents. At 1st level, 3rd level, and every three levels thereafter, choose a Special Ability from the following list. You may take abilities marked with an * multiple times, stacking their effects if applicable.
Adventurer's Knack, Damage Reduction 2/--*, Eldritch BlastCA, Evasion, Favor of the Gods, Fighter Bonus Feat*, Flurry of Blows, Inspire Courage, Inspire Skill, Least InvocationCA*, Mettle, Rage 1/day*, Smite 1/day*, Sneak Attack 1d6*, Terrain Mastery*, Turn/Rebuke, Uncanny Dodge, Urgent ShieldPHB2
Required level 3
Adrenaline BoostPHB2, Distracting AttackPHB2, Marshal's Command*, Sudden ShiftPHB2, Touch of VitalityPHB2
Required level 6
Aura of ProtectionUA, Brief FigmentPHB2, Camouflage, Cursed GlancePHB2, Dark CompanionPHB2, Elusive AttackPHB2, Enhance AttributeUA, Improved Rage, Improved Uncanny Dodge, Instant DazePHB2, Lesser InvocationCA*, Purity of Body, Rapid SummoningUA, Wild Shape 1/day*
Required level 9
Abrupt JauntPHB2, Improved Evasion, Inspire Hope, Overpowering AttackPHB2, Planar Terrain Mastery*, Skill Mastery*, Spell Resistance, Wild Shape (Elemental), Wild Shape (Large)
Required level 12
Crippling Strike, Defensive Roll, Inspire Greatness, Greater InvocationCA*, Greater Rage, Wild Shape (Plant), Wild Shape (Tiny)
Required level 15
Improved Mettle, Hide in Plain Sight, Opportunist, Wild Shape (Huge)
Required level 18
Dark InvocationCA*, Inspire Heroism, Mighty Rage, Perfect Self, Wild Shape (Magical Beast)
Trapfinding (Ex): As Rogue.
Bonus Feats
At 2nd level, an Adventurer gains the Endurance feat along with any other feat of his choice. He gains an additional bonus feat every three levels after 2nd. An Adventurer must meet the prerequisites of any feat selected in this way.
Heroic Grace (Ex): At 3rd level, an Adventurer adds his Charisma modifier to all saving throws.
Luck of Heroes (Ex): Starting at 4th level, once per day, an Adventurer can re-roll any d20 roll or damage roll, either that he makes or that another creature makes against him, and choose the result that suits him. At 10th and 16th levels an Adventurer gains one additional use of this ability per day.
Powers
As an Adventurer gains levels he learns various maneuvers, spells, and stances that can help make his journeys much easier. Starting at 4th level, an Adventurer learns one 1st level Power and learns an additional power at every level thereafter. He may learn higher level Powers as shown in the table above.
A Power can be either a maneuver, spell, or stance of the appropriate level, drawn from any discipline or spell list. In order to initiate a maneuver, cast a spell, or enter a stance learned in this way, the Adventurer must first ready it. An Adventurer spends 1 hour readying all of his Powers, which is typically taken during an extended rest (8 hours of sleep for most creatures). An Adventurer may ready a number of his known Powers during this time as given in the table above.
After a maneuver is initiated or a spell cast, it is considered expended. All expended maneuvers are recovered through a short rest (5 minutes of non-strenuous activity for most creatures) or with a full-round action. All expended spells are recovered only through an extended rest. Stances are not expended and while readied can be entered and exited at-will.
The saving throw DC for a maneuver initiated by an Adventurer is 10 + 1/2 class level + Strength modifier. In order to initiate a maneuver or enter a stance an Adventurer must have a Dexterity score of at least 10 + maneuver/stance level. His initiator level is equal to his class level - 3.
The saving throw DC for a spell cast by an Adventurer is 10 + 1/2 class level + Wisdom modifier. In order to cast a spell an Adventurer must have a Intelligence score of at least 10 + spell level. His spellcaster level is equal to his class level -3.
Heroic Action (Ex): Starting at 7th level, an Adventurer can spend an action point during his turn to take an extra action (either a swift action, a move action, or a standard action). He may only use this ability once per round.
Improved Heroic Action (Ex): Starting at 13th level, when an Adventurer spends an action point to take an extra action he regains a number of hit points equal to his class level.
Greater Heroic Action (Ex): Starting at 19th level, when an Adventurer spends an action point to take an extra action he may end a single ongoing effect affecting him and may remove any number of conditions he suffers from.
Epic Destiny (Ex): Not sure yet, we'll see.