View Full Version : The Adventuring Hero(A/VG Project)

Innis Cabal
2007-04-25, 01:14 AM
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special
2nd|+1|+0|+3|+0|Evasion, Trap Sense+1
3rd|+2|+1|+3|+1|Special Ability
6th|+4|+2|+5|+1|Trap Sense +2
7th|+5|+2|+5|+3|Special Ability
10th|+7/+2|+3|+7|+3|Trap Sense +3
11th|+8/+3|+3|+7|+4|Special Ability
14th|+10/+5|+4|+9|+5|Trap Sense +4
15th|+11/+6/+1|+5|+9|+5|Special Ability
18th|+13/+8/+3|+6|+11|+6|Trap Sense +5
19th|+14/+9/+4|+6|+11|+6|Special Ability
20th|+15/+10/+5|+6|+12|+6|Call of the Resolute[/table]
Alignment: Any non-evil
Hit Dice: d6

Class Skills
Balance, Climb, Craft, Decipher Script, Disable Device, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Ride,Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device, Use Rope
At First Level: (8+ Int Modifier) X 4
All levels after first: 8+ Int modifier

Class Abilities
Weapon and Armor Proficiencies: An adventuring hero is proficient with all simple and martial weapons and with light armor and light shields.

Familiar: At 1st level, the adventuring hero has gained the friendship of a spirit of the land. He may chose one of the following familiars (Grig, Sprite, fairy,). An Adventuring Hero can gain stronger familiars at higher levels with the approval of his DM.

Special Ability: At certain levels, after training and long adventuring, the Adventuring Hero has learned a handful of tricks.
Minor Shape change:
Minor Spells:
Minor Maneuvers:
Uncanny Dodge:
Improved Evasion:
Defensive Roll:
Skill Mastery:
Animal Companion:

2007-04-25, 01:58 PM
This seems interesting, and creates a less specialized version of the Rogue (having the same BAB and saves, as well with Trap Finding). I like what I'm seeing, but I'd like to see more fluff and more description of the available features.

Innis Cabal
2007-04-25, 02:16 PM
comming later tonight. Think Link when looking at this class