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The Adventurer

Some characters (or players) don't want to specialize in a certain area of adventuring (e.g. spellcasting, combat etc.). They would rather like to learn a little bit of everything. With the original rules you were forced to take either a multi-class Fighter/Thief/Mage or a Bard. In my opinion, multi-class is pretty annoying and not every adventurer is a Bard, so that's the reason I've created the Adventurer. Adventurers are often self-teaching or their mentors change regularly as time passes. A character must have 9 strength, 9 dexterity and 9 intelligence to become an Adventurer. Adventurers can cast Wizard {Preserver} spells as a Bard {1d6 mp/ level} and they also possess some abilities as shown below the table:
 

Level: Experience: Hit Points: Thac0: Wpn. Profs: Non-Wpn.Profs: Abilities:
1 0 1d6 20 3 3 (basic)
2 1750 2d6 20 3 3 -
3 3500 3d6 19 4 4 -
4 7000 4d6 18 4 4 -
5 14000 5d6 18 4 4 -
and so on... and so on... +1d6/ level 17,16,16,15etc. +1/ 3 levels +1/ 3 levels -

Basic Abilities:
-Pick Pockets (base chance is 15%). Well, this should be obvious...
-Find/ Remove Traps (base chance 10%). see PHB
-Read Languages (base chance 5%). Dito
-Adventurers Lore (base chance 5%). Similar to the bard ability. Adventurers Lore can be used to determine if you know something about a particular item, topic etc. Of course, you don't have to roll for things the player already knows and the chance of success may be modified by the DM (heh heh heh).
-At 1st level and any level thereafter, the Adventurer may divide 15 points on his 4 skills.
-Adventurers can cast Wizard {Preserver} spells as a Bard (I mentioned this before...). If you use the magic point system (which may or may not be on my homepage yet...), adventurers receive 1d6 mp/ level.
-Adventurers save as Warriors.

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