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.