Class: Adventurer

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The Adventurer
    Class Levels (2 Class) Class Levels (3 Class)
Level Special Class One Class Two Class One Class Two Class Three
1 Bonus Feat, Defiant --- --- --- --- ---
2   +1 (1) --- +1 (1) --- ---
3   +1 (2) +1 (1) --- +1 (1) ---
4   --- +1 (2) --- --- +1 (1)
5   +1 (3) +1 (3) +1 (2) --- ---
6   +1 (4) --- --- +1 (2) +1 (2)
7   --- +1 (4) +1 (3) --- ---
8   +1 (5) +1 (5) --- +1 (3) +1 (3)
9   +1 (6) --- +1 (4) --- ---
10   --- +1 (6) --- +1 (4) +1 (4)
11   +1 (7) +1 (7) +1 (5) --- ---
12   +1 (8) --- --- +1 (5) +1 (5)
13   --- +1 (8) +1 (6) --- ---
14   +1 (9) +1 (9) --- +1 (6) +1 (6)
15   +1 (10) --- +1 (7) --- ---
16   --- +1 (10) --- +1 (7) +1 (7)
17   +1 (11) +1 (11) +1 (8) --- ---
18   +1 (12) --- --- +1 (8) +1 (8)
19   --- +1 (12) +1 (9) --- ---
20   +1 (13) +1 (13) --- +1 (9) +1 (9)

 

Adventurer

Terra, iconic adventurer
"With so many things to learn, how can you only focus on one?"

The adventurer fuses together two (or even three) disparate paths into a singular whole. While others tend to specialize on their chosen role, the adventurer finds more utility in studying multiple fields, melding their styles and thoughts into something familiar, but different.

Game Rule Information

Adventurers have the following game statistics.

Force Alignment: Special (see text).

Force Resistances: Special (see text).

Abilities: The ability scores most important to an adventurer vary upon her chosen classes.

Hit Die: Special (see text).

Class Skills: Special (see text).

Skill Points at Each Level: Special (see text).

Alignment: Special (see text).

Ethos: Special (see text).

Starting Age: Moderate.

Starting Gold: 5d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the adventurer core class.

Weapon and Armor Proficiency: The adventurer is proficient with all simple weapons and light armors, but not shields. In addition, at 2nd level, she gains all weapon and armor proficiencies of all classes she imitates.

Defiant: The adventurer's BAB, saving throws, force alignment, hit die, class skills, skill points per level, and alignment restrictions are dependent upon the classes she chooses to combine.

BAB: Use the following table to determine the adventurer's base attack bonus.
BAB of 2 classes    Adventurer’s BAB
Poor + Poor         Poor            
Poor + Medium       Poor*           
Poor + Good         Medium    
Medium + Medium     Medium      
Medium + Good       Medium*         
Good + Good         Good            
* - adventurer having this Base Attack Bonus gains Combat Training ability

BAB of 3 classes          Adventurer’s BAB
Poor + Poor + Poor        Poor
Poor + Poor + Medium      Poor*
Poor + Poor + Good        Medium
Poor + Medium + Medium    Medium
Poor + Medium + Good      Medium
Poor + Good + Good        Medium*
Medium + Medium + Medium  Medium
Medium + Medium + Good    Medium*
Medium + Good + Good      Good
Good + Good + Good        Good
* - adventurer having this Base Attack Bonus gains Combat Training ability
Save of 2 classes  Adventurer’s save
Weak + Weak        Weak
Weak + Average     Weak*
Weak + Good        Average
Average + Average  Average
Average + Good     Average*
Good + Good        Good
* - adventurer having this save gains Resistant ability

Save of 3 classes    Adventurer’s save
Weak + Weak + Weak   Weak
Weak + Weak + Avg    Weak
Weak + Weak + Good   Weak*
Weak + Avg  + Avg    Weak*
Weak + Avg  + Good   Average
Weak + Good + Good   Average*
Avg  + Avg  + Avg    Average
Avg  + Avg  + Good   Average
Avg  + Good + Good   Good
Good + Good + Good   Good
* - adventurer having this save gains Resistant 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
* - adventurer having this Hit Dice gains Tough ability

Adventurer’s  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
* - adventurer having this Hit Dice gains Tough ability