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 Defiant, Jobs --- --- --- --- ---
2   +1 (1) +1 (1) +1 (1) --- ---
3   +1 (2) --- --- +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. The adventurer gains greater breadth at the cost of depth.

This class is more of a mechanical construct than an actual class - its purpose is to allow a character to take two or three classes roughly simultaneously, allowing a greater variety of character concepts than the number of available classes might allow. As such, the mechanics for the class are a bit more unusual than others, as the class table above would suggest.

It is important to note that the adventurer class is more effective than straight multiclassing - that is, if you (the player) are planning on taking two classes simultaneously, without "dipping," the adventurer is simply superior in almost all ways to standard multiclassing. This is because, over the course of 20 levels, the adventurer winds up with 13 effective class levels in two classes (or 9 in three classes), rather than 10 in two separate classes. While this may seem overpowering, it is not, due to the fact that almost all classes rise in power geometrically rather than linearly: that is, the later levels of most classes are more powerful than early levels.

Also of import to note is that not every combination will be as effective as others. While classes tend to be relatively balanced against one another, due to every class having particular mechanics, some sets will combine better than others: for instance, combining two classes whose resource management system requires action expenditure will (potentially) be less effective than combining two classes who gain resources reactively. While the GM can potentially provide guidance in this matter, it is ultimately up to the player to decide if a particular combination is effective or worthwhile. In theory I would assume that the utility gained from having access to two classes, even if their resource management schemes don't mesh well, may offset the lack of synergy; but then again, that lack of synergy may also be a source of frustration for some.

It should also be probably pointed out that this class can become something of an accounting nightmare. It is entirely possible to wind up with six completely separate resource management schemes, and while a lot of work has been done to simplify resource management mechanics for ease of play, I imagine that six would still be a bit much to keep track of. That said, at the end of the day, if you really want to, you are welcome to try, but don't complain to the GM if you get ridiculously overwhelmed by your own choices. This class introduction section has been quite verbose in warning you of the potential pitfalls of this class.

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 Points at 1st Level: Special (see text).

Hit Points at Each Additional Level: Special (see text).

Healing Surges: Special (see text).

Defenses: Special (see text).

Starting Age: Moderate.

Class Features

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

Proficiencies

Weapons: You gain the specified weapon proficiencies of all of your chosen classes. For each category of weapon (for instance, "any melee"), you gain half (if you chose two classes) or one-third (if you chose three) of the total number of proficiencies granted by all your classes, rounded down.

Example: Terra is an adventurer mixing einhander and mage. Einhander gives her "any four melee, any one," while mage gives her "any three." Her proficiencies are any two melee (four plus zero, halved), and any two (one plus three, halved).
Example: Zeno is an adventurer mixing berserker, caller, and thief. Berserker gives him "axes, any three melee, any one ranged, any one;" caller gives him "any three;" and thief gives him "any four." He gains proficiency with axes, one melee (3 + 0 + 0 = 3 / 3 = 1), no ranged (1 + 0 + 0 = 1 / 3 = 0), and any two (1 + 3 + 4 = 8 / 3 = 2).

Armor: You gain the armor proficiencies of all of your chosen classes.

Implements: You gain the implement proficiencies of all of your chosen classes.

Defiant

When you take your first level of adventurer, you choose either two or three other base classes.

To calculate your starting hit points, add together the base hit points granted by each class (do not include the Constitution score bonus), and divide the result by the number of classes you have chosen (round down); that is your base starting hit points, to which you add your Constitution score.

For each level thereafter, add together the hit points each class you have chosen would gain (again, ignore the Constitution modifier bonus), and divide the result by the number of classes you have chosen (round down); that is how many hit points you gain at each additional level, to which you add your Constitution bonus.

To determine how many healing surges you have, add together the base amount for each of your chosen classes, and divide by the number of classes chosen (round down); this is your base number of healing surges, to which you add your Constitution modifier.

To determine your class Defense bonuses, for each Defense, add together the Defense Bonus granted by each class, and divide by the number of classes chosen (round down).

Special: If any of your chosen classes is an adept class, you must decide at first level what combat style you will select for each adept class.

Jobs

At first level, you gain a number of Job feats equal to the number of classes you have chosen.

You must select a Job feat that corresponds to each of your chosen classes; if one or more of your classes is an adept class, you can choose either the feat that corresponds to the spark side of the class (ie, you could take the Sorcerer feat if you had selected Spellblade as a class), or the Fighter feat that corresponds to the combat style you selected for that adept class.

When you lose these Job feats due to gaining a level in their respective classes, you cannot replace them.

Feats

The following are a selection of feats that are relevant to adventurers.

 

BRAWLER [Job]
You've learned to use your fists in combat.
Prerequisites: No levels in the karateka class, proficiency with at least one of the following: claws, gloves, knuckles, or unarmed.
Benefit: You gain access to one karateka school of your choice; you learn two basic maneuvers from that school, and its basic stance. You have 1 vigor, and your flow is equal to your Strength, Constitution, or Dexterity modifier, whichever is higher, minus 1 (to a minimum of 0).
Special: If you take a level in karateka, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

BREAKER [Job]
You can channel your anger while in combat, heightening your ability to destroy things - and people.
Prerequisites: No levels in the berserker class, proficiency with at least one melee weapon with a two-handed variety.
Benefit: You gain access to one berserker school of your choice; you learn two basic maneuvers from that school, and its basic stance. You have a maximum of 1 rage, plus the lowest of your Strength, Constitution, and Bravery modifiers (minimum 0, maximum one-quarter your level).
Special: If you take a level in berserker, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

CLERIC [Job]
You have devoted yourself to a patron, and heard an answer.
Prerequisites: No levels in a petitioner class.
Benefit: You gain access to two divine domains, and learn two syllable prayers of your choice from those domains. Your petition bonus is +0, plus one-half your Wisdom modifier, rounded down.
Special: If you take a level in any petitioner class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

EVOKER [Job]
You know how to paint with some of the colors of the wind.
Prerequisites: No levels in a bender class.
Benefit: You gain access to a single natural suite, and learn two minor gifts of your choice from that suite. You have a stress limit of 2, plus an additional amount equal to one-half your Wisdom modifier, rounded down, and a flux die of d2.
Special: If you take a level in any bender class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

FIGHTER [Job]
You have learned a few basics with a weapon.
Prerequisites: No levels in the einhander class, proficiency with at least one melee weapon with a one-handed variety.
Benefit: You gain access to one einhander school of your choice; you learn two basic maneuvers from that school, and its basic stance. Your cramp rate with those maneuvers is 6.
Special: If you take a level in einhander, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

HUSSAR [Job]
You have learned some anti-unit tactics.
Prerequisites: No levels in the lancer class, proficiency with at least one melee weapon with reach.
Benefit: You gain access to one lancer school of your choice; you learn two basic maneuvers from that school, and its basic stance. You have a maximum of 1 momentum.
Special: If you take a level in lancer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

INVENTOR [Job]
You have an innate grasp of technology, and understand some of the basic principles.
Prerequisites: No levels in a student class.
Benefit: You gain access to a single technology field, and learn two prototype devices of your choice from that field. Your devices have an error rate of 5.
Special: If you take a level in any student class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

LOGICIAN [Job]
You can sometimes see the code that makes the world work.
Prerequisites: No levels in a memeticist class.
Benefit: You gain access to a single memetic library, and learn two common memes of your choice from that library. Your common memes have a recharge value of 6. You have a cache size of 1, and 0 memory.
Special: If you take a level in any memeticist class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

MARKSMAN [Job]
You've had some advanced training with a bow or other ranged weapon.
Prerequisites: No levels in the archer class, proficiency with at least one ranged weapon.
Benefit: You gain access to one archer school of your choice; you learn two basic maneuvers from that school, and its basic stance. You have a maximum of 1 aim, and can spend a swift action to gain 0 aim, a move to gain 1 aim, a standard to gain 1d2 aim, or a full to gain 1d3 aim.
Special: If you take a level in archer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

MOROI [Job]
You've touched the darkness... and it touched you back.
Prerequisites: No levels in a nihilist class.
Benefit: You gain access to a single void mystery, and learn two cursory katas of your choice from that mystery. You have a wu wei bonus of +0, plus one-half your Charisma modifier (rounded down), and a max void debt of 3.
Special: If you take a level in a nihilist class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

PSYCHIC [Job]
You have spent a little time meditating and on self-reflection, and unlocked hidden talents.
Prerequisites: No levels in a manifester class.
Benefit: You gain access to a single psionic discipline, and learn that discipline's base power and one other power of your choice from that discipline as devotions. You have 1 qi.
Special: If you take a level in any manifester class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

REBEL [Job]
You don't have a cause.
Prerequisites: No levels in an anarchist class.
Benefit: You gain access to a single chaotic idiom, and learn two subtle whims of your choice from that idiom. You can have one trigger at a time, have a max deck size of 4, and a max hand size of 1.
Special: If you take a level in any anarchist class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

RUFFIAN [Job]
You know some dirty combat tricks.
Prerequisites: No levels in the unfettered class, proficiency with at least one melee weapon with a light variety.
Benefit: You gain access to one unfettered school of your choice; you learn two basic maneuvers from that school, and its basic stance. Your basic maneuvers have an opening value of 6. You can have one maneuver readied at a time, and you have 0 combos.
Special: If you take a level in unfettered, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

SENTINEL [Job]
You have some experience in the defensive arts.
Prerequisites: No levels in the defender class, proficiency with at least two types of armor and shields.
Benefit: You gain access to one defender school of your choice; you learn two basic maneuvers from that school, and its basic stance. You have a max of 1 grit, and the most grit you can spend on a maneuver is one-third your level, rounded down, to a minimum of 1.
Special: If you take a level in defender, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

SLICER [Job]
You can count moments, and sometimes there seem to be more than there should be.
Prerequisites: No levels in a chronist class.
Benefit: You gain access to a single temporal sphere, and learn two hadronic jikuu of your choice from that sphere. You can spend a swift action to gather 1 quanta, or a standard action to gather 1d3 quanta, and you have a max quanta pool of 2.
Special: If you take a level in any chronist class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

SORCERER [Job]
You're acquainted with the fundamentals of magic.
Prerequisites: No levels in a caster class.
Benefit: You gain access to a single magic path, and learn two initiate spells of your choice from that path. You have 2 mana, and a refresh rate of 1.
Special: If you take a level in any caster class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

TACTICIAN [Job]
You've spent some time studying small-unit tactics.
Prerequisites: No levels in the warlord class, proficiency with at least one melee weapon and one ranged weapon.
Benefit: You gain access to one warlord school of your choice; you learn two basic maneuvers from that school, and its basic stance. You have a strategy bonus of +0, plus one-half the highest of your Perception, Intelligence, and Bravery modifiers, rounded down.
Special: If you take a level in warlord, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

TRAPPER [Job]
You know some tricks common to those who live off the land.
Prerequisites: No levels in the falconer class, proficiency with at least one ranged weapon.
Benefit: You gain access to one falconer school of your choice; you learn two basic maneuvers from that school, and its basic stance. You have a focus bonus of +0, and 3 energy.
Special: If you take a level in falconer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 


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