Difference between revisions of "Class: Adventurer"

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Revision as of 12:16, 21 March 2017

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: Of your chosen classes, you gain the most permissive set of weapon proficiencies.

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.