Ultimate Adventurer

Revision as of 19:52, 25 May 2022 by Sparkletwist (talk | contribs) (Created page with "Ultimate_Adventurer right|Artwork by Jason Engle The adventurer is unique among other classes because she is ultimately diverse and can do anythi...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Ultimate_Adventurer

The adventurer is unique among other classes because she is ultimately diverse and can do anything the other classes can, just not as well. The adventurer class is more of a special construct that allows for the creation of interesting and balanced multiclass characters than it is a real character class.

Adventures: As the name would suggest, the adventurer gladly goes on adventures, and that’s because they usually pick adventuring classes (as opposed to NPC classes which are far pettier). Each adventurer’s reason to go on adventures will vary greatly, because there are literally thousands of possible class combinations and each one will have different motivations driving them.

Characteristics: An adventurer possesses a special ability to mimic other classes. However, contrary to what the word “imitation� suggests, an adventurer actually is member of those classes, with the difference being that she also dabbles in other classes as well. Paladins are viewed in the same light as adventurers who imitate paladins, and few can actually tell the difference between such characters.

Alignment: Adventurers can be of any alignment. However, each adventurer’s choice heavily depends on her chosen classes, especially if one or more of classes she wished to imitate have alignment restrictions. Classes that force an adventurer into specific mindset are: cleric (related to deity), druid (any neutral), incarnate (any chaotic), knight (any lawful), paladin (any good), and scourge (any evil).

Religion: Adventurers that choose pious classes (primarily divine spellcasters) are themselves very devoted to their gods. Those that do not share any connection with a greater power can be pious or impious, or even atheistic, whatever suits them best.

Background: Adventurers can hail from just about any realm and walking any of the myriad paths of life. However, the more unusual combination of classes an adventurer chooses, the more unusual her story generally is.

Races: While any race can sprout adventurers, each race tends to sprout adventurers of certain types. Dwarven adventurers for example often imitate fighter and cleric classes.

Other Classes: The Adventurer generally views classes that she imitates as being the same as her. she also usually values independence and resourcefulness over sheer power and single-mindedness.

Starting Age: Highest of any emulated class.

Starting Gold: Highest of any emulated class.

Game Rule Information

Adventurers have the following game statistics.

  • Abilities: Same as in Player's Handbook
  • Alignment: Any
  • Hit Points per Level: 1d4 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 4 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The adventurer does not have class skills.*

Class Table

       Base
       Attack  Fort  Ref   Will
Level  Bonus*  Save* Save* Save* Special (2 class version)    .
1st    +0      +0    +0    +0    Bonus feat, defiant 
2nd    +1      +0    +0    +0    Imitation (1st class)
3rd    +1      +1    +1    +1    Imitation (1st and 2nd class)
4th    +2      +1    +1    +1    Imitation (2nd class)
5th    +2      +1    +1    +1    Imitation (1st and 2nd class)
6th    +3      +2    +2    +2    Imitation (1st class)
7th    +3      +2    +2    +2    Imitation (2nd class)
8th    +4      +2    +2    +2    Imitation (1st and 2nd class)
9th    +4      +3    +3    +3    Imitation (1st class)
10th   +5      +3    +3    +3    Imitation (2nd class)
11th   +5      +3    +3    +3    Imitation (1st and 2nd class)
12th   +6/+1   +4    +4    +4    Imitation (1st class)
13th   +6/+1   +4    +4    +4    Imitation (2nd class)
14th   +7/+2   +4    +4    +4    Imitation (1st and 2nd class)
15th   +7/+2   +5    +5    +5    Imitation (1st class)
16th   +8/+3   +5    +5    +5    Imitation (2nd class)
17th   +8/+3   +5    +5    +5    Imitation (1st and 2nd class)
18th   +9/+4   +6    +6    +6    Imitation (1st class)
19th   +9/+4   +6    +6    +6    Imitation (2nd class)
20th   +10/+5  +6    +6    +6    Imitation (1st and 2nd class)

Level  Special (3 class version)   .
1st    Bonus feat, defiant
2nd    Imitation (1st class)
3rd    Imitation (2nd class)
4th    Imitation (3rd class)
5th    Imitation (1st class)
6th    Imitation (2nd and 3rd class)
7th    Imitation (1st class)
8th    Imitation (2nd and 3rd class)
9th    Imitation (1st class)
10th   Imitation (2nd and 3rd class)
11th   Imitation (1st class)
12th   Imitation (2nd and 3rd class)
13th   Imitation (1st class)
14th   Imitation (2nd and 3rd class)
15th   Imitation (1st class)
16th   Imitation (2nd and 3rd class)
17th   Imitation (1st class)
18th   Imitation (2nd and 3rd class)
19th   Imitation (1st class)
20th   Imitation (2nd and 3rd class)
* - Those values may change depending on defiant ability.

Class Features

All of the following are class features of the adventurer

Weapon and Armor Proficiency: An adventurer is proficient with all simple weapons and light armors but no shields. In addition, at 2nd level she gains the weapon and armor proficiencies of any classes she imitates.

Bonus Feat: An adventurer gains a bonus feat. This can be any feat that does not have another feat as a prerequisite.

Defiant: Even though the adventurer doesn't gain the starting abilities of the classes she imitates until 2nd level, she must choose her classes at 1st level, as that choice determines her hit dice and related starting attributes.

Class Skills: If any skill is on the skill list of any class the adventurer imitates, it is a class skill for the adventurer.

Skill Points per Level: An Adventurer's skill point gain is equal to the combined average of all the classes she imitates (sum of all class skill points per level/number of classes imitated + INT Mod). For example, an adventurer who imitates bard, fighter, and druid gains (6+4+4)/3 + Int per level, which is 5 + Int points a level. At 1st level she gains 4 times that amount, as usual.

Hit Dice: The Adventurer's hit dice is initially d4, but in reality it depends on the HD of the imitated classes. If an adventurer imitates 2 classes use the 1st table below. If she imitates 3 classes, add her hit dice together (for example, d4+d4+d8 = 16), divide by 3, and compare to 2nd table.

HDd4d6d8d10d12
d4d4d4*d6d6*d8
d6d4*d6d6*d8d8*
d8d6d6*d8d8*d10
d10d6*d8d8*d10d10*
d12d8d8d10d10*d12


New HDResult
d44
d4*4.66 or 5.33
d66
d6*6.66 or 7.33
d88
d8*8.66 or 9.33
d1010
d10*10.66 or 11.33
d1212
  • - an adventurer with this Hit Dice gains the Tough ability

Base Attack Bonus: To determine the adventurer’s BAB, use the table below.

BAB of 2 classes    Adventurer’s BAB
Poor + Poor         Poor            
Poor + Medium       Poor*           
Poor + Good         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

Saving Throws: Use table below to determine adventurer’s saves, and resolve this ability for each saving throw separately.

Save of 2 classes  Adventurer’s save
Weak + Weak        Weak
Weak + Good        Weak*
Good + Good        Good
* - adventurer having this save gains Resistant ability

Save of 3 classes    Adventurer’s save
Weak + Weak + Weak   Weak
Weak + Weak + Good   Weak*
Weak + Good + Good   Good
Good + Good + Good   Good
* - adventurer having this save gains Resistant ability

Spellcasting: If at least two of imitated classes gain ability to cast spells, an adventurer gains Potent ability.

Combat Training: Beginning with 7th level, the adventurer’s Base Attack Bonus improves by +1. This bonus increases to +2 at 13th and to +3 at 19th adventurer levels.

Potent: Beginning from 7th adventurer level an adventurer is treated as one level higher for the purpose of determining spell slots and spells known per day and caster level. At 15th level this bonus increases to +2.

Resistant: An adventurer gains +1 bonus on all saving throws in which some of her imitated classes are weak and the others are strong. This bonus increases to +2 at 10th and to +3 at 19th adventurer levels.

Tough: An adventurer gains +1 hit point, and additional 1 hit point for each odd adventurer level (2 hp at 3rd level, 3 hp at 5th level, and so on).

Imitation: At 2nd level, an adventurer chooses 2 or 3 ultimate classes other than adventurer class. If she chose 2 classes, use 1st table with special abilities. If she chose 3 classes, use 2nd table. By the time she advances to 20th adventurer level, she will be either imitating 13 levels of 2 classes or 9 levels of 3 classes. To choose a class, an adventurer must meet all alignment requirements (if any). Adventurer specializes in following the paths of other classes but does so less efficiently. At each level, she gains all special abilities of some (or all) of the chosen classes (2 or 3), including spells and weapon and armor proficiencies. Levels of adventurer and classes she imitates stack for the purpose of determining what special abilities she gets. For example, a 1st level paladin who advances to 2nd level of adventurer (and has paladin as one of the imitated classes) gains dedication ability, not her 1st level abilities for the second time. Each time she gains levels in adventurer class and next steps in imitation ability, she adds special abilities of her chosen classes as if she gained levels in those classes. Once the classes are chosen, they cannot be changed. An adventurer is considered a member of all the classes she imitates. She can also multiclass with the classes she already imitates, but it’s a rare choice since most abilities overlap if taken more than once. Example 1: A 2nd level adventurer decides to imitate 2 classes and she chooses sorcerer and cleric. She immediately gains all special abilities of 1st level cleric and sorcerer: turn undead, divine spells as 1st level cleric, familiar, arcane spells as 1st level sorcerer, and proficiency with all armors and small and large shields. Example 2: A 18th level adventurer who at 2nd level chose 3 classes (barbarian, fighter, and paladin) has special abilities as if she completed 9 levels of barbarian, 8 levels of fighter, and 8 levels of paladin. She will loose paladin abilities, however, if she violates paladin code.

Epic Adventurer

The epic adventurer is apotheosis of diversity, using most of her classes' abilities with ease, be it combat or spellcasting.

Adventurer
Level       Special I                      Special II                  .
21st        Imitation (1st class)          Imitation (1st class)
22nd        Imitation (2nd class)          Imitation (2nd and 3rd class)
23rd        Imitation (1st and 2nd class)  Imitation (1st class)
24th        Imitation (1st class)          Imitation (2nd and 3rd class)
25th        Imitation (2nd class)          Imitation (1st class)
26th        Imitation (1st and 2nd class)  Imitation (2nd and 3rd class)
27th        Imitation (1st class)          Imitation (1st class)
28th        Imitation (2nd class)          Imitation (2nd and 3rd class)
29th        Imitation (1st and 2nd class)  Imitation (1st class)
30th        Imitation (1st class)          Imitation (2nd and 3rd class)

Imitation: An epic adventurer continues to imitate higher and higher levels of her classes, with the rate of 2/3 levels if she imitates 2 classes, and 1/2 if she imitates 3 classes.

Back to Ultimate Classes