Profession (Adventurer)


3.5/d20/OGL


I've just developed the panacea to solve all the problems of every character ever.

Quite simply, Profession (Adventurer)!

Are you looking for traps? Listening for monsters? Trying to appraise treasure? Guessing at the special attacks of a certain shade of jelly? Look no further!

They are all rolls made off the shiny new skill Profession (Adventurer). You need never put points in any other skill. Profession (Adventurer) does it all. It can even give synergistic bonuses to BAB and saves!

Yes folks, the skill for the 21st century (Dalereckoning or otherwise) I give you

Profession (Adventurer)!


Seems overpowered. It would make most of the other skills obsolete. Some of the feats too. If it increased BAB then a first level adventurer could have an obscenley high BAB for that level.


Arctaris wrote:
Seems overpowered. It would make most of the other skills obsolete. Some of the feats too. If it increased BAB then a first level adventurer could have an obscenley high BAB for that level.

I think that first post missed a tag.

[/sarcasm]


I have thought about making a house rule to this effect. Every class gets profession why not let the character take 5 ranks into profession and get a +2 synergy on a class skill or two. Spending 5 skill points to give another class skill +2 doesn't seem too extreme.


How much does it cost? Can I charge it to my card? What's the downpayment and the interest? Is there a warranty? What if I want to play a merchant?


oh the exciting life of merchant. You going to lose your vauluable product/family heirloom to thieves or goblins and have to hire some adventures to get it back for you. If you get to town and not slaughter in an ambush along the way. Ahh the merchant life, if you can call it that, for me.

The Exchange

I thought of a better one: Profession (Deity).


In theory, all adventures could just be a skill check. One session could encompass an entire lifetime! You could finish the Age of Worms campaign in ten minutes!


Reflex for Half wrote:
In theory, all adventures could just be a skill check. One session could encompass an entire lifetime! You could finish the Age of Worms campaign in ten minutes!

Yeah, craft (adventure solving) is what is missing in the RPG world - never bother to play - just make ONE roll and collect the rewards.

Stefan


Aubrey the Malformed wrote:
I thought of a better one: Profession (Deity).

No no no. That's a PRESTIGE CLASS...


Greis Rashire wrote:
Aubrey the Malformed wrote:
I thought of a better one: Profession (Deity).
No no no. That's a PRESTIGE CLASS...

Why prestige classing it? Just write Complete Deity, and add it as a new base class - good BAB, all saves good, bonus feat every level (to be choosen from a new group of feats: Divine feats, which includes complete invulnerability to weapons, immunity to energy (all), and immunity to game balance issues), and full spell casting progression as wizard and cleric. Oh, and of course proficient with all armor and weapons, from hand-held ballista to thrown mountain.

Stefan


That's right up there with my favorite evil NPC ranger class ability: favored enemy (Adventurer). Sure it doesn't help you shake down merchants or fight the town guard, but you probably never run into those people during the course of an adventure anyway right?

GGG


Just sounds like a Gestalt character to me


Stebehil wrote:

Why prestige classing it? Just write Complete Deity, and add it as a new base class - good BAB, all saves good, bonus feat every level, and full spell casting progression as wizard and cleric. Oh, and of course proficient with all armor and weapons, from hand-held ballista to thrown mountain.

Stefan

What about a divine animal comp or familiar? Does it offer divine sneak attack or skirmish? Divine rage? Bardic music? Skill points? What are my options for multiclassing?

-Kurocyn


Stebehil wrote:
Greis Rashire wrote:
Aubrey the Malformed wrote:
I thought of a better one: Profession (Deity).
No no no. That's a PRESTIGE CLASS...

Why prestige classing it? Just write Complete Deity, and add it as a new base class - good BAB, all saves good, bonus feat every level (to be choosen from a new group of feats: Divine feats, which includes complete invulnerability to weapons, immunity to energy (all), and immunity to game balance issues), and full spell casting progression as wizard and cleric. Oh, and of course proficient with all armor and weapons, from hand-held ballista to thrown mountain.

Stefan

hmm this sounds kinda fun; have to have a good gm though; be a change from the ordinary.


Kurocyn wrote:


What about a divine animal comp or familiar? Does it offer divine sneak attack or skirmish? Divine rage? Bardic music? Skill points? What are my options for multiclassing?

-Kurocyn

Oh, yeah, I forgot about those. Sneak attack: +X, with unlimited range, and overcoming any immunities. X is of course always just 1 hp more than needed to kill the enemy, due to divine insight.

Divine familiar/animal companion: starts out with the same abilities as a hound archon, and gets an upgrade every level, until on level 20, its a solar (substitute devils/demons for evil gods).
Skills: all skills are class skills, and about 50+int per level should suffice.
Divine Rage: you get your strength score added as damage bonus, likewise for Con and hp. And instead of fatiguing you, you regain all hp lost after the rage ends.
Divine bardic music: gives all allies + 100 on all rolls.
Multiclassing: No, but you can gestalt with every class and/or prestige class without penalty.

Is it ok? I think it might be a wee bit underpowered.

Stefan


Stebehil wrote:
Is it ok? I think it might be a wee bit underpowered.

You forgot the bonuses to the base attack bonus. At 20th level a deity should have a +1000 BAB, with commensurate iterative attacks. Oh, and the ability to take a full move action (equal to the landspace of China) between each attack in a full attack.


you guys seem to be forgetting to pick on race. If your gonna be sarcastic and mean you might as well go all the way.


Yeah, cause there'd have to be rules to insure that the elf gods would be better than...well EVERY other kind of god or else their dainty little ears would just wilt with the shame of it. They'd have to get some kind of elf bonus for being extra super immortal as opposed to just regular "human" immortal.


In all seriousness people should look at the factotum class in the new Dungeonscape accessory. Even if you don't buy the book just look up the class and have a read. By the end of it you will think... "what the?"

By the way I love this class. Factotum for me!


Phil. L wrote:

In all seriousness people should look at the factotum class in the new Dungeonscape accessory. Even if you don't buy the book just look up the class and have a read. By the end of it you will think... "what the?"

By the way I love this class. Factotum for me!

Indeed. I thought "what the..." The class could be called "CleWizFightThief" as well - it has a bit of everything, judging from browsing. Class Skills: All? If it said "choose any 12", thats ok, but really all? I won´t go into more details here, but the Factotum is the ultimate flexible class, and can do everything a bit - even more than the bard, I think.

Stefan


I dont have access to look at this at the moment; what are its fighting and save tables; any goods too?


Medium BAB, good Reflex save, all simple and martial weapons, light armor, shields (except tower). Hit die d8. It is much like the ranger overall, even the same number of skill points.

Stefan

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