
| HawaiianWarrior | 
 
	
 
                
                
              
            
            I wrote up this class last year as an attempt to try and wriggle out from under the predetermined classes while not having to deal with multiclassing. The goal was a universal or generic class that is a "jack of all trades" and borrows from other classes (without investing in them as careers).
Thoughts?
The Adventurer
Unlike other character classes, which specialize in a certain “niche,” the Adventurer is a Jack-of-all-trades. During his travels he has picked up a smattering of clever tricks, useful knowledge, and necessary skills. Unlike his core class brethren, the Adventurer has not devoted himself to the rigorous study of a single discipline but has let life, experience, and a little bit of observation teach him everything he needs to know.
Role: Adventurers are ideal for character concepts for which no obvious alternative exists. Since they are not specialists in a field, and they have access to a variety of abilities, they can take nearly any form a player wishes, from a dashing swashbuckler to a burly dungeon delver, from a wandering trickster to a hedge magician.
Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp)
Skills: 6 + Int modifer. Through their travels, Adventurers are exposed to all skills. Every skill is considered a class skill for them.
Weapon and Armor Proficiency: Adventurers are proficient with all simple and martial weapons, with light and medium armor, and and with shields (except for tower shields).
BAB progression: As Rogue
Saving Throws: All saving throws advance at the same rate, gaining +1 in each every even level.
Class Abilities: Talents. At first level, the Adventurer gains three Talents (see below). Then, at each successive level, the Adventurer gains 1 Talent.
Talents
During their extensive travels, Adventurers pick up many abilities, called Talents. Perhaps they are taught by generous benefactors or observe by observation. Whatever the case, some of the Adventurer's abilities can mimic those of other classes, while some are unique and developed out of necessity. At first level the Adventurer gains three talents, chosen from the list below, then one more at every level. Unless otherwise noted, each talent can only be taken once.
Assimilated Ability (varies): An Adventurer with this talent may select one class ability from another class, but it must be from a level equal to or less than your own. Abilities that are graduated (such as the rogue's Sneak Attack) must begin with the lowest level, though each time you take this talent you may chose to increase that class ability one step instead of take a new one. Spellcasting abilities (including the orisons and cantrips abilities) cannot be selected, as they have their own unique talent. Once selected, an assimilated ability cannot be changed. This talent may be taken more than once.
Cast-Iron Stomach (Ex): A life eating rotten rations and dubious meats gives the Adventurer with this talent a +3 to Fortitude saves against poisons.
Dabbler (Su): Adventures with this talent have picked up a smattering of spells they know how to cast. You begin with the ability to cast three orisons or cantrips per day, and may chose three 0-level spells to be your "known" spells. Each subsequent time you select this talent, you gain two slots and two new spells of a level equal to one third your Adventurer levels, rounded down. Thus, a 6th-level Adventurer who already has Dabbler one time will be able to gain two 1st- or 2nd-level spells of his choice and two slots of the appropriate level to accompany them. You may learn to cast both divine and arcane spells, but each has its own track, meaning you will need to advance in each separately.
Expert Appraiser (Ex): Exposure to treasure hoards and magic items has given the Adventurer with this talent a better sense of the true value and nature of items. He may also make a single Appraise check per magic item; if he beats a DC 30 he may assess a magic item as though he had cast detect magic. This does not permit the Adventurer to learn the properties or command words of items, nor of artifacts.
Extra Feat (Ex): You may select any one feat for which you qualify. This talent may be taken more than once.
Fast Learner (Ex): You gain 6 more skill points. You do not gain any additional skill points based on your Intelligence modifier, and you may not have more ranks in a skill than your level allows as normal. This talent may be taken more than once.
Light Sleeper (Ex): Many nights in encampments with danger lurking around the corner has taught the Adventurer with this talent how to remain alert to trouble, even while asleep. You do not need to roll to wake up while sleeping under normal conditions. You are still unable to act in a surprise round, but you are not considered flat-footed. This talent does not work if you are affected by a magical sleep effect.
Monster Lore (Ex): An Adventurer with this talent may use his extensive travels and adventures to gain a +3 bonus to Knowledge checks to identify a monster and it's abilities and weaknesses.
Perceptive (Ex): The Adventurer with this talent has spent so much time exploring dungeons and ruins that he has gained an uncanny ability to detect hidden devices. He gains a +2 to Perception rolls to find concealed doors, traps, alarms, etc. This talent stacks with the dwarf's innate Stonecunning and the Rogue's trapfinding ability.
Uncanny Defense (Ex): The Adventurer with this talent gains a +1 bonus to his Armor Class. This stacks with the Dodge feat, but any condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this ability.
Unique Ability (Sp): Perhaps the Adventurer's most versatile talent, Unique Ability allows you to create your own class ability based on an existing spell. Select one spell of a level equal no more than half your current Adventurer levels (round down). That spell becomes a spell-like ability for you. Duration, range, targets, and saving throws do not change, though it no longer requires components and the casting time changes to 1 standard action. The amount of times you may use it per day is based on the level of the spell: 0-level spells can be used at will, 1st-level spells may be used 3x per day, 2nd-level spells may be used 2x per day, and 3rd-level and higher spells may be used 1x per day. The new class ability works exactly like the spell. The caster level for the spell-like ability is equal to your levels in Adventurer. The save for these abilities is equal to 10 + the spell level + your Intelligence modifier (for arcane spell-like abilities) or Wisdom modifier (for divine spell-like abilities). This talent may be taken more than once, creating a new spell-like ability each time or increasing the amount of times per day an existing ability can be used.

| cranewings | 
I think it would be fine as long as people are picking stuff in good faith. If someone is going to show you how broken they can be with it I'm sure they could.
For the most party, writing up classes is pretty quick and easy. I normally only play to 6th level so I can write one up in about 10 minutes. I guess writing up longer progressions would take more time but how likely is any one given character to go past 9th? I'd cross that bridge when I got to it personally.

| Parka | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Assimilated Ability needs some revision. Most abilities are linked to the class level of the class the ability belongs to (Sneak Attack is an example), they aren't "staged." Technically, you have no levels in the requisite class, so no matter how many times you select it, you would get no bonus (especially for things like Nature Bond, Eidolon and Arcane Pool, which you select once and it improves the rest of your levels- you can't take it again, as it isn't "staged").
If you treat the ability as being dependent on your Adventurer level (or even any fraction of it), then it can become unbalanced depending on how many items you can take and stack. If the abilities aren't advancing unless you actually take Assimilated Ability for ever level, then it ends up no different than simple multiclassing, which you created this class to avoid.
Dabbler needs to specify if spellcasting is spontaneous or prepared, and how spells are refreshed (rest for 8 hours, or pray at a specific time in a day). Caster level and requisite attribute are undefined, so Save DCs are up in the air. While it mentions you need to "advance" each magic type's progression separately, there is no actual progression- I could take Dabbler at 12th level and get 2 4th level spells and some cantrips and orisons (do I only get one variety per selection, as if it were "Arcane Dabbler" and "Divine Dabbler"?). If it was intended to build on previous selections and not grant high-level spells in absence of lower-level ones, that isn't there. Also, how do their spells interact with Arcane Spell Failure? It's not inherently bad or unbalanced, just incomplete right now.
Perceptive is weaker and more restricted than simply taking Extra Feat for Skill Focus: Perception or Alertness. Only benefit to it is that it would stack with them if you had them already.
Uncanny Defense could simply be listed as a Dodge bonus, which stacks with itself and meets all of the given conditions.
Unique Ability should not ignore component costs- Even at once per day and at 18th level+, a free Wish 1/per day is not a good idea. As I was told once- spells with costly components are the ones you shouldn't be casting often.
Overall impression is that Assimilated Ability, Dabbler and Unique Ability are really, really powerful compared to all of the other Talents- given the wide variety of class ability and archetypes to choose from, they pretty much carry the Talents list by themselves. Assimilated Ability needs some re-thinking, Dabbler probably ought to be finished.
Overall, it's not a bad idea for a class, but it really looks like you are trying to use a "design-a-class" system that might be done better with a point-buy approach of some sort, or just some Player/GM eyeballing. Arcane Pool is not equal to Nature Sense, and Assimilated Ability does not differentiate that.

| Parka | 
 
	
 
                
                
              
            
            If you treat the ability as being dependent on your Adventurer level (or even any fraction of it), then it can become unbalanced depending on how many items you can take and stack. If the abilities aren't advancing unless you actually take Assimilated Ability for ever level, then it ends up no different than simple multiclassing, which you created this class to avoid.
Actually, thinking this over again, I lied. It's a bit better than simple multiclassing, as you can "pull out" a specific level to be your 1-level dip (say, Fighter level 5 for Weapon Training 1). Whether or not that is a great idea depends on your group.

|  Sphen | 
 
	
 
                
                
              
            
            Sphen wrote:My big question is this: Do the Saving Throws start at +0?Every saving throw starts at +1, then increases by 1 every other level.
Kay, thanks.
I also agree with what Parka said. I think it is a good concept, but you need some more polish. And I understand that this may be your first draft, but he raises a lot of good points.
PS I also know how difficult it can be to take negative critique, but it always helps me to think of it as constructive instead.
 
	
 
     
     
    