| Brokenbane |
Adventure
Starting wealth: 5D6 X 10
HD: D10
Class skills: Apprise, Craft, Climb, Diplomacy, Disable device, Heal, Knowledge (All), Linguistics, Perception, Profession, Spellcraft, Slight of hand, Stealth, Survival, Swim
Skill ranks: 4 + int
Weapon and armor proficiency’s: Simple and martial weapons, light armor and shields (Not tower shields). The Adventure does not incur the normal arcane armor penalty with light armor and shields (Not tower shields).
BAB: Full
Good saves: Fort and Ref
Well-prepared: The Adventure gains Well-prepared even if the Adventure is not a Halfling. If the Adventure is a Halfling the Adventure can use Well-prepared twice per day.
Adventure tricks: At second every even level after the Adventure gains a trick. This list comes from the rogue, and slayer talents and alchemical discovery’s. If the Adventure takes and alchemical discovery treat her adventure level as the alchemists level.
Adventure tricks: Assault Leader, Black Market Connections, Camouflage, Charmer, Combat Trick, Cunning Trigger, Disease Use, Expert Leaper, Fast Picks, Firearm Training, Hold Breath, Nimble Climber, Papercraft Tools (Ex), Quick Disable, Resiliency, Rope Master, Scavenger, Strong Stroke, Weapon Training, Preserve Organs, Cognatogen, Psychokinetic Tincture, Ranged Baptism, Poison Use, Enhance Potion
Improved equipment: The Adventure learns how to improve her equipment. After spending an hour the Adventure can add a + 1 to break DC and + 5 hit points to non-magical adventuring equipment.
Trap sense: At third level the Adventure gains a + 1 Dodge bonus to armor class and reflex saves vs traps. This bonus increase by + 1 at 6th level and every third level after.
Spell casting: The Adventure gain the ability to cast a small number of spells of the illusion, divination, and transmutation schools of the Sorcerer/Wizard spell list. To learn or cast a spell, an Adventure must have a intelligence score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a Adventure’s spell is 10 + the spell level + the Adventure’s intelligence modifier. This spell casts is like the Bloodrager’s spell casting ability.
Equipment tricks: At 7th level for a minute per level per day the Adventure map pick a section of tricks form the Equipment tricks feat such as shield tricks or sunrod tricks. The Adventure ignores the prerequisites for these tricks. The Adventure does not have to use this ability all at once but it must be used in one min increments.
Medium armor: At 10th level the Adventure gains proficiency in medium armor and takes no arcane armor penalty for medium armor.
Advanced Adventure tricks: At 10th the Adventure gains access to Advanced Adventure tricks.
Advanced Adventure tricks: Assassinate, Armor Mastery, Combat Escapist, Melee Archer, Superior Senses, Trap Training, Celestial Poisons, Greater Cognatogen, Mummification, Malignant Poison, Feint Expert, Throw Off-Balance
I don’t guess: At 14th level the Adventure gains the ability to always take ten on apprise, knowledge (All), and spellcraft even when normally not be able to.
| Wheldrake |
Not sure what you're doing here, looks like a combo fighter + rogue + wizard gestalt.
Two suggestions:
1) Adventurer (with an "r" on the end)
2) Rogue instead of rouge.
Why would you want one character to be able to do everything in the game on his own? And why can this guy were any medium armor with no arcane spell failure?
| Brokenbane |
So his 1st level class feature is a non-combat feat and he is lightly armored? Even after that, no combat feats and nothing to improve damage output. If you're going for the kind of adventurer who overcomes challenges by his wits instead of his steel, why the full BAB?
I wanted to go for more wits and equiment but I did want some combat ability.