Starter Class: The Adventurer


Homebrew and House Rules

Grand Lodge

Over the years, I've taught a lot of people RPGs. The one thing they inevitably ask is, "What should I play?" Of course, this is a difficult answer because it's entirely based on important information they don't know enough of yet to form an opinion.

To remedy this, I decided to just make a class anyone can play at 1st level. The catch is: This class ONLY has one level. Once you reach 2nd level, you convert into a 2nd level character using "real" classes from the books. The adventurer is really just a "sampler" class that gives them a taste of how the game works without forcing them to learn all the systems beforehand.

Let me know what you think!

The Adventurer
When it comes to adventure, everyone has to start somewhere. You've got what it takes, though: sturdy gear, a variety of skills, a few tricks up your sleeves, and just a bit of luck. Note: The adventurer class may only be chosen at 1st level and must be replaced with a level in another class upon reaching 2nd level.

Role
The adventurer has a very diverse skill set, which means they can aid and assist every major role, but not really excel at any one. Their primary goal is to experiment with different tactics and commit to a role after earning a bit of experience in the field.

Alignment
Any

Hit Die
d8. You begin play with 8 + Con Modifier hit points.

Starting Wealth
3d6 gp (average 11 gp.) In addition, adventurers begin play with a one-handed melee weapon, shortbow, 20 arrows, shield, suit of light or medium armor, and a pathfinder's kit.

Class Skills
Climb, Craft, Diplomacy, Heal, Perception, Sense Motive, Spellcraft, Stealth, Survival, and Swim.

Skill Ranks Per Level
4 + Int modifier.

Base Attack Bonus: +0

Fort Save: +1
Ref Save: +1
Will Save: +1

Weapon and Armor Proficiency
An adventurer is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). An adventurer can cast spells in light or medium armor without incurring the normal arcane spell failure chance.

Special: Adventurer's Luck, Minor Magic, Second Wind

Adventurer's Luck
Once per day, you may reroll any one d20 roll you just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll.

Minor Magic
Choose two 0-level spells from the cleric/oracle spell list and two 0-level spells from the sorcerer/wizard spell list. You may cast each of these spells once per day. The Difficulty Class (DC) for a saving throw against an adventurer's spell is 10 + the spell level + the adventurer's Charisma modifier.

Second Wind
Once per day, when reduced to 0 or fewer hit points, you are instantly healed for 1d6+1 hit points.

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I'm not a fan of it. The class is extremely weak and would contribute very little to a party, which is not a position you would want a new player to be in. At the very least, it should have a BAB of +1 and d10 HD.

Honestly, the ranger is a way better introduction to the game. It's a full BAB class with a high Hit Die. Its starting class features are simple and easy to understand. It gets a lot of skill points to make skill allocation more forgiving. Combat styles are a great introduction to the combat feats and builds that are available. And later on, the class gives a new player a taste of game mechanics like spellcasting and companions. Ontop of it, the class is very solid all around.

Grand Lodge

The purpose of this class isn't to be powerful, but rather to expose completely new players to several aspects of the game before making a choice on what actual class to play.

For groups of varying experience levels, I didn't want to make this class so powerful that even the veterans would gravitate toward it. Do you think it would still be effective, but not too powerful, if it received a single 1st level arcane and divine spell instead of two cantrips/orisons?

Shadow Lodge

I think the idea of a starter class has been discussed before with the bard usually winning out. It has skills, magic, combat, healing, and performance can always be done when the noob has no clue of what else to do. Helps them feel important and helpful. I've used it quite often as an introductory class. It helps that all a player needs is in the Core rule book to boot.


I also agree that it's probably too weak as written. Nothing will be ruined if a player gets a broad range of abilities available to any 1st level character (they'll still be constrained by action economy). I'd be tempted to give a new player an "overpowered" generalist experience at first so they can get a feel for what different classes can do. d8 HD is OK because of the Second Wind ability (which I really like, though I'd change it to a fixed "restore X HP" to make it a bit more reliable of a crutch), but I'd do BAB +1 and grant access to 2 Level 0 spells of both divine and arcane magic and allow them to be used as cantrips/orisons (spammable).

I'd also let players choose from a narrow selection of thematic 1st level spells that can do things that hitting a creature with a weapon cannot. Say Magic Missile, Grease, Silent Image and Enlarge Person for arcane. And Command, Cure Light Wounds, Bless and Protection from Evil for divine. Try to hit the basic thematic spells for each while avoiding "encounter ender"s like Color Spray so that everyone in the party can get a go at things.

It'd probably be choose 1-2 spells of each group and you can use each of them once. Give the player a taste of every role.

I'm a fan of the skill points, saves and equipment selection provided. Lots of opportunities there to teach Pathfinder mechanics.


Love it. Works to teach people the game, and I'll probably use it to teach my cousins how to play the game.


Start with the slayer class
Three good saves
4 skill points
Lose the Track feature.

Or let them play the vanguard srchetype for the slayer.

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Headfirst wrote:
The purpose of this class isn't to be powerful, but rather to expose completely new players to several aspects of the game before making a choice on what actual class to play.

In that case, then maybe a cleric or a medium with an archetype that trades out the complicated spirit influence mechanic. Because as is, a new player is better off just playing a ranger or a slayer and then retraining their class when they level up than using your class. it;s what they can do in PFS.

Grand Lodge

Okay, the consensus seems to be increasing the BAB to +1, which is fine with me. I'll leave everything else as is in terms of stats.

As for Minor Magic, how about just giving the class the normal cantrips and orisons class features?

So now the adventurer class feature would read:

Minor Magic
You may prepare 3 cantrips, or 0-level arcane spells, and 3 orisons, or 0-level divine spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. The Difficulty Class (DC) for a saving throw against your spells is 10 + the spell level + your Charisma modifier.

Would it be too complicated to negate arcane spell failure only for light armor, giving adventurer's the choice between wearing light armor, moving fast, and casting cantrips and orisons or wearing medium armor, moving slowly, and only being able to reliably use orisons?


the NPC class's Expert(skills), Adept(magic), and Warrior(fighting) also work as good starts, just pick a focus, skills/magic/fighting, and at lvl 2 or later, convert into a full fledged class that best fits play style.


Headfirst wrote:

Okay, the consensus seems to be increasing the BAB to +1, which is fine with me. I'll leave everything else as is in terms of stats.

As for Minor Magic, how about just giving the class the normal cantrips and orisons class features?

So now the adventurer class feature would read:

Minor Magic
You may prepare 3 cantrips, or 0-level arcane spells, and 3 orisons, or 0-level divine spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. The Difficulty Class (DC) for a saving throw against your spells is 10 + the spell level + your Charisma modifier.

Would it be too complicated to negate arcane spell failure only for light armor, giving adventurer's the choice between wearing light armor, moving fast, and casting cantrips and orisons or wearing medium armor, moving slowly, and only being able to reliably use orisons?

To begin, I love the idea.

I would let them cast spells in light or medium armor, but I would give them either three cantrips and one 1st level arcane spell (Sorcerer/Wizard) or three osirons and one 1st level divine spell (Cleric/Oracle) usable 1/day @ 1st and an additional time @ 3rd, based on Charisma as you currently have it. That will give them a better 'taste' of magic to see if its something they want to pursue.

Add Profession to the class skill list and give them a bonus feat at 2nd level with the idea being that 3rd would be the maximum level for this class.

Let Second Wind heal for 1d6+CON hit points. That's my 2cp.

Grand Lodge

Wiggz wrote:
To begin, I love the idea.

Thanks! Hopefully it does what it's intended to do and helps newbies better understand the game.

Wiggz wrote:
I would let them cast spells in light or medium armor, but I would give them either three cantrips and one 1st level arcane spell (Sorcerer/Wizard) or three osirons and one 1st level divine spell (Cleric/Oracle) usable 1/day @ 1st and an additional time @ 3rd, based on Charisma as you currently have it. That will give them a better 'taste' of magic to see if its something they want to pursue.

While those would certainly be helpful, I don't want to make the class too powerful. A good selection of cantrips and orisons is a great introduction to arcane and divine spellcasting.

Wiggz wrote:
Add Profession to the class skill list and give them a bonus feat at 2nd level with the idea being that 3rd would be the maximum level for this class.

Good catch on the profession skill, but I don't want to increase the class to 3 levels.

Wiggz wrote:
Let Second Wind heal for 1d6+CON hit points. That's my 2cp.

Great idea, done and done!


Headfirst's key facets:
The Adventurer
(quotes of key facets only)
When it comes to adventure, everyone has to start somewhere. You've got what it takes, though: sturdy gear, a variety of skills, a few tricks up your sleeves, and just a bit of luck. Note: The adventurer class may only be chosen at 1st level and must be replaced with a level in another class upon reaching 2nd level.

Starting Wealth: 3d6 gp (average 11 gp.) In addition, adventurers begin play with a one-handed melee weapon, shortbow, 20 arrows, shield, suit of light or medium armor, and a pathfinder's kit.

Class Skills: Climb, Craft, Diplomacy, Heal, Perception, Sense Motive, Spellcraft, Stealth, Survival, and Swim.

Base Attack Bonus: +0

Weapon and Armor Proficiency: An adventurer is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). An adventurer can cast spells in light or medium armor without incurring the normal arcane spell failure chance.

Special: Adventurer's Luck, Minor Magic, Second Wind

Adventurer's Luck: Once per day, you may reroll any one d20 roll you just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll.

Minor Magic: Choose two 0-level spells from the cleric/oracle spell list and two 0-level spells from the sorcerer/wizard spell list. You may cast each of these spells once per day. The Difficulty Class (DC) for a saving throw against an adventurer's spell is 10 + the spell level + the adventurer's Charisma modifier.

Second Wind: Once per day, when reduced to 0 or fewer hit points, you are instantly healed for 1d6+1 hit points.

I love the concept, although I can also mention that Bloodrager is a class that has been recommended to me for beginners. I love a great deal of what you did, and therefore I'm not mentioning it, but... here's my tweaks:

The Adventurer
I'd put your Note this way. I believe it makes the class useless for an experienced player, while giving the newbie a lot more choices once they're somewhat familiar with the game. There's people who want to play a dwarf or elf, for instance. Note: The adventurer class may only be chosen at 1st level, by a human character with ability scores of 13 across the board and the human bonus added as +1 to two abilities of the player's choice. At second level, the character undergoes a massive transformation. The character's race may be changed, new ability scores are set, a new hit die must be rolled, skill point totals must be calculated afresh and assigned anew, spells (if any) chosen, and so on. The special abilities disappear, but 1st-level feats and possibly traits get chosen. The PC retains all wealth, gear, and experience accrued, except that the starting weapons and buckler may be sold at 100% of value. The character also gains the difference in starting wealth (if any) between that of the Adventurer class (70 gp) and that of their new 1st-level class.

Starting Wealth: 7 gp. In addition, adventurers begin play with an explorer's outfit, and also a longsword, a shortbow with 20 arrows, a buckler, and a pathfinder's kit, although they may substitute items so long as the value of all starting items (other than the outfit) plus their coins ends up totaling 70 gp. I'd prefer to have specific items picked, rather than force a newbie to consult tables right away. You might well prefer a different specific weapon or shield, I recognize. I picked mine so that the GM could show the player mid-game how to use their longsword two-handed, at the cost of the buckler's shield bonus. And I'd prefer to avoid armor as such, so that they don't start with more than the average starting wealth for a caster.

Class Skills: All. Seriously, all of them. The player will pick their class skills with their skill points. They'll get standard class skills for their new 1st-level class after the transformation, of course.

Base Attack Bonus: I agree with +1

Weapon and Armor Proficiency: Adventurers are proficient with all simple and martial weapons, and shields (except tower shields). They are not proficient with any armor. A simple fix to account for the lack of armor.

Special: I'd simply add Note that these replace all starting traits and feats.

Adventurer's Luck: I love what you have, but would add In addition, you receive a +3 armor bonus to your AC from your luck at defending yourself. The bonus amount could of course be changed; I picked +3 because it's what studded leather gives, which I thought would be normal for what a lot of classes with armor proficiency could afford, and not too big a step-down for those later opting for a full arcane caster.

Minor Magic: I agree with those arguing for full cantrips & orisons (spammable). However, I would absolutely NOT ask a new player to pick spells out of a big list (even if it's just Core); rather, I'd want to specify a suite of 2(!) of each, designed to be as functional together as possible. (That gives them as many 0-level spells as any full-caster could have, or more.) I know you don't want to do this, but I'd also provide a suite of 2 specific 1st-level spells known of each type. An adventurer would be able to cast 3 1st-level spells a day from that list, regardless of type, just as a sorcerer or oracle could given access to the other's spell list. As a sample suite, "Burning Hands, Charm Person, Cure Light Wounds, and Protection from Evil" would show what the two types of caster can do, arguably better than any cantrips or orisons could. {Added: Actually, Divine Favor might be better than Protection from Evil, since the latter is also an arcane spell.}

Second Wind: I would be very generous here. Once per day, when reduced to 0 or fewer hit points, you are instantly restored to half your maximum hit point total, rounded down.

Grand Lodge

Great feedback, everyone!

I'm implementing most of the comments here, but there's one in particular I want to call out as a non-starter for me: that the bard/bloodrager/ranger/slayer are better "starter" classes than the adventurer.

While they certainly cover a lot of bases and some people would prefer them, I think simply being named what they are imposes a sense of duty on new players they're not quite ready for. "Oh, I'm the bard? What does that mean? What does the party need the bard to do?"

And, on a personal note, I'm just kind of creeped out by the thought of sitting a brand new gamer down at the table and telling them they'll be playing a BLOODRAGER or SLAYER. "Uhm, what's a bloodrager?" You reply, "he's a cross between a sorcerer and a barbarian." The player then asks, "now I need to learn two classes instead of one?"

You get where I'm going with this, of course. The intent of the adventurer is to get someone into the game as quickly and easily as possible, let them sample every play style (melee, ranged, arcane, divine, skills, social, etc) before making final decisions, and be able to contribute in just about every encounter or situation.


Headfirst wrote:

The purpose of this class isn't to be powerful, but rather to expose completely new players to several aspects of the game before making a choice on what actual class to play.

Make them commoners and then give them free retrains into a class of choice.

But really most players even newbies have at the very least a vague idea of what they want to play. The best way to introduce folks that new to roleplaying is still the Beginner Box.

Grand Lodge

Drahliana Moonrunner wrote:
Make them commoners and then give them free retrains into a class of choice.

That would achieve none of my design goals.

Drahliana Moonrunner wrote:
But really most players even newbies have at the very least a vague idea of what they want to play.

This has not been my experience with new players. More often than not, they ask things like: "what's the best class" or "what should I play?" These are questions with either no answers, really cheesy meta-game answers, or answers that would railroad them into playing something they might end up not really liking due to having no experience with the game.

Drahliana Moonrunner wrote:
The best way to introduce folks that new to roleplaying is still the Beginner Box.

This is not always available for new players. Also, when introducing a new player to an existing group of veterans, it might not be something everyone is interested in. The adventurer class bridges that gap by helping new players without hindering an existing group.

Grand Lodge

bitter lily wrote:
Note: The adventurer class may only be chosen at 1st level, by a human character with ability scores of 13 across the board and the human bonus added as +1 to two abilities of the player's choice. At second level, the character undergoes a massive transformation. The character's race may be changed, new ability scores are set, a new hit die must be rolled, skill point totals must be calculated afresh and assigned anew, spells (if any) chosen, and so on. The special abilities disappear, but 1st-level feats and possibly traits get chosen. The PC retains all wealth, gear, and experience accrued, except that the starting weapons and buckler may be sold at 100% of value. The character also gains the difference in starting wealth (if any) between that of the Adventurer class (70 gp) and that of their new 1st-level class.

Good call, switching to human only, though I'm not sure about the attribute dispersal. I need to leave some customization in place. :)

bitter lily wrote:
I'd prefer to have specific items picked, rather than force a newbie to consult tables right away.

Good point, going to solidify the starting gear list.

bitter lily wrote:
Seriously, all of them. The player will pick their class skills with their skill points.

That skill list was specifically chosen to prevent new players from making bad choices. It's to ensure they pick things that get rolled often or are very useful to most adventures. I don't want a new player feeling bored or useless because they dumped all their points into Appraise, Knowledge (nobility), and Perform (comedy).

bitter lily wrote:
A simple fix to account for the lack of armor.

Remember: The point of this class is to teach new players about different aspects of the game. Armor is a big one, so I want to keep that in.

bitter lily wrote:
I'd simply add Note that these replace all starting traits and feats.

I like where you're going with this, but maybe just cut out traits and give them a choice between three pretty standard feats: dodge, improved initiative, and toughness, maybe?

Great feedback, thanks!


I do think this is an interesting idea, but I’m not sure I quite grok it. I think what really bothers me is the conversion/retraining aspect of it, because that just seems inorganic to me. As a completely daft under-caffeinated idea, and bearing in mind that I often play in high-powered games, why not just give all the PCs an extra starting level in an NPC class, preferably one with a different focus than their “real” class?

It would be quite a boost at “first” level, I admit, and maybe enough that even if they ignore the fiddlier details of their “real” (PC-class) level, they can still muddle through. Anyway, maybe full BAB classes would have to take a level in adept (maybe with their casting stat changed to the player’s choice of Int, Wis, or Cha), full casters a level in warrior, and the middling sorts could choose either (or even expert, if they’re really keen on particular skills for some reason). Call it a breadth requirement at Adventurer College? ;)

In groups where you’ve also got experienced players, maybe those could have the breadth requirement waived, so that people who have a firmer grounding in the game can play to “purer” concept? The fighter-y-est fighter, or mage-y-est mage?

Then again, I’m probably really the wrong person to ask for this sort of thing, since I came into fantasy gaming knowing that I wanted magic most of all, and quickly discovered in my mum’s battered old Basic D&D rulebook that the elf class was all I ever really wanted. :)

Grand Lodge

Qunnessaa wrote:
why not just give all the PCs an extra starting level in an NPC class, preferably one with a different focus than their “real” class?

I'm afraid that would lead us back to the bloodrager/slayer problem of having to learn two classes at once, not to mention all the calculations involved of stacking up BAB, saves, HP, etc.

At the end of the day, I'm thinking the adventurer could be a set character sheet where a player just fills in a name, allocates attributes, and circles the gear or spells they want from short lists of options. Hopefully, they can get right into playing the game in just a few minutes. Once they level up, perhaps after a few adventures, they'll have a better idea of what they want to play, which is why they can retrain from scratch.


Headfirst, I have to admit, when I introduced my sister to the game, I followed a plan recommended here that Debnor & I build some pre-gens and give her a choice of them. Very well-crafted characters, all of them. We left race out (those were homebrew, in any case); the idea was that once she picked race & class, we'd add the racial details to the class character sheet and finalize it. Well, I was thinking that she'd like Slayer. And she did. But only because we renamed it to "Scout"! When she leveled, we had to come clean, and she was appalled. She still liked the class, mind you, but hated the name.

And I'd like to respectfully urge you to reconsider some of my points. (A bit late in the day, but I'm stretched for time these days. Sorry!)

With specific class skills, you've pretty much got to cover everything that every basic type of character would want to do: fighters Intimidate & know dungeoneering; rogues do Acrobatics, and Bluff & Disable Devices; arcane casters know arcana, while clerics know religion, and druids know nature. (All in addition to the list you gave in your OP. I'd want to add my "big three" knowledges: geography, history, & local, but I'm not typical in calling for those rolls, I know.) The big reason I like giving class skill bonuses to Knowledge, and thus encouraging ranks, is that it's very boring to be told, "You can't even roll because you have no training in that skill." But if you're restricting your list to avoid bad choices, you should not only keep Profession off the list, you should cut Craft!

The main reason I cut armor out is to simplify book-keeping at the point of Transformation. You start with 70 gp in actual gear and a class feature that mimics armor. You can tell the player "There's a '3' here in this spot of the character sheet because that represents the bonus that would normally be provided by the armor you choose." Then if the player picks an impoverished class to transform their PC into, they aren't richer than RAW. They don't have to "pay" loot to cover the gift armor. You don't have to stop them from selling the gift armor if they want to shuck it before they level up. They don't have to surrender it for free, while looking at the fellow right next to them at the table, who got to keep theirs. (Yes, they have to watch him get a windfall of cash with which to buy armor, but... rough rules.)

All that AND you don't have to inflict Arcane Spell Failure rolls on them while they wear the armor that YOU gave them. (Remember, we don't know at the beginning if they'll want to cast their arcane spells or not.)

Finally, on replacing feats as well as traits with the generous class features: if you give them feats at first level, too, I predict that players will experience a significant let-down when they level.


Headfirst, did you ever write this up? There's another thread here where someone is asking about inviting a friend to play for the first time.

Grand Lodge

bitter lily wrote:
Headfirst, did you ever write this up? There's another thread here where someone is asking about inviting a friend to play for the first time.

Sure, here's the updated class along with a starter guide I made to help new players get into the game. Let me know what you think!

Adventurer Starter Class


Headfirst wrote:
bitter lily wrote:
Headfirst, did you ever write this up? There's another thread here where someone is asking about inviting a friend to play for the first time.

Sure, here's the updated class along with a starter guide I made to help new players get into the game. Let me know what you think!

Adventurer Starter Class

I posted some comments on the thread I was asking for. Maybe it should have been here -- if so, I'm sorry. A little copy-editing and a couple of suggestions for a sentence or two, that's all.

It looks great!

Grand Lodge

Great feedback, lily. I'll clean the document up and repost it tonight. Thanks!

Grand Lodge

bitter lily wrote:

A little copy-editing and a couple of suggestions for a sentence or two, that's all.

It looks great!

Thanks for the edits. Here's the new version!


Headfirst wrote:
Thanks for the edits. Here's the new version!

My quotes below are from your doc! So I'm only citing section titles.

<<>>

I prefer to keep in mind who is choosing a class, etc., and who has a level in a class -- player vs. character. I also assume that a player who needed Adventurer isn't going to be multiclassing, at least as far as my plurals go.

What Happens When I Level Up? wrote:
When this character levels up, they should be comfortable enough with the game to confidently choose one of the game’s real classes. At that point, they become a 2nd level character with whatever classes they want.

==> When this character levels up, the player should be comfortable enough with the game to confidently choose one of the game’s real classes. At that point, the character is 2nd level in whatever class they want, rather than keeping Adventurer as their first level class.

<<>>

Okay, I didn't catch this the first time around, but you might want to total the flat-footed, given that you've specified the armor/shield.

Filling Out the Character Sheet wrote:
Your flat-footed AC is just your armor and shield bonuses +10.

==> Your flat-footed AC is your armor and shield bonuses + 10, or 14.

<<>>

Another one I missed, even though I had to go looking for what roll to make on first reading -- dumb!

On to the Second Page wrote:
In the money section, write the amount of gold you roll next to GP.

==> Roll three six-sided dice and total them. In the money section, write the amount you rolled next to GP.

Again, congrats on a slick document and best wishes!

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