Adventurer new class-1st edition


Homebrew and House Rules


I wanted to make a adventurer class but not sure what to add. Do you guys have any suggestions? This is what I have so far.

Adventurer
Alignment: Any.
Hit Die: d10
Starting Wealth:
The adventurer’s class skills are: Apprise (int), Climb (str), Craft (int), Disable Device (dex), Handle Animal (cha), Intimidate (cha), Knowledge (dungeoneering) (int), Knowledge (geography) (int), Knowledge (local) (int), Perception (wis), Ride (dex), Survival (wis), Swim (str), Use Magic Device (cha)

Skill Points at each Level: 4 + Int modifier.

Class Features[/b[ Level Base Attack Bonus Fort Save Ref Save Will Save Special
[b]1st
+1 +2 +0 +0 Torch Handling
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1 Trap Sense +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Trap Sense +2
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3 Trap Sense +3
10th +10/+5 +7 +3 +3
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Trap Sense +4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Trap Sense +5
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Trap Sense +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6

Weapon and Armor Proficiency: A adventurer is proficient with all simple and martial weapons plus one exotic weapons and with light and medium armor and shields (not tower shields).
Torch Handling: At 1st level, the adventurer gains torch handlingDH as a bonus feat.
Trap Sense (Ex): At 3rd level, adventurer gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Thank you for any suggestions.


What is the purpose of the class?
What is the theme of the class? Adventurer is every class ever already.
what niche is this trying to fill? What is its gimmick? what makes it different than existing classes?


My goal was to make a class that more biased on the exploration side of things. More geared to dungeon diving and dealing with the environments that come from that, being able to deal with traps or hold more treasure and find treasure better.


Why not play a Slayer and take Torch Handling as a level 1 Feat? Pick up an exotic weapon with Combat Trick at level 2, or 1st if human. The rest can be done with feats and talents.


I actually think this could be interesting and evocative, and I think I’m tracking what you’re trying to do here. This seems like it’d be especially effective for solo dungeoneering (one GM & one PC). More of a focus on Survival-type stuff might help with that.

But I just can’t help thinking that this isn’t done just as well by other classes: namely slayer, ranger, or UC rogue...


1 person marked this as a favorite.

The class lacks unique abilities. It doesn't match up to any other classes, and it's just not that interesting yet. It needs more.


2 people marked this as a favorite.
avr wrote:
The class lacks unique abilities. It doesn't match up to any other classes, and it's just not that interesting yet. It needs more.

I agree with this.

The class has 13 "dead levels" out of 20 and is really only marginally more powerful than the Warrior NPC class (if at all). You should have at least 13 more powers throughout the class so that players have incentive to take the next level in Adventurer.

Honestly, Trap Sense is a weak enough ability that you could add abilities on those levels, too.

If you're looking for ability suggestions, something to supplement torch use/fighting would be nice. Maybe improved Keros Oil firebreathing (improved damage, range, and/or area), improved attacks with simple and/or improvised weapons (or maybe just with the torch), more torch bonus feats, trap use as per Trapper Ranger (or maybe even access to some traps at level 1), weird (i.e. Su) detection abilities using your torch light, ability to impose Dazzle as part of an attack, inspire others with your torch-bearing moxy, etc.

In general, for any class to meaningfully contribute in the game, you're going to want to consider the following and how your class would accomplish these and react to these being imposed:

- A way to restrict the movement of enemies (wall)
- A way to inflict damage on enemies (fight)
- A way to circumvent obstacles and have mobility (move)
- A way to cover vast distances (travel)
- A way benefit your allies (buff)
- A way to disadvantage your enemies (debuff)
- A way to percieve dangers, enemies, and/or your surroundings (sense)

Remember to keep scale in mind, where high-level challenges require much different obstacles and much more damage to hamper them due to the number of resources they'll possess and where low-level challenges can be trivialized by certain abilities (like flight).


Thank you all for your replies. I admit that slayer with the right build might be what I wanted but I feel like more could be done and I like creating classes. Thank you Kitty Catoblepas for your suggestions, it has given me a lot to think about. I think I will lean into the torch expertise, and I think I might have something for travel but I'm not sure about the other ones yet.


Okay, so this is what I was able to come up with. What do you all think?

Adventurer
Alignment: Any.
Hit Die: d10
Starting Wealth: 5d6 x 10 gp (average 175 gp).
The adventurer’s class skills are: Acrobatics (dex), Apprise (int), Climb (str), Craft (int), Disable Device (dex), Handle Animal (cha), Intimidate (cha), Knowledge (dungeoneering) (int), Knowledge (geography) (int), Knowledge (local) (int), Knowledge (nature) (int), Perception (wis), Ride (dex), Survival (wis), Swim (str), Use Magic Device (cha)

Skill Points at each Level: 4 + Int modifier.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Torch Expertise (Two-Weapon Fighting), Torch Handling
2nd +2 +3 +0 +0 Light In The Darkness (1st), The Long Road (10%)
3rd +3 +3 +1 +1 Always be Prepared (1/day), Trap Sense +1
4th +4 +4 +1 +1 Better Torch, Light In The Darkness (2nd), The Long Road (20%)
5th +5 +4 +1 +1 Blinding Flash (1/day)
6th +6/+1 +5 +2 +2 Always be Prepared (2/day), Light In The Darkness (3rd), The Long Road (30%), Torch Expertise (Improved Two-Weapon Fighting), Trap Sense +2
7th +7/+2 +5 +2 +2 Rope Master
8th +8/+3 +6 +2 +2 A Light of Comfort And Revelation, Light In The Darkness (4th), The Long Road (40%)
9th +9/+4 +6 +3 +3 Always be Prepared (3/day), Blinding Flash (2/day), Environmental Control, Trap Sense +3
10th +10/+5 +7 +3 +3 Heavy Sleeper, Light In The Darkness (5th), The Long Road (50%)
11th +11/+6/+1 +7 +3 +3 Blinding Flash (2/day), Torch Expertise (Greater Two-Weapon Fighting),
12th +12/+7/+2 +8 +4 +4 Always be Prepared (4/day), Dark Vision, Light In The Darkness (6th), The Long Road (60%), Trap Sense +4
13th +13/+8/+3 +8 +4 +4 Adventure’s Diet
14th +14/+9/+4 +9 +4 +4 Light In The Darkness (7th), The Long Road (70%)
15th +15/+10/+5 +9 +5 +5 Always be Prepared (5/day), Blinding Flash (3/day), Trap Sense +5
16th +16/+11/+6/+1 +10 +5 +5 Light In The Darkness (8th), The Long Road (80%)
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Always be Prepared (6/day), Light In The Darkness (9th), The Long Road (90%), Trap Sense +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Blinding Flash (4/day), The Long Road (100%)

Weapon and Armor Proficiency: A adventurer is proficient with all simple and martial weapons plus one exotic weapons and with light and medium armor and shields (not tower shields).

Torch Expertise: At 1st level when the Adventurer is wielding a torch in one hand and a one-handed weapon in the other they gain the use two-weapon fighting (even if they do not have the feat or prerequisite for the feat). The torch counts as a light weapon for this ability. At 6th level this ability counts as improved two-weapon fighting, and at 11th level this ability counts as greater two-weapon fighting.

Torch Handling: At 1st level, the Adventurer gains torch handlingDH as a bonus feat.

A Light In The Darkness: At 2st level when the Adventurer wields a torch acts as though it were a 1st level light spell for the purpose of dispelling or resisting magical and non-magical darkness. At 4th level and every two levels after the level increase by 1 to a max level of 9th at level 18th.

The Long Road: At 2nd level when the Adventure overland travels they increase the amount they traveled by 10%. At 4th level and every 2 levels after this increases by 10%.

Always be Prepared: At 3rd level the Adventure may 1/day just happen to have an of non-magical item of up to 10gp. This item must be of a verity that the Adventure can easy carry, you must pay for these items as normal. At 3rd level and every 3 levels after the Adventure can use this ability one additional time per day the cost of the gear increases by 10gp.

Trap Sense (Ex): At 3rd level, Adventurer gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Better Torch: At 4th level torches wielded by the Adventure increase the light they illuminate by 10ft and increase the length they burn by 1 hour. The fire damage from a torch the Adventure is using as a weapon is increased to 1d3. At 8th level and every 4 levels after any torch the Adventurer wields burns for an additional hour.

Blinding Flash: At 5th level the Adventure may 1/day may cause their torch to make a blinding flash. Everyone in a 10ft radius around the Adventure must make a fortitude save (DC= 10 plus half the Adventures level plus their wisdom modifier) or be blind for 1 round. At 10th level this ability is usable one extra time per day and the blind duration is increased by 1 round, at 15th and 20th levels his ability is usable one extra time per day and the blind duration is increased by 1 round.

Trap: At 5th level the Adventure gains Trap ability as per the trapper ranger archtype.

Rope Master: At 7th the Adventurer gains the rope master rouge trait of the same name.

A Light of Comfort And Revelation: At 8th allys in the light of an Adventure torch (this includes the Adventure themselves) gain a +2 morale bonus vs. fear effects and illusion effects.

Environmental Control: At 9th level the Adventurer gains a permanent non-magical endure elements effects.

Heavy Sleeper: At 10th level when the Adventure gains a full nights sleep, they heal double the hit points damage ability damage then they normally would.

Dark Light: At 12th level when the Adventure lights a torch they may chose to half the light of the torch. This light can not be seen by creatures using darkvision.

Adventure’s Diet: At 13th level the Adventure needs only half the normal amount of food and water to survive. They can also eat spoiled food and drink putrid without any issues.


Umnar wrote:

Okay, so this is what I was able to come up with. What do you all think?

Adventurer
Alignment: Any.
Hit Die: d10
Starting Wealth: 5d6 x 10 gp (average 175 gp).
The adventurer’s class skills are: Acrobatics (dex), Apprise (int), Climb (str), Craft (int), Disable Device (dex), Handle Animal (cha), Intimidate (cha), Knowledge (dungeoneering) (int), Knowledge (geography) (int), Knowledge (local) (int), Knowledge (nature) (int), Perception (wis), Ride (dex), Survival (wis), Swim (str), Use Magic Device (cha)

Skill Points at each Level: 4 + Int modifier.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Torch Expertise (Two-Weapon Fighting), Torch Handling
2nd +2 +3 +0 +0 Light In The Darkness (1st), The Long Road (10%)
3rd +3 +3 +1 +1 Always be Prepared (1/day), Trap Sense +1
4th +4 +4 +1 +1 Better Torch, Light In The Darkness (2nd), The Long Road (20%)
5th +5 +4 +1 +1 Blinding Flash (1/day)
6th +6/+1 +5 +2 +2 Always be Prepared (2/day), Light In The Darkness (3rd), The Long Road (30%), Torch Expertise (Improved Two-Weapon Fighting), Trap Sense +2
7th +7/+2 +5 +2 +2 Rope Master
8th +8/+3 +6 +2 +2 A Light of Comfort And Revelation, Light In The Darkness (4th), The Long Road (40%)
9th +9/+4 +6 +3 +3 Always be Prepared (3/day), Blinding Flash (2/day), Environmental Control, Trap Sense +3
10th +10/+5 +7 +3 +3 Heavy Sleeper, Light In The Darkness (5th), The Long Road (50%)
11th +11/+6/+1 +7 +3 +3 Blinding Flash (2/day), Torch Expertise (Greater Two-Weapon Fighting),
12th +12/+7/+2 +8 +4 +4 Always be Prepared (4/day), Dark Vision, Light In The Darkness (6th), The Long Road (60%), Trap Sense +4
13th +13/+8/+3 +8 +4 +4 Adventure’s Diet
14th +14/+9/+4 +9 +4 +4 Light In The Darkness (7th), The Long Road (70%)
15th +15/+10/+5 +9 +5 +5 Always be Prepared (5/day), Blinding Flash (3/day), Trap Sense +5...

I added: Cursed Items Resistance: At 14th level the Adventure gains a +4 bonus curse effects and they may chose to remove or not use a cursed item even if the curse would normally force them to keep or use the cursed item.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Adventurer new class-1st edition All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules