The Adventurer

This is a Basic Class for a game that Sister Acacia is potentially going to run later. Like all Basic Classes, it is taken from levels 1 to 10, after which you have to take a Prestige Class.


In the world of Artimoi, there are quite a lot of people who don't seem to have what it takes to qualify for one of the major classes - and that's what people really assume, that they're just not "cut out" for (good enough for) the specialised roles. It is often assumed that you "make do" with being an Adventurer because that's all you can do. But the fact is, to be an Adventurer is to have a world of possibilities, to be able to specialise in a role in surprising ways that others are not expecting and to still have room to branch out and cover other bases just a little. Plenty of adventuring parties still accept Adventurers, simply because of the versatility and the wildcard nature.

Class Attributes

Hit Points: 4 + Con Bonus per level (x4 at first level)
Skill Points: 6 + Int Bonus per level (x4 at first level)
Class Skills: All of them
Weapon and Armour Proficiencies: the Adventurer is Proficient with Light Armour, Standard Shields, Simple Weapons, and any three Martial or Exotic Weapons.

Playing an Adventurer: the magic of being an Adventurer is you have a lot of choice. The major drawback is that you have a lot of choice. Don't try to do a little bit of everything, take an array of Ability Scores geared towards some kind of fighting style or party role and then take Talents that work well with that.

The Adventurer

Level BAB Fort Ref Will Class Features
1 +0 +2 +2 +0 Versatility, Bonus Talents
2 +1 +3 +3 +0 Bonus Talent
3 +2 +3 +3 +1 Bonus Talent
4 +3 +4 +4 +1 Bonus Talent
5 +3 +4 +4 +1 Bonus Talent
6 +4 +5 +5 +2 Bonus Talent
7 +5 +5 +5 +2 Bonus Talent
8 +6 +6 +6 +2 Bonus Talent
9 +6 +6 +6 +3 Bonus Talent
10 +7 +3 +7 +7 Bonus Talent

In addition to this, the Adventurer gains access to Adventurer Talents when selecting their Talents each level.

Class Features

Versatility (Ex)

Adventurers have a special gift: they ignore exclusivity. The Adventurer can select Talents that are normally only available to other classes, even Prestige Classes. She must still meet any level-based requirements, and not all Talents will provide any use due to relying on or augmenting an ability she lacks (such as Vampiric Blade affecting a Paragon Weapon).

Any reference to casting Spells and having Spells Prepared or Available can apply to casting Spell-Like Abilities, and having Spell-Like Abilities Available to cast. If it adds Spells to a Spell List (such as the Domains of a Priest), she instead gets to cast each of the Spells once per day as a Spell-Like Ability when she gains the ability to cast other Spell-Like Abilities of the same level (such as through her Spell Power Talent).

Any reference to "The Crusader" or "The Arcanist" or similar should instead be read as "The Adventurer". Any time an ability has a Save DC, she uses her Charisma Bonus instead of any other Ability Score Bonus. This does not have any effect on anything else that relies on a specific Ability Score.

Bonus Talents

Adventurers are considered very basic - they don't have advanced abilities that follow a set path, but instead have a whole heap of Talents to choose. The truth is, however, that you have to be smart to be a good Adventurer - they have to carefully choose what to pick, and often will not be as good as a specialist at a given task, unless their Talents work together perfectly.

The Adventurer gains a Bonus Talent at every level, with the exception of first and tenth where she gains two Bonus Talents.

Prestige Classes

There is only one Prestige Class designed explicitly for the Adventurer, but they have more options than anybody else.


When an Adventurer wishes to just keep being an Adventurer, but at higher levels with more Talents, she becomes an Examplar.

Other Choices

Adventurers can enter just about any other Prestige Class offered to other classes. However, they may be missing out on basic abilities they are supposed to have. For instance, if she takes a Prestige Class designed for the Arcanist, she will lack the basic spellcasting of earlier levels, but gain the higher-level spell slots nonetheless. She just won't have lower-level spells to back them up. Similarly, if she enters a Prestige Class designed for a Crusader, she won't have the basic Designate Opponent damage, and thus should the Prestige Class advance it, she will not suddenly gain +10d6 Designate Opponent damage.

Adventurer Talents

The following Talents are only available to the Adventurer (including an Adventurer who advances to a Prestige Class). She also has access to anyone else's Talents.

Blade Storm (Ex) [Minimum Level 3]

The Adventurer gains The Vanguard Ability of the same name.

Combat Training (Ex)

The Adventurer's Base Attack Bonus increases by 1, to a maximum of her level.
Each time she takes this, she may select any one Fighter Feat to gain. Depending on what she chooses, some or all requirements might be flat-out ignored.
She may take this Talent once per four levels (round up).

Foresight (Su) [Minimum Level 5]

The Adventurer gains The Stalker Ability of the same name.

Hamstring (Ex) [Minimum Level 9]

The Adventurer gains The Vanguard Ability of the same name.

Healing Touch (Su)

The Adventurer gains The Priest Ability "Channel Energy", using her Charisma instead of her Wisdom. She may only use it to restore Hit Points to others, channelling Positive energy to Living and Negative energy to Undead.

Hide in Plain Sight (Su) [Minimum Level 9]

The Adventurer gains The Stalker Ability of the same name.

Inspiration (Su)

The Adventurer gains the Inspire Courage and Inspire Competence abilities of a Bard of her level, which can be used at will.

Lurk (Ex) [Minimum Level 3]

The Adventurer gains The Stalker Ability of the same name.

Mettle (Ex) [Minimum Level 9]

The Adventurer gains The Crusader Ability of the same name.

Mounted Combat (Ex)

The Adventurer gains The Crusader Ability of the same name.

Rogue Training (Ex) [Minimum Level 2]

Each time the Adventurer takes this Talent, she gains +1d6 Sneak Attack (as The Stalker Ability).
She also gains Skill Focus with a Skill of her choice. Each time, a different skill must be chosen.
This can only be taken once per 2 levels (round down).

Something Strange [Minimum Level 6]

This Talent can be taken multiple times. Each time, find a Prestige Class ability you like from one of the thousand books, typically an ability that the Adventurer could already have if she had qualified for and entered that Prestige Class at the earliest opportunity via some other class, and ask Mister Cavern to approve it. The Adventurer then gains that ability to add to her repertoire. Examples might include a Stormsong ability of the Stormsinger, or the Hellfire Shield of a Hellfire Warlock or the Ruthless Beating ability of a Thayan Slaver.

Spell Power (Sp)

The first time the Adventurer takes this Talent, she selects one spell of First Level from any Spell List, and three Cantrips or Orisons from any Spell List. She gains the ability to cast the First Level Spell once per day as a Spell-Like Ability, and the Cantrips or Orisons at will. Each additional time she takes this Talent, she adds one daily use to all existing Spell-Like Abilities gained from this Talent, and can also selects a new Spell from the next level up, cast once per day.
This can only be taken once per 2 levels (round up), to a maximum of nine times.

Trap Finding (Ex)

The Adventurer gains The Stalker Ability of the same name, and may use her Charisma Bonus in place of her Intelligence Bonus to Search and Dexterity Bonus to Disable Device, if it is higher.

Whirlwind Attack (Ex) [Minimum Level 3]

The Adventurer gains The Vanguard Ability of the same name.

Monster Talents

The Adventurer even has access to various innate abilities of monsters, however unlike her other Talents, these ones have to be learned through observation. Every one of these Talents has not only a minimum level requirement, but also a "Witness" requirement. This requires her to see the ability in action from a creature mentioned, or to actively fight against such a creature (whether the creature uses the ability or not during the battle).

Black Cloud (Ex) [Minimum Level 5]

The Adventurer gains the Black Cloud ability of an Achaierai. She is immune to her own Black Clouds, and the Save DC is Charisma-based.
Witness: Achaierai

Captivating Song (Su) [Minimum Level 4]

The Adventurer gains the Captivating Song of a Harpy.
Witness: Harpy

Dancing Chains (Su) [Minimum Level 6]

The Adventurer gains the Dancing Chains ability of a Kyton.
Witness: Kyton (Chain Devil)

Energy Drain (Su) [Minimum Level 7]

The Adventurer gains the Energy Drain ability of a Spectre, though negative levels only last one hour, and slain creatures only arise as Wights. Instead of a Touch Attack, she may make a regular weapon attack that, if it hits, deals full damage as well as one Negative Level.
Witness: any creature with an Energy Drain attack

Fear Aura (Su) [Minimum Level 9]

The Adventurer can radiate an aura of fear like a Bone Devil.
Witness: anything with a Fear Aura

Ghastly Bite (Su) [Minimum Level 3]

The Adventurer gains a Secondary Bite attack (1d3 damage) that carries Ghoul Fever.
It also has the Paralysis effect of a Ghast's Bite.
Witness: Ghoul or Ghast

Heat (Su) [Minimum Level 3]

The Adventurer gains the Heat ability of a Salamander of equal size.
Witness: Salamander, Efreeti or other creature with fiery natural weapons

Shadow Shift (Su) [Minimum Level 6]

The Adventurer can manipulate shadows like a Cloaker. Any Save DC is Charisma-based.
Witness: Cloaker

Smoke (Su) [Minimum Level 5]

The Adventurer can exhale smoke like a Nightmare. The Save DC is Charisma-based.
Witness: Nightmare

Stunning Screech (Su) [Minimum Level 9]

The Adventurer gains the Stunning Screech ability of a Vrock. The Save DC is Charisma-based.
Witness: Vrock

Swallow Whole (Ex) [Minimum Level 5]

The Adventurer can try to swallow a grappled opponent with a successful Grapple action.
The target must be at least one size category Smaller than her. The target then takes Bludgeoning damage (1d8 + Strength assuming she is Medium) and Acid damage (her Constitution Bonus) each round until they escape.
Witness: anything with a Swallow Whole attack

Telepathy (Su) [Minimum Level 3]

The Adventurer gains Telepathy as a constant effect out to 100 feet. The Save DC is Charisma-based.
Witness: any creature with Telepathy or Detect Thoughts as a racial ability

Weakening Touch (Su) [Minimum Level 5]

The Adventurer gains the Weakness ability of a Green Hag.
Witness: Green Hag or Sea Hag

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License