[Tome] Adventurer

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RadiantPhoenix
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[Tome] Adventurer

Post by RadiantPhoenix »

So, I figured I'd try to apply what I came up with in this thread by making up a class, and I figured I'd post it here to see what people think of it.

Adventurer
I'm an adventurer!
Adventurers go places, do stuff, and take risks.

Abilities: Adventurers can basically do whatever. Constitution is everyone's second best friend, so make sure not to have a bad constitution score.

HD: d8
BAB: Full
Saves: All good
Skills: 6+Int

Class Skills: All except Profession -- adventurers will do anything but settle down and get a job.

Weapon and Armor Prociencies: Adventurers are procient with all simple and martial weapons, as well as light and medium armor, and shields (but not tower shields)
LevelBABFortRefWillClass Features
1+1+2+2+2Adventurer's Luck
2+2+3+3+3Door-Kicking
3+3+3+3+3Swiss-Army Cudgel
4+4+4+4+4Just Like Walking
5+5+4+4+4Adventurer's Intuition
6+6/+1+5+5+5Tavern Rumors, Bonus Feat
7+7/+2+5+5+5Expedited Delivery
8+8/+3+6+6+6Missing the Ground
9+9/+4+6+6+6The Better Part of Valor
10+10/+5+7+7+7Old Legends
11+11/+6/+6+7+7+7Secret Passage
12+12/+7/+7+8+8+8Lost on the Road of Death, Bonus Feat
13+13/+8/+8+8+8+8Pocket Lint of Doom

Adventurer's Luck (Ex): Every adventurer is lucky. Once per day, an effect that would otherwise hit the adventurer doesn't. This is not an action to activate, and whether or not to use it is determined after determining attack rolls, saves, damage, and the like.

Door-Kicking (Ex): The 2nd level adventurer is adept at kicking down doors -- even when there weren't doors there before. Her attacks deal twelve times normal damage to terrain and scenery, and ignore hardness. She may also use a Coup de Grace on objects, as though they were normal creatures vulnerable to critical hits. This multiplier and the critical multiplier do multiply together.

Swiss-Army Cudgel (Ex): The 3rd level adventurer knows the virtues of exibility, and can wield any weapon (including an improvised weapon) as any other type of weapon. Also, any weapon she wields is treated as though it were magical (+1 bonus per three levels, rounded up, as usual).

Just Like Walking (Ex): The 4th level adventurer gains swim, climb, and jump speeds equal to half her land speed. A jump speed allows you to move in straight lines through the air, but you begin falling at the end of it if you don't have some way of staying up.

Adventurer's Intuition (Ex): The 5th level adventurer has been a lot of places and learned from many mistakes. She can duplicate the effects of the Augury spell at will (it still takes the usual minute to think about the problem, and the caster level is equal to her character level).

Tavern Rumors: A 6th level adventurer has spent enough time in taverns to know a little about quite a bit. This ability functions like the Bard's "Bardic Knowledge" ability, except that it is based on character level instead of class level.

Bonus Feat: At 6th level, and again at 12th level, the adventurer gains a bonus feat. These may be any feats she qualifies for, including [Combat] and [Skill] feats.

Expedited Delivery (Ex): The 7th level adventurer has learned the virtues of haste. As a result, she always benefits as though under a Haste spell.

Missing the Ground (Ex): An 8th level adventurer has fallen so many times, she frequently forgets to hit the ground. She gains a fly speed equal to her land speed with Good maneuverability.

The Better Part of Valor (Ex): The 9th level adventurer is a master of finding ways out of places. Once per day, as a move action, she may flee. She wakes up the next morning, safe and fully rested, in bed at the nearest appropriate inn.

Ancient Legends (Ex): The 10th level adventurer has heard more rumors than anyone can count. As a result, she can duplicate effects of the Legend Lore spell at will (It still takes the normal amount of time).

Secret Passage: The world is old, and over the ages, many secret passages have been built. The 11th level adventurer knows most of them, and can find a way to any location on any plane. The entrance to the secret passage thus remembered will always be within an hour's hike of the adventurer's current location, and will lead to within an hour's hike of the target location. Remembering a secret passage takes a minute.

Lost on the Road of Death: A 12th level adventurer probably isn't dead until her party members have finished the funeral. At any point at least 24 hours after her, “death,” she may return to life in perfect health. If the party still has her body, she simply wakes up; otherwise, she shows up in the next tavern, bar, or inn that the party visits.

Pocket Lint of Doom: A 13th level adventurer's pockets are amazing things. Three times per day, as a full-round action, she can find any non-wish-economy item (or items) of up to 15,000gp in (total) value in there. In order to remove the item(s) from the pocket, however, the item(s) must actually be able to fit out of the opening. This ability may only be used while wearing or carrying something with a pocket.


EDIT: Fixed saves, I think.
EDIT 20130910: Changed Pocket Lint of Doom from once every ten minutes to three times per day.
Last edited by RadiantPhoenix on Tue Sep 10, 2013 10:15 pm, edited 2 times in total.
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Post by Foxwarrior »

It sure looks silly.

Pocket Lint of Doom is much more world-altering than the Wizard's Efreet version.

I'm not sure I remember the last time I saw a class with such a small fraction of its abilities being combat-oriented.
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Post by Koumei »

I assume leaving all saves at +2 is an oversight and they're just all Good, at +2 +3 +3 +4 +4 +5...

Right?
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Post by RadiantPhoenix »

Foxwarrior wrote:It sure looks silly.

Pocket Lint of Doom is much more world-altering than the Wizard's Efreet version.

I'm not sure I remember the last time I saw a class with such a small fraction of its abilities being combat-oriented.
Yeah, I was thinking about that, and that was why I made sure to insert the bonus feats, and make sure you could stick combat feats in them if you felt the need.

Actually, I'd expect the first one to be a [Combat] feat, and the second to be a [Leadership] feat, so you get more combat skills, and some more world-altering power.
Koumei wrote:I assume leaving all saves at +2 is an oversight and they're just all Good, at +2 +3 +3 +4 +4 +5...

Right?
Agh! Yes! copy-pasting error!
Last edited by RadiantPhoenix on Sat Aug 10, 2013 5:54 am, edited 1 time in total.
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Post by Corsair114 »

An Adventurer looks like it'd be the most cost-effective sapper in the history of D'n'D. Put a nice amount of Strength behind it and go kick down castle walls.
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Post by Parthenon »

So, um... what does it do? Apart from being able to kick down a wall and use the remains as a magical lasergun?
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Post by RadiantPhoenix »

Corsair114 wrote:An Adventurer looks like it'd be the most cost-effective sapper in the history of D'n'D. Put a nice amount of Strength behind it and go kick down castle walls.
Let's see... at third level, using full power attack plus Coup de Grace, wielding your foot as a scythe...

((2d4 + STR*3/2 + BAB*2 + Lvl/3) * 4) * 12
Assume 18 STR...
((5 + 6 + 6 + 1) * 4 ) * 12
(18*4)*12
72*12

stone has 15hp/inch, so we do almost 5ft/round on average.

Against wood, we go 50% faster, so about 7.5ft/round.

"I never wanted to do this... I wanted to be... a LUMBERJACK!" :p
Parthenon wrote:So, um... what does it do? Apart from being able to kick down a wall and use the remains as a magical lasergun?
Find places, go places, figure out what to do, and get out.
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Post by Parthenon »

RadiantPhoenix wrote:... wielding your foot as a scythe...
I thought it was a joke, but you seem to be saying that you can actually use your penis as a 10ft long whip or your eyes as a laser gun.
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Post by Vebyast »

Maybe restrict that ability to "may wield any weapon as a weapon with the same range increment and reach"? Glaive->spear, foot->scythe and throwing knives->throwing axes seems like something that would only take a little offscreen magic, as opposed to food->longbow or eyes->knives.

Also, if you want to bust through walls, you don't use your foot as a scythe. You use your foot as a trebuchet.

Edit: definitely keep the ludicrous any-item-into-any-weapon version around, though, as a higher-level ability. "Schrodinger's Swiss Army Cudgel"?
Last edited by Vebyast on Sat Aug 10, 2013 7:23 pm, edited 3 times in total.
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Post by RadiantPhoenix »

Parthenon wrote:I thought it was a joke, but you seem to be saying that you can actually use your penis as a 10ft long whip or your eyes as a laser gun.
Swiss-Army Cudgel lets you use any weapon as any other weapon.

I meant any weapon on the equipment tables (plus improvised weapons), but I don't think it's "broken" to be able to use "any part of your body" as a weapon.

I was a little worried by antimatter rifles after you mentioned laser guns, but I checked the tables in the DMG, and they actually almost seem fair at a few levels higher. (ranged attack for 6d8 typeless damage, which is about 27)

Not sure what to do about that.
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Post by OgreBattle »

This is a good Mario character, you can smash blocks and wield turtle shells and flowers as any kind of weapon you need. Maybe put on a cape or racoon tail when you get the flying speed.

You can also find the hidden Warp Zone to any other level you need to get to.

I really enjoy it.
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Post by downzorz »

Swiss-Army Cudgel is fun. I have a mental image of a guy making finger guns and firing Colossal Heavy Catapult rocks from them.
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Post by Prak »

downzorz wrote:Swiss-Army Cudgel is fun. I have a mental image of a guy making finger guns and firing Colossal Heavy Catapult rocks from them.
Presumably he is using his massive balls as the stones.

The x12 and crit multiplier probably shouldn't turn scythes into x48 weapons against objects, but rather add together, the way that crit multipliers typically do. I mean, x15 is still pretty fuck all huge, and you're probably still taking down golems and animated objects like CR 1/2 mooks, but it's slightly saner.
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Post by Omegonthesane »

RadiantPhoenix wrote:Door-Kicking (Ex): The 2nd level adventurer is adept at kicking down doors -- even when there weren't doors there before. Her attacks deal twelve times normal damage to terrain and scenery, and ignore hardness. She may also use a Coup de Grace on objects, as though they were normal creatures vulnerable to critical hits. This multiplier and the critical multiplier do multiply together.
Emphases mine - as currently worded it can only be read as making a scythe crit for x48. If it was that they stack, well, that would imply they stack like D&D multipliers and you thus get x16 scythes. Or x15, can't remember.

EDIT: Not paying attention while posting and didn't remember until too late that Prak, not Radiant Phoenix, made the comment about crit stacking.
Last edited by Omegonthesane on Fri Aug 23, 2013 7:41 am, edited 1 time in total.
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Post by RadiantPhoenix »

It is indeed intended that you go through 3ft of object-stone or so per swing of your mighty scythe-napkin at level 2. (and 12.5 feet at level 13... maybe I want the multiplier to go up as you level up?)

It is not intended for you to go through stone golems like rice paper... although if they're big enough to actually count as scenery or terrain, they probably have enough hit points to take it...

EDIT: Oh wait, that's level 3 if it's a scythe-napkin. At level 2 it's just a scythe.
Last edited by RadiantPhoenix on Sat Aug 24, 2013 5:17 am, edited 1 time in total.
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Post by Prak »

Ok, I misread the ability. It doesn't do x12 to golems, though it does allow you to coup de grace them, which is actually kind of nice.
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Post by RadiantPhoenix »

I just noticed that I didn't give this class water-breathing until 13th level.

It also doesn't have an answer to, "the dungeon is in a valley full of heavier-than-air poison gas," until that point either. (Well, maybe you could pull a Dwarf Fortress, cause a cave-in to seal off the entrance, tunnel up from below and run away to drain the gas out, and then tunnel in from above)
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Post by rampaging-poet »

If you do end up splitting Swiss Army Cudgel into a low-level and a high-level ability they could probably get the ability to hold their breath for stupidly long amounts of time at third level. That would deal with drowning traps, poison gas, and flooded or near-surface dungeons. You could probably even throw in a bonus to all the random Constitution rolls Endurance grants bonuses to.

Long Road to Mordor (Ex): Adventurers never have trouble going the extra mile. Whenever an Adventure would be forced to make periodic checks to which the bonus of the Endurance feat applies (e.g. performing a forced march or holding her breath), increase the time between checks according to the following table:
Original TimeNew Time
1 round1 minute
1 minute10 minutes
10 minutes1 hour
1 hour8 hours
8 hours1 day
1 day1 week
1 weekNever check

Additionally, a 3rd level Adventurer may hold her breath for a number of minutes equal to their Constitution score at no penalty before she must begin making Constitution checks to hold her breath.


Something like this could even scale by character or class level if you wanted by letting people move N steps on the table. It's not actual water breathing, but it does give Adventurers a little more overland mobility at low levels and lets them search for things underwater without fear of drowning immediately. It's also pretty close to Immunity: Inhaled Poisons because they'll only have to breathe a few times an hour.
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