Adventurer

Profession: Adventurer
Starting Gear: Leather Brigandine, Steel Dagger, Regional Map, 10 feet rope, hiker's backpack
Pay Rate: N/A
Gen Dice:
  • Vitality Gen Dice is 1d12, +1d8 per level
  • Soul Gen Dice is 1d12, +1d10 per level
  • Power Gen Dice is 1d8, +1d6 per level
Weapon & Armor Types:
  • Can only use one-handed weapons, but can be any one-handed weapon
  • Whips do 25% more damage
  • Can only wear light armor

You live for the thrill of adventure. You are likely to become famous for discovering some ancient ruin or some long lost artifact.

The Adventurer Profession is all about adventuring. They are the treasure hunters and ruin seekers, forever looking for the next great find. As adventurers, they have had to develop strong abilities in navigating the perils of ancient ruins.

Effects on Weapon Usage

  • Can only use one-handed weapons, but can be any one-handed weapon
  • Whips do 25% more damage

Effects on Armor Usage

  • Can only wear light armor. Can wear other armor types if the right skill is acquired.

Effects of Leveling Up

The following table shows what you get for leveling up no matter your profession:

Upon Reaching Level You Get The Following
1 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell
2 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill
3 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell
4 1 profession skills, 1 non profession skill, 1 extra support action
5 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell
6 2 skills of your choice, profession or non profession; 1 extra move action
7 1d6 points to place in your stat traits
8 1d4 stat points, 1d4 trait points, 1 spell
9 2 stat trait points, 2 skills profession or non profession
10 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action
11 1d4 stat trait points
12 2 skills of choice, profession or non profession
13 1d4 stat points, 2 stat trait points, 1 spell
14 2 stat trait points, 1 skill of choice, 1 extra support action
15 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell
16 2 skills of choice
17 1d4 stat trait points, 1 extra move action
18 1d4 skills of choice, 1d4 spells
19 1 extra attack
20 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support)

You also get the following bonuses for leveling up your adventurer.

Level Adventurer Bonuses for Level
2 +1 to Move, Initiative, Survival, Nature; 1 Ability
4 +1 to Acrobatics, Physical Evade, Athletics, Perceive, Insight; 1 Ability
6 +1 to Health, Endure, Breath Holding; +1d10 to Speed;  1 Ability; +2 to Vitality Save
8 +1 to Medicine, Immunity, History; +1d10 to Weight Limit; 1 Ability
10 +1 to Investigate, Luck, Nature, Health; +1d10 to Fortitude; 2 Abilities; +1 to Soul Save
14 +1 to all Wisdom traits; 1d4 abilities; +1 to Power Save
18 +1d10 to Fortitude; +1d6 to Intellect; +1d4 to Speed
20 +1 to all Intellect traits; 1d4 abilities

Skills

An adventurer needs to have a wide assortment of skills. 

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range Sort by Range, Ascending Sort by Range, Descending Area Sort by Area, Ascending Sort by Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Success Roll Sort by Success Roll, Ascending Sort by Success Roll, Descending
Acrobatic Empowerment 2 Soul self self 1d4 rounds This skill increases your Acrobatic by 1d6. Acrobatic
Appraisal N/A 1 item in hands or touching 1 item in hands or touching instant With this skill you can get the monetary value or worth of an item. Investigate
Athletic Empowerment 2 Soul self self 1d4 rounds This skill increases your Athletic by 1d6. Must have Acrobatic Empowerment. Athletic
Bracing Empowerment 2 Soul self self 1d4 rounds This skill increases your Brace by 1d6. Must have Athletic Empowerment. Brace
Carry 1 power per 10 pounds over weight limit self self 1 hour This skill allows you to carry more than you normally can carry for a short time. It increases your weight limit by 50%. Athletics
Combat Empowerment 2 Soul self self 1d4 rounds This skill increases your Melee, Bow, Throw, and Critical by 1 Athletics -2
Defensive Empowerment 2 Soul self self 1d4 rounds This skill increases your Defense, Immunity, Endure, and Brace by 1d6. Must have Combat Empowerment. Defense -2
Diagnose N/A 1 target 1 target instant This skillĀ  lets you more accurately diagonse the status effects or health conditions of yourself or someone else by giving you a bonus of 1d6 to Medicine. Perceive
Disarm Magic Trap 3 Soul self self instant This skill gives you a bonus of 1d4 to Arcana and Sleight of Hand to disarm a magic trap safely. Must have Disarm Trap. Insight
Disarm Trap 2 Soul self self instant This skill gives you +1d4 to Sleight of Hand to disarm a trap safely. Insight
Distration 1 Soul 1 target 1 target instant This skill distracts the target. If the target has an ongoing effect, skill, or spell, it is ended. The target can make a focus check to prevent this. Intimidate
Energy Trade stat traded touching range target you touch instant This skill allows you to trade one stat to the person you touch for another stat. You can trade either Vitality, Soul, or Power and receive the equal amount in either Vitality, Soul, or Power. In this way you could for example quickly cure your ally by giving him  4 Vitality and receiving 4 Soul. Or maybe you want to grant the warrior 5 Power and get 5 Soul in return. Must have Trade. Arcana -1
First Aide 2 Soul 1 target you can touch 1 target you can touch instant With this skill you can heal basic wounds, set splints, and treat heat exhaustion and hypertherma. You can also heal someone Medicine + 1d4 Vitality. Medicine
Focus Empowerment 2 Soul self self 1d4 rounds This skill increases your Focus by 1d6. Focus
Identification N/A 1 target 1 target instant With this skill you can identify what something is more easily. It does so by giving you a bonus of 1d6 to your Investigate roll. Must have Apprasial. Perceive
Increased Spoils stat traded self self instant With this skill you can trade up to 20 Soul for increased experience point reward and/or up to 20 Power for increased money reward. The increase depends on how many stat points you trade. The amount of stat points you trade is a percentage increase. So if you trade 5 Soul you will increase your experience reward by 5%. Must have Trade. Persuade +2
Initiative Empowerment 2 Soul self self 1 hour This skill increases your Initiative by 1d4. Must have Perceive Empowerment. Initiative
Linguistics N/A self self instant This skill allows you to understand foriegn languages being spoken to you. After you have used this skill more than 20 times on the same language you can add that language as a language you know and can read and speak in. Must have Translate. Perceive -2
Perceive Empowerment 2 Soul self self 1 hour This skill increases your Perceive by 1d4. Perceive
Potion Save N/A self self instant This skill allows you to use a potion right when you receive a killing blow. If the potion restores enough Vitality to keep you alive, you stay alive. Must have Use Potion as Defense. Medicine -2
Rationing N/A self self 1d6 rounds This skill causes your skills and spells to cost 25% less stat points. Must have Focus Empowerment. Focus
Runic Empowerment 2 Soul self self 1d4 rounds This skill increases your Arcana by 1d6. Must have Focus Empowerment. Arcana
Set Magical Trap 4 Soul 1 space in front of you 1 space until trap is sprung or disarmed This skill adds to the Set Trap skill, allowing you to make the trap a magical trap. You will need the tools to make the magic trap, such as a rune stone with the spell ready to activate. Must have Set Trap. Sleight of Hand
Set Trap N/A 1 space ahead of you 1 space until trap is sprung or disarmed This skill allows you to quickly set traps with the items you have, using only your support action to do so. Sleight of Hand
Swap for Movement 2 Soul self self instant This is a free action skill. It allows you to swap your attack, support, or magic action for an additional movement action. Must have Swap for Support. Initiative
Swap for Support 2 Soul self self instant This is a free action skill. It allows you to swap your move, attack, or magic action of an additional support action. Initiative
Trade N/A self self instant This skill makes it easier to get the person you are trading with to accept your trade. It does so by giving you a bonus of 1d4 to your persuade check. Persuade
Translate N/A 1 piece of writing you can clearly see 1 piece of writing you can clearly see instant This skill allows you to translate writing from a language you do not know to your langauge. Investigate
Treat Burns 2 Soul 1 target you can touch 1 target you can touch instant This skill allows you to use your medicine check with a +2 bonus to treat someone's burns without the right potions, just with your knowledge of treating common status effects. Must have Diagnose. Medicine +2
Treat Visual Instability 2 Soul 1 target you touch 1 target you touch instant This skill allows you to use your medicine check with a +2 bonus to treat someone's visual instability without the right potions, just with your knowledge of treating common status effects. Must have Diagnose. Medicine +2
Use Potion as Defense N/A self self instant This skill allows you to drink a potion as your defensive action. Medicine

Abilities

A warrior can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.

Ability Sort by Ability, Ascending Sort by Ability, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending
Alchemical Application This ability allows you to apply your potions effects to your weapon without spending a support action to do so. Must have Item Rationing.
Cliff Climbing +2 to Athletics check to climb cliffs; +1 per level. Must have Mountain Climbing.
Craft Potions This ability gives you a bonus of 1d6 to your Medicine check to craft potions from ingredients. Must have Mix Potions.
Danger Sense You are more keenly aware to the dangers around you. You have a +1 to Perceive and are allowed and able to make a perceive check before any ambush or trap.
Equip Potion This ability allows you to equip a potion as a weapon. You can then use this potion as your attack action. You won't have to spend a support action to swap out the potion if it is the same type of potion, but you will for a different type of potion. Must have Fast Potion.
Fast Potion This ability allows you to use 1 potion freely without using up your support action. You will still use a support action if you use a second potion. Must have Potion Administration.
Heightened Senses +1 to Perceive and Insight
Herbal Knowledge This ability gives you a +1d6 bonus to your nature check to identify plants and their properties.
Ignore Traps This ability grants you a bonus to luck to make luck checks to ignore traps. The bonus is 1d4+1. Must have Danger Sense.
Inner Knowledge This ability gives you a +1 to Arcana, History, Nature, and Religion. Must have Skill Focus.
Item Rationing This ability allows you to use the same potion twice instead of once. This basically gives every potion double its usage. Must have Fast Potion.
Lore This ability grants you a bonuis of 1d6 when making history checks.
Mix Potions With this potion you can mix two similar kinds of potions to get a potion that does both. For example you could mix a potion that heals vitality and a potion that restores soul to get a potion that does both. Then you could use that single new potion as a single potion and thus a single action. Must have Potion Administration.
Mountain Climbing +2 to Athletics check to climb mountains; +1 per level. Must have Tree Climbing.
Navigation You are able to navigate effortlessly using landmarks and the stars. This only works outdoors however.
Potion Administration This ability adds your Medicine score to the effects of your potions when you use them or administer them to someone.
Quick Equip Ability to change multiple pieces of equipment with just one support action, instead of one support action per piece of equipment. This includes swapping out arrow types.
Racial Lore This ability grants you an additional 1d4 bonus on the history check involving races, racial culture, and racial history. Must have Lore.
Skill Focus This ability grants you a +1d4 to your skill success roll checks.
Space Saving Items take half the space they would normally take in your bags. Must have Quick Equip.
Swimming While Armored This ability grants you a 1 level decrease in athletics challenge to swimming while armorerd. In other words, if the water conditions and armor requires you to make a hard athletics check, you will instead make a normal athletics check.
Tree Climbling +2 to Athletics check to climb trees; +1 per level

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