Adventurer

Adventurers seek excitement by performing daring acts of heroism and seeking lost or forbidden treasures. Some adventurers seek power, wealth, and social rank for their own sakes, while others endeavor to obtain these things to aid others, whether they are friends, strangers, the poor, or the downtrodden. While all adventurers enjoy the rush of adrenaline provided by their exploits, they can range in their personal outlooks from noble-hearted hero or staunch lawman, to unscrupulous infiltrators to dastardly bastards.

Role: Adventurers possess a knack for finding and obtain lost and hidden treasures. The adventurer’s capacity to meet challenges head on gives him an obsessive need to root out traps that prevent him from obtaining said treasures. They are highly skilled, allowing them to function in some capacities as a rogue, while maintaining the combat prowess of a frontline warrior. This makes adventurers highly useful and versatile both in and out of combat.

Alignment: Any.
Hit Dice: d10.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills
The adventurer’s class abilities are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Know (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.


Class Features
The following are the class features of the adventurer.

Weapon and Armor Proficiency: The adventurer is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except tower shields).

Know Direction (Ex): An adventurer can never get lost. As a standard action, the adventurer can instantly know the direction of north from his current position. This functions like the know direction spell, and works in any environment in which "north" exists, but it may not work in extraplanar settings. The adventurer’s knowledge of north is correct at the moment he determines “north”, but the adventurer can get lost again within moments if he doesn’t find some external reference point to help him keep track of his direction.

In addition, whenever the adventurer is asked for directions to a specific location, land region, or town, he can make a Wisdom check. If he is successful, he knows the most direct and efficient way to the desired location. If he fails, he doesn’t know and realizes the fact. He can also make this check if he is determining his own path to a desired location.

Studied Terrain (Ex): Starting at 1st level, when an adventurer is within a specific terrain, he can study the terrain in his immediate vicinity as a standard action. Once the adventurer has completed his study, he designates a 60-foot-radius burst around him as his favored terrain for 1 minute. The adventurer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks while in his studied terrain.

At 5th level and every 5 levels thereafter, the bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks increase by 2. An adventurer can use this ability a number of times per day equal to his adventurer level + his Wisdom modifier.

Treasure Hunting (Su): An adventurer has a sixth sense when it comes to finding secret treasure hoards. Whenever an adventurer comes within 30 feet of a hidden treasure hoard, he receives an immediate Perception skill check to notice it. This check should be made in secret by the GM. If the adventurer makes the check by 10 or more, the hoard holds 10% more treasure than the listed amount. While the adventurer does not know the nature or composition of the treasure that he finds, he does know the general direction and distance that the treasure is located from him. All treasure within 30 feet of itself can be collectively counted as one treasure hoard. This ability always detects the treasure hoard with the greatest market value. This ability is much like a compass needle; it points directly at the treasure in a straight line, without regard to how to get to the treasure or the safest path. Approximate distance can be estimated with a margin of error of plus or minus 30 feet.

In addition, the adventurer can determine the approximate value of the hoard to the nearest 1,000 gp if he makes the Perception check by 10 or more.

Adventurer Trick: As an adventurer gains experience, he learns a number of tricks that aid him in his travels. Starting at 2nd level and every 2 levels thereafter, an adventurer gains one trick. These tricks grant a boon or bonus to the adventurer or a nearby ally. Unless otherwise noted, an adventurer cannot select an individual trick more than once.

Alchemical Training (Su): The adventurer is a master of creating mundane alchemical substances such as alchemist's fire and smokesticks. When using Craft (alchemy) to create an alchemical item, an adventurer gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an adventurer can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

Arcane Dabbler (Ex): The adventurer taps into the realm of basic magic use. He adds Knowledge (arcana) and Use Magic Device to his list of class skills.

Armor Training (Ex): The adventurer learns to be more maneuverable while wearing armor. He improves the armor check penalty (to a maximum of 0) and maximum Dexterity bonus to AC by +1 for any armor he is wearing. He can select this exploit once at 4th level and again for every four levels he possesses thereafter, to a maximum of +4. Its effects stack.

Automatic Appraisal (Ex): The adventurer is automatically considered to have rolled a natural 20 for all Appraise skill checks. Furthermore, he can appraise an item as a swift action and can determine the most valuable item in a hoard as standard action.

Dirty Fighting (Ex): The adventurer learns a down-and-dirty style of fighting. No trick is beneath him. An adventurer never takes a non-proficiency penalty on attack rolls with improvised weapons and gains a +2 bonus on all combat maneuver checks. In addition, whenever he lands a critical hit, the adventurer may opt to deal normal damage and roll on the following table rather than dealing extra damage. If the critical multiplier is x3, the duration of the effect doubles. If the critical multiplier is x4, the duration triples.

Table: Dirty Fighting
1d6
Result
1
Target is staggered for 1 round
2
Target is nauseated for 1 round
3
Target is deafened for 1 round
4
Target is blinded for 1 round
5
Target is sickened for 1 round
6
Target becomes fatigued

Evasion (Ex): An adventurer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the adventurer is wearing light armor, medium armor, or no armor. A helpless adventurer does not gain the benefit of evasion. The adventurer must be at least 6th level to select this trick.

Improved Evasion (Ex): An adventurer's evasion improves. This ability works like evasion, except that while the adventurer still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless adventurer does not gain the benefit of improved evasion. The adventurer must have the evasion trick and be at least 12th level to select this trick.

Knowledge is Power (Ex): The adventurer has an uncanny knack at remembering tidbits of information. He gains a +2 aptitude bonus to all Knowledge checks. This exploit may be selected once for every four levels the adventurer possesses. Its effects stack.

Nature’s Healer (Ex): Beginning at 3rd level, an adventurer's extensive knowledge regarding the flora and fauna along his various travels gives him a +2 bonus to all Heal skill checks.

In addition, as long as he is in a studied terrain when using the Heal skill, he also gains the following benefits:
  • Long-Term Care: If the adventurer's Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full eight hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full eight hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the adventurer's favored terrains.
  • Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, an adventurer can restore an additional 1d6 hp plus 1 hp for every three adventurer levels he possesses. An adventurer does not need a healer's kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item.
  • Treat Poison: If an adventurer's Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.
  • Treat Disease: If an adventurer's Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.

Ranger Combat Style Feat (Ex): An adventurer may select a ranger combat style to pursue (see Combat Style Feats in the Ranger class description). This expertise manifests in the form of bonus feats. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once an adventurer selects a combat style, it cannot be changed. An adventurer may select this exploit once at 2nd level and again for every four levels he possesses thereafter. Each time he selects this exploit, he can select an additional feat from his chosen combat style.

Rogue Talent: The adventurer can select one of the following rogue talents in place of an exploit: camouflage, canny observer, climbing stunt, coax information, combat swipe, combat trick, expert leaper, false friend, finesse rogue, firearm training, grit, guileful polyglot, hard to fool, heads up, hold breath, honeyed words, iron guts, nimble climber, peerless maneuver, quick scrounge, resiliency, rope master, strong impression, strong stroke, trap spotter, wall scramble, and weapon training. The adventurer treats his level as his rogue level for the purpose of qualifying for a rogue talent. He must otherwise meet the prerequisites his chosen talent.

Secret Knowledge: The adventurer may choose one of the following secrets. He can't choose the same secret twice.
  • Dodge Trick: Gain a +1 dodge bonus to AC.
  • Health: Gain the Toughness feat.
  • Inner Strength: Gain a +2 bonus to Will saves.
  • Instant Mastery: Gain 4 ranks in a skill the adventurer has no ranks.
  • Knowledge of Avoidance: Gain a +2 bonus to Reflex saves.
  • True Stamina: Gain a +2 bonus to Fortitude saves.
  • Weapon Trick: Gain a +1 bonus on attack rolls.

Silver Tongue (Ex): The adventurer gains a +2 competence bonus to Diplomacy and Bluff skill checks. This exploit may be selected once for every four levels the adventurer possesses. Its effects stack.

Track (Ex): The adventurer adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Trap Finding (Ex): The adventurer adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An adventurer can use Disable Device to disarm magic traps.

Weapon Training (Ex): The adventurer can select one group of weapons from those listed in the fighter’s weapon training class feature. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. He can select this exploit once at 6th level and again for every four levels he possesses thereafter, to a maximum of +4. Each time the adventurer selects this exploit, he selects a new weapon group and gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previously selected weapon groups increase by +1 each. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. An adventurer also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the adventurer's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Gifted Traveler (Ex): At 2nd level, when making an Acrobatics, Climb, Ride, Swim, or Survival check in a studied terrain, an adventurer can make two skill checks and take the higher.

Trap Finding (Ex): The adventurer adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An adventurer can use Disable Device to disarm magic traps.

Road Diplomat (Ex): At 3rd level, an adventurer is accustomed to meeting and interacting with new peoples along the road. As such, he receives a +2 bonus to his Diplomacy checks whenever interacting with people he meets in rural areas. This bonus does not apply when interacting with people in urban areas. The bonus increases to +4 at 7th level.

Uncanny Dodge (Ex): At 3rd level, an adventurer reacts to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An adventurer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

Focused Enemy (Ex): At 4th level, once per day, an adventurer can focus on a single enemy within line of sight as a swift action. That creature remains the adventurer’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the adventurer designates a new focus, whichever occurs first. The adventurer gains a +2 bonus on attack and damage rolls against the target of his focus. At 8th level, and every four levels thereafter, this bonus increases by +2, to a maximum of +10 at 20th level.

At 7th level, and every 3 levels thereafter, the adventurer can use this ability one additional time per day.

Explorer’s Bond (Ex): At 5th level, an adventurer forms a bond with his traveling companions. This bond allows him to spend a move action to grant half his studied terrain bonuses to all allies within 60feet who can see or hear him. This bonus lasts while the adventurer’s studied terrain ability is active. This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Swift Study (Ex): At 7th level, an adventurer can study a terrain as a move action. This improves to a swift action at 11th level.

Greater Treasure Hunting (Ex): At 9th level, whenever an adventurer uses his treasure finding ability, he increases his range to sense treasure hoards to 60 feet. All treasure within 60 feet of itself can be collectively counted as one treasure hoard. If the adventurer is within 30 feet of the hoard when this ability activates, he gains a +4 luck bonus to the Perception skill check. In addition, an adventurer can use Appraise to identify magical items as if using detect magic. He must hold the item for 1 round to make such a check.

Improved Uncanny Dodge (Ex): At 11th level and higher, an adventurer can no longer be flanked. This defense denies a rogue the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more rogue levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Master Treasure Hunting (Ex): At 17th level, whenever an adventurer uses his treasure finding ability, he increases his range to sense treasure hoards to 90 feet. All treasure within 90 feet of itself can be collectively counted as one treasure hoard. If the adventurer is within 60 feet of the hoard when this ability activates, he gains a +4 luck bonus to the Perception skill check. In addition, the adventurer can use Appraise to determine the properties of a magical item (see Spellcraft) as if he were using detect magic. He must hold and study the item for 3 rounds to make such a check.


Table: Adventurer
Class
Base
Fort
Ref
Will

Level
Attack Bonus
Save
Save
Save
Special
1st
+1
+2
+2
+0
Know direction, studied terrain +2, treasure hunting
2nd
+2
+3
+3
+0
Adventurer trick, gifted traveler, trapfinding
3rd
+3
+3
+3
+1
Road diplomat, uncanny dodge
4th
+4
+4
+4
+1
Adventurer trick, focused enemy 1/day
5th
+5
+4
+4
+1
Explorer's bond, studied terrain +4
6th
+6/+1
+5
+5
+2
Adventurer trick
7th
+7/+2
+5
+5
+2
Focused enemy 2/day, swift study
8th
+8/+3
+6
+6
+2
Adventurer trick
9th
+9/+4
+6
+6
+3
Greater treasure hunting
10th
+10/+5
+7
+7
+3
Adventurer trick, focused enemy 3/day, studied terrain +6
11th
+11/+6/+1
+7
+7
+3
Improved uncanny dodge
12th
+12/+7/+2
+8
+8
+4
Adventurer trick
13th
+13/+8/+3
+8
+8
+4
Focused enemy 4/day
14th
+14/+9/+4
+9
+9
+4
Adventurer trick
15th
+15/+10/+5
+9
+9
+5
Studied terrain +8
16th
+16/+11/+6/+1
+10
+10
+5
Adventurer trick, focused enemy 5/day
17th
+17/+12/+7/+2
+10
+10
+5
Master treasure hunting
18th
+18/+13/+8/+3
+11
+11
+6
Adventurer trick
19th
+19/+14/+9/+4
+11
+11
+6
Focused enemy 6/day
20th
+20/+15/+10/+5
+12
+12
+6
Adventurer trick, studied terrain +10