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620badventurer

Adventurer

A polymath of skills and knowledge, the Adventurer defeats challenges with cunning.

Common rules

All Adventurer roles follow these common rules:

Skill ranks per level: 8 + Intelligence modifier

Skill mastery: for every level of Adventurer that you have, select one skill. You can take 10 with this skill, even when threats or distractions would otherwise prevent you.

  • :?: ALTERNATE VERSION, WIP :?: Skill mastery: for every level of Adventurer that you have, select one skill. When you make checks with this skill, you roll twice, and take the best result. :?: WIP :?:

Skilled fighter: you gain a +1 class bonus to either attack or defence (choose one). Once chosen, this bonus may not be changed.

Weapon and Armour Proficiency: all simple weapons, one martial weapon; light armour.

Vitality Die: d8. Each time you roll for Vitality Points, use a d8.

Role

Choose one of the following roles for your adventurer. This choice determines your hero's skills, feats and style.

Explorer

A hardy survivor, seeking fame, knowledge and riches.

LevelBABFortReflexWillFeatsSpecial
1+0+2+20Magical aptitude, Favoured terrain (choose one)(Human bonus feat: Worldly knowledge), skilled fighter, skill mastery
2+1+3+30Nimble movesSkill mastery
3+2+3+3+1Favoured terrain (choose one)Skill mastery
4+3+4+4+1Acrobatic stepsSkill mastery
5+3+4+4+1Favoured terrainSkill mastery
6+4+5+5+2Improved favoured terrainSkill mastery

Class skills: Acrobatics, Climb, Craft, Diplomacy, Disable Device, Handle Animal, Heal, Knowledge (all), Linguistics, Perception, Profession, Ride, Survival, Swim, Use Magic Device

MAGICAL APTITUDE

You are skilled at spellcasting and using magic items.

Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.

FAVOURED TERRAIN

You know the hazards and boons of the lands you have studied.

Prerequisite: Survival 4 ranks or 1 + class bonus

Benefit: Select one of the terrain types from the list below. You gain a +2 bonus on initiative checks, endurance checks and Acrobatics, Climb, Knowledge (geography), Perception, Stealth, and Survival skill checks when you are in this terrain.

Cold (ice, glaciers, snow, and tundra)Desert (sand and wastelands)Forest (coniferous and deciduous)
JungleMountain (including hills)Plains
Planes (pick one, other than Material Plane)SwampUnderground (caves and dungeons)
Urban (buildings, streets, and sewers)Water (above and below the surface)

You may spend a move action to grant half your favoured terrain bonus to all allies within 30 feet who can see and hear you. This bonus lasts for a number of rounds equal to your Wisdom modifier (minimum 1). This bonus does not stack with any favoured terrain bonuses possessed by your allies; they use whichever bonus is higher.

When your survival skill reaches 8 ranks, you may spend a full round action camouflaging yourself, allowing you use the Stealth skill to hide in any of your favoured terrains, even if the terrain doesn't grant cover or concealment.

Special: You may take this feat more than once. Each time, you must select an additional favoured terrain.

WORLDLY KNOWLEDGE

You have heard many tales and listened well to the talk around you, and gained a great store of lore.

Benefit: You may make Knowledge skill checks in all subjects without being trained in the skill. You add your Charisma bonus (if any) to Knowledge checks as well as your Intelligence bonus. You are not penalised when making Knowledge checks about topics from different cultures.

Normal: You may only make untrained Knowledge checks only when the DC is less than 10. You are penalised when making Knowledge checks about different cultures.

NIMBLE MOVES

You can move across a single obstacle with ease.

Prerequisite: Dex 13.

Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

ACROBATIC STEPS

You can easily move over and through obstacles.

Prerequisite: Dex 15, Nimble Moves.

Benefit: Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).

IMPROVED FAVOURED TERRAIN

Your knowledge of familiar terrain expands and increases.

Prerequisite: Favoured Terrain, character level 3

Benefit: Add +2 to any one of your Favoured Terrain bonuses.

Special: You can take this feat more than once. Each time, you must select a new Favoured Terrain to improve.

Swashbuckler

Alt Swashbuckler Work in Progress

An expert and cunning fighter, suave and dashing.

LevelBABFortReflexWillFeatsSpecial
1+0+2+20Combat expertise, Combat reflexes(Human bonus feat: Defensive combat training), skilled fighter, skill mastery
2+1+3+30Improved disarmSkill mastery
3+2+3+3+1EvasionSkill mastery
4+3+4+4+1Improved tripSkill mastery
5+3+4+4+1Weapon focus (choose one)Skill mastery
6+4+5+5+2Weapon skill (choose one)Skill mastery

Class skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Intimidate, Knowledge (all), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim

COMBAT EXPERTISE

You can increase your defence at the expense of your accuracy.

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat manoeuvre checks to gain a +1 dodge bonus to your Defence. When your base attack bonus reaches +4, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

COMBAT REFLEXES

You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow you to use the Opportunist feat more than once per round.

DEFENSIVE COMBAT TRAINING

You excel at defending yourself from all manner of combat manoeuvres.

Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Manoeuvre Defence (see Combat).

IMPROVED DISARM

You are skilled at knocking weapons from a foe's grasp.

Prerequisite: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity if you fail a disarm combat manoeuvre. In addition, you receive a +4 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Manoeuvre Defence whenever an opponent tries to disarm you.

When your base attack bonus reaches +4, the CMD bonus granted by this feat increases to +4, and whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.

Normal: You provoke an attack of opportunity if you fail a disarm combat manoeuvre. Disarmed weapons and gear land at the feet of the disarmed creature.

EVASION (ROGUISH TALENT)

Your quick reflexes can get you completely out of harms way.

Prerequisite: Dexterity 15+, Base Reflex save +3

Benefit: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you may instead move as a free action to the nearest safe spot outside the area of effect and take no damage (if you stay in place, you take half damage on a successful save, as normal). This movement does not provoke attacks of opportunity. You may use evasion to move in this manner no more than your movement rate in any one round. Evasion can be used only if you are wearing light armour or no armour. If you are helpless, or unable to move freely, you do not gain the benefit of evasion.

IMPROVED TRIP

You are skilled at sending your opponents to the ground.

Prerequisite: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity if you a trip combat manoeuvre. In addition, you receive a +4 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Manoeuvre Defence whenever an opponent tries to trip you.

When your base attack bonus reaches +4, the CMD bonus granted by this feat increases to +4, and whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Normal: You provoke an attack of opportunity if you fail a trip combat manoeuvre. Creatures do not provoke attacks of opportunity from being tripped.

WEAPON FOCUS

You are more highly trained in the use of one type of weapon.

Prerequisite: Proficiency with selected weapon, base attack bonus +1.

Benefit: Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you can use ranged touch spells and abilities) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

WEAPON SKILL

You are skilled in the use of a certain weapon type.

Prerequisite: Weapon Focus, base attack bonus +1

Benefit: Select one weapon that you have applied Weapon Focus to. You gain a +1d4 enhancement bonus on damage rolls with that weapon.

While wielding the weapon in which you have Weapon Skill, you gain a +4 competence bonus to Intimidate checks made to demoralise opponents in combat.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Thief

A daring burglar, outwitting guards and fighting dirty.

LevelBABFortReflexWillFeatsSpecial
1+00+2+2Sneak attack, stealthy(Human bonus feat: Deft hands), skilled fighter, skill mastery
2+10+3+3Fast stealthSkill mastery
3+2+1+3+3Improved sneak attackSkill mastery
4+3+1+4+4Ledge walkerSkill mastery
5+3+1+4+4EvasionSkill mastery
6+4+2+5+5Greater sneak attackSkill mastery

Class skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (all), Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Swim

SNEAK ATTACK

You can use surprise to deliver precise and deadly attacks.

Prerequisite: Stealth 4 ranks or 1 + class bonus

Benefit: Deal 1d6 extra damage in certain circumstances.

If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage any time her target would be denied a Dexterity bonus to defence (whether the target actually has a Dexterity bonus or not), or when you flank your target. This extra damage is a +1d6 precision bonus to damage.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

You can sneak attack only creatures with discernible anatomies — oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

STEALTHY

You are good at avoiding unwanted attention and slipping out of bonds.

Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.

DEFT HANDS

You have exceptional manual dexterity.

Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.

FAST STEALTH

You can combine stealth with great speed.

Prerequisite: Stealth 5 ranks or 2 + class bonus, 16+ skill points

Benefit: You may move at full speed using the Stealth skill without penalty.

IMPROVED SNEAK ATTACK

Your surprise attacks are increasingly deadly.

Prerequisite: Stealth 6 ranks or 3 + class bonus, Sneak Attack

Benefit: As Sneak Attack, but the bonus damage increases to +2d6.

LEDGE WALKER

You are skilled at moving quickly on narrow surfaces.

Prerequisite: Acrobatics 5 ranks, 16+ skill points

Benefit: You may move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, you are not flat-footed when using Acrobatics to move along narrow surfaces.

EVASION (ROGUISH TALENT)

Your quick reflexes can get you completely out of harms way.

Prerequisite: Dexterity 15+, Base Reflex save +3

Benefit: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you may instead move as a free action to the nearest safe spot outside the area of effect and take no damage (if you stay in place, you take half damage on a successful save, as normal). This movement does not provoke attacks of opportunity. You may use evasion to move in this manner no more than your movement rate in any one round. Evasion can be used only if you are wearing light armour or no armour. If you are helpless, or unable to move freely, you do not gain the benefit of evasion.

GREATER SNEAK ATTACK

Your surprise attacks have the deadliest precision.

Prerequisite: Stealth 8 ranks or 5 + class bonus, Sneak Attack, Improved Sneak Attack

Benefit: As sneak Attack, but the bonus damage increases to +3d6.

Classes

six20 System

620badventurer.txt · Last modified: 2016/04/20 16:09 (external edit)