Adventurer

Profession: Adventurer
Starting Gear: Leather Brigandine, Steel Dagger, Regional Map, 10 feet rope, hiker's backpack
Pay Rate: N/A
Starting Bonuses: 70 character points at character creation
Bonuses:
  • Starts with Space Saving at level 1 and Skillful Climbing at Level 1.
  • Perceive Race Max is increased by 10%, but not higher than 100.
Penalties:
  • Luck Race Max is decreased by 10%.
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.

Starting Bonuses and Penalties

You already know that playing as an adventurer grants you a leather brigandine, steel dagger, regional map, 10 feet rope, and a hiker's backpack, as well as 70 character points at character creation. However these are not the only benefit an adventurer receives.

Tier Levels and Costs to Acquire

Tier 1

  • Level 1: 25/50
  • Level 2: 50/100
  • Level 3: 75/150
  • Level 4: 100/200

Tier 2

  • Level 1: 50/100
  • Level 2: 75/150
  • Level 3: 100/200
  • Level 4: 125/250

Tier 3

  • Level 1: 75/150
  • Level 2: 100/200
  • Level 3: 125/250
  • Level 4: 150/300

Tier 4

  • Level 1: 100/200
  • Level 2: 125/250
  • Level 3: 150/300
  • Level 4: 175/350

Tier 5

  • Level 1: 125/250
  • Level 2: 150/300
  • Level 3: 175/350
  • Level 4: 200/400

Tier 6

  • Level 1: 150/300
  • Level 2: 175/350
  • Level 3: 200/400
  • Level 4: 250/450
  • Starts with Space Saving at level 1 and Skillful Climbing at level 1.
  • Perceive Race Max is increased by 10% but not higher than 100%.
  • Luck Race Max is decreased by 10%.

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.

Character Point Rate

Adventurer's are basically archaeologists. They like quests and exploring things, especially ancient ruins. Therefore, they focus on skills that help them explore and learn more about these places.

The Adventurer's character point rate is:
  • Mental x 0.01; with an additional +0.2 for every level past level 1 in Trap Knowledge (total of +0.6 bonus possible). 
  • An adventurer who gets Ignore Traps at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • An adventurer who gets Ignore Traps at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • An adventurer who gets at least 1 level in every explorer skill gets their End of Session Bonus as extra character points.
  • An adventurer's End of Session Bonus rate is your character point rate increased by 1/2 Perceive. So if your character point rate is 1.5 and your Perceive is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 

Skills

An adventurer needs to have a wide assortment of skills. Any skill that is listed below will have its costs cut in half.

Adventurer Skills Progression

adventurer.png

Adventurer Skills

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Carry 1 Power self 1 hour Normal Athletics Increase weight limit by 50% for 1 hour. N/A
Navigation N/A self instant Easy Perceive Can find where you are and nearest town based on what you see. N/A
Set Trap N/A area in front of you until trap is sprung Easy Stealth You can set traps. You will need to design your trap and have the needed materials. N/A
Trade N/A 1 item or service instant Normal Persuade +2 This skill allows you to trade items or services for items or services of equal or lesser value. N/A

Adventurer Growth

As you develop and master skills within your adventurer profession, you will become a more capable adventurer. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

Tier 1: Basic Adventurer

This is the tier level you start out as. The starting bonuses listed earlier apply here.

Tier 2: Novice Adventurer

To reach this tier, you must acquire all of the skills in the Traps Knowledge skill chain at level 1. As a novice adventurer you benefit from the following bonuses:

  • Increase Adventure Actions by x 1.5.
  • Add 15% Perceive to Perceive as a modifier.
  • +0.2 to Character Point rate

Tier 3: Skilled Adventurer

To reach this tier, you must acquire all of the skills in the Traps Knowledge skill chain at level 2. As a skilled adventurer you benefit from the following bonuses:

  • +10 to Detect
  • +0.2 to Character Point rate
  • Add 10% Perceive to Soul and Endurance as a modifier
  • You can see traps without needed to make a perception check.
  • Double Battle Movement rate

Tier 4: Master Adventurer

To reach this tier, you must acquire all of the skills in the Traps Knowledge skill chain at level 3. As a master adventurer you benefit from the following bonuses:

  • +10 to Perceive and Detect
  • +0.2 to Character Point Rate
  • Double World Movement rate

Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Warriors can open into the following combo professions: Enhancer.

  • Enhancer: Enhancer is a combo profession of Adventurer and Scholar

Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.

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