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 Description Sort by Description, Ascending Sort by Description, Descending Level Effects Sort by Level Effects, Ascending Sort by Level Effects, Descending Cost to Acquire Sort by Cost to Acquire, Ascending Sort by Cost to Acquire, Descending
Adventure Empowerment 5 Endurance Increase Adventurer Actions by 10% of Speed for 1d10 hours. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 2 skill

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

Breath Holding 5 Endurance Can hold breath for 1d4 +1 minutes, the 1d4 increases with level of mastery. Basically, with this skill you could hold your breath from 2 minutes to 5 minutes, at the first level of mastery.  Level 1: 1d4; 5 Endurance
Level 2: 2d4; 10 Endurance
Level 3: 3d4; 15 Endurance
Level 4: 4d4; 20 Endurance

This is a Tier 1 skill

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

Horsemanship N/A x3 your move rate on a horse instead of x2. Basically riding a horse doubles your movement rate. With this skill however, you have greater control over a horse and can triple your movement rate. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Ignore Traps 10 Soul Gives you a +10 to Luck that traps won't work on you. Let's say you accidentally set off a trap. With this skill, you have a chance that the trap simply won't work. You got lucky and ignored the trap. This skill takes effect over Trap Setting, so even if someone used Trap Setting with this skill you could still have the trap not work against you.  Level 1: +10 to Luck; 10 Soul
Level 2: +20 to Luck; 20 Soul
Level 3: +30 to Luck; 30 Soul
Level 4: +40 to Luck; 40 Soul

This is a Tier 4 skill

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

Lore 5 Soul Grants you knowledge of the basic lore of the area. With this skill you can know the basic history and folk tales of the area, granting you the knowledge a common citizen of the area would have. This could be useful for helping you to blend in as someone who lives there, or to give you some idea of what kind of dangers and rewards you might expect to find.  N/A - there's only 1 level.

This is a Tier 1 skill

Level 1: 25/50

Navigation N/A Can find where you are and nearest town based on what you see. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Racial Lore 5 Soul Grants you knowledge of races you encounter and their customs. This skill won't teach you their language, but it will make you aware of how the race typically reacts with outsiders and their customs and beliefs, which could help you not to get on their bad side. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Radiation Survival N/A 20% of Resistance to not be affected by radiation, increased by 10 per level of mastery Level 1: 20%
Level 2: 30%
Level 3: 40%
Level 4: 50%

This is a Tier 2 skill

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

Safe Footing N/A Ignore unstable terrain. Walking on loose rocks, floors that may collapse, or slippery ice may normally cause you difficulty. Not with this skill. With this skill you can walk on such surfaces as if it were normal ground. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Skillful Climbing 5 Endurance With this skill you can successfully climb different hard to climb obstacles. Your ability to climb and what you can climb depends upon your level of mastery in this skill. You must use this skill for each movement action in which you wish to climb. Level 1: Trees; 5 Endurance
Level 2: Mountains ; 10 Endurance
Level 3: Cliffs; 15 Endurance
Level 4: Walls; 20 Endurance

This is a Tier 1 skill

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

Space Saving N/A Increase the storage space by 15% per level of mastery. This increases the space that your storage devices can hold, whether it be bag, belt, or pocket. This is not for liquid storage, only for dry storage. Basically, you have learned how to pak things tighter and make more use of the available space that you can store more.  Level 1: 15% increase in storage space. 
Level 2:  30% increase in storage space.
Level 3:  45% increase in storage space.
Level 4:  60% increase in storage space.

This is a Tier 1 skill

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

Survival Skills N/A Have the skills to make camp fires, purify water, and make basic shelter. Basically, you have the basic knowledge to survive in the wilds. This is very helpful if you do not have enough clean water, rations, and a tent. With this skill you can make a lean-to or other basic shelter that would provide the same benefits of a tent, be able to drink water from around you without worry (unless it is very acidic or toxic), forage for food, and well, make a fire for warmth, security, and cooking. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Swimming While Armored 5 Endurance Lets you ignore armor weight while swimming. When you are swimming in deep water, if you are wearing armor, the GM may normally require you to make a strength check with some penalty to not sink. This skill allows you to ignore that and keep on swimming.  N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Trained Endurance N/A Decrease Soul or Endurance cost of skill (not spell) by 10% per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

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

Trap Knowledge 5 Soul Grants you knowledge of how traps work, giving you a +10 to Luck to disarm them. Because of this skill you understand traps better, this makes it more likely that you can disarm them without any issues thus the bonus. You still need to play out how you do so. Level 1: +10 to Luck to disarm traps safely; 5 Soul
Level 2: +20 to Luck to disarm traps safely; 10 Soul
Level 3: +30 to Luck to disarm traps safely; 15 Soul
Level 4: +40 to Luck to disarm traps safely; 20 Soul

This is a Tier 1 skill

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

Trap Setting 5 Soul Gives you +10 to Luck that your trap will work. Just because you set a trap doesn't mean that it will work or that the target will be caught by it. With this skill, you increase your odds that the trap will function as intended and that the target will be affected or caught by it. This is largely used out of battle, as you wouldn't have time to set a trap in battle, however, if you set the trap before battle and the trap is in the battle field, this skill's effect still plays out. You need to have the materials for the trap at hand, design the trap, and describe it and your intended effects. Level 1: +10 to Luck; 5 Soul
Level 2: +20 to Luck; 10 Soul
Level 3: +30 to Luck; 15 Soul
Level 4: +40 to Luck; 20 Soul

This is a Tier 2 skill

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

World Move Empowerment 5 Endurance Increase World Move Rate by 10% of Speed for 1 day. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 1 skill

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

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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