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- Description: A jack-of-all-trades, the Adventurer takes advantage of the general thieving skills on professional adventures into dungeon and wilderness settings. A prototypical dungeon-delving thief, he finds his home among other adventurers, aiding them in their quests for gold, power and glory.
- Requirements: Standard.
- Role: Adventurers usually serve in parties of brave adventurers of various classes. Their special skills are vital in supporting any successful expedition into a dungeon or wilderness area. The professional Adventurer is furthermore, preferred by many adventuring parties because he is much less likely than other thieves to betray or steal from his own companions. The successful Adventurer knows the value of trust and cooperation, while many a street thief has been raised on duplicity and (sometimes literal) backstabbing.
- Many Adventurers, are Neutral or Lawful. Few are Evil, and almost none are Chaotic Evil and survive for long, let alone prosper.
- Adventurers may be part of a thieves guild for easy access to equipment and training, but they tend to be independent and dislike guilds that have demands beyond a simple membership fee.
- Weapon Proficiencies: Standard.
- Nonweapon Proficiencies: Bonus: Appraising. Recommended: Alertness, Blindfighting, Boating, Cartography, Fast-talking, Information Gathering, Local History, Looting, Modern Languages, Sign Language, Tumbling.
- Skill Progression: Adventurer thieves tend to spread their skill improvements as evenly as possible to allow them to deal with the many different challenges the adventuring life presents. If there is any concentration, it is usually on opening locks or finding and removing traps since these skills are probably used most often. Adventurers seldom spend much time learning the Pick Pockets skill because they are more accustomed to fighting their way to treasure than lifting it from their enemies pockets.
- An Adventurers initial pickpockets skill is penalized by -15%, however his chance to find/remove traps (large and small) and open locks receive a +5% bonus.
- Equipment: Adventurers are typically very gadget-oriented, delighting in new ways to bypass monsters and raid their lairs.
- Additional Skill: An Adventurer thief may begin his career with knowledge of an additional thief skill, nine instead of the standard eight skills. He still receives the standard allocation of points (60 + 30 per level) to allocate to his various skills, but has more places to allocate the points.
- Improved Use of Scrolls: Association with wizards, priests and other spellcasters has its advantages. An Adventurer thief can attempt to use scrolls beginning at eighth level instead of tenth. His chance to read a scroll incorrectly is reduced to 20%.
- Additional Hit Points: Adventurers tend to be more sturdy than their less daring counterparts in the guilds. Theyre used to long marches and battling dangerous monsters. They learn to work closely with their companions and to anticipate deadly blows. To reflect the sturdiness of the Adventurer, he receives an additional hit point each level until he reaches 10th level.
- For example, a first level thief would roll 1d6+1 for his hit points at first level and then add hit points for high Constitution.
- Reaction Penalty: Adventurers are generally not accepted by guilds and guild members. They are considered unreliable at best and often not even allowed to join a guild. If the Adventurer manages to join a guild, other non-Adventurers in his guild will react to him with a -2 penalty. Non-Adventurer thieves from outside his guild react to him with a -4 penalty.
- In addition, Adventurers who manage to gain membership in a guild are expected to pay a guild fee equal to 10% of all treasure they collect while adventuring. Thieves who neglect paying this fee find their access to the guild halls denied, and sometimes become targets of assassination to make an example of the Adventurer.
- Reduced Followers: An Adventurer thief seldom has a chance to become the guildmaster of a local guild. Even if he decides to build his own stronghold, most thieves will be reluctant to join him for fear of retribution from a local guild or because they question his true ability as a thief. An Adventurer who builds a stronghold only receives half the ordinary number of followers (2d4).
- Backstab Ability Delayed: Outside the cutthroat environment of the guild, Adventurers dont learn the ability to backstab as quickly as their guild-member counterparts. They do not receive a damage multiplier when backstabbing until reaching fourth level. Thereafter, their ability will continue to increase as shown on Table 3.40: Adventurer Backstab Damage Multipliers, below. The maximum backstab multiplier for an Adventurer is quadruple damage.
Thiefs Level
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Damage Multiplier
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1-4
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5-8
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x2
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9-12
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x3
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13+
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x4
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