After the Warrior the Adventurer follows.
I have build 3 classes and this was probably the most difficult to construct. I had the picture of Indiana Jones, Quatermain and a bit of Lara Croft in my head and somehow had to come up with a d20 class which would live up to these characters. The Adventurer was constructed by combining the Fast and the Dedicated Hero. So you can probably guess that this is the only class which combines a physical with a mental attribute. Dexterous and wise doesn't sound so bad if you want to have a two word description of Mr. Jones, doesn't it?
A second inspiration was the Five-Man Band of TV Tropes. You see RPG is a team sport. At least cooperation plays a big part in it, but Indiana works most of the time alone. So when I design something like a class, I always think about which part of the Five Man Band this class should cover per default. Of cause, you could always have another part covered in your specific round or work with a completely different type of group dynamic.
The TV tropes Hero was the role I had in mind when I designed the Adventurer. So his stats are average in most cases except for the defense, which origins from the Fast hero but that is – at least in my opinion – rather fitting for an action movie hero. Since the Lancer is often similar to the Hero this class could be a good choice for him. Perhaps the Lancer would have some level in Warrior since he is often a slightly better fighter than the Hero.
Since I utilized the d20 Spellslinger Base Attack Bonus progression, the Adventurer has the possibility to take feats with a +1 BAB prerequisite starting from the first level. Something that neither the Fast nor the Dedicate hero could do. So when you use these basic classes you will see these combat oriented feats more frequent than in the original d20 modern.
Hit Die: 1d8
Action Points: Adventurer gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Adventurer’s class skills (and the key ability for each skill) are:
Balance (Dex), Craft (mechanical, pharmaceutical, visual art, writing) (Int), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Hide (Dex), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Survival (Wis), Treat Injury (Wis), and Tumble (Dex).
Also, the starting occupation selected can provide additional class skills to choose from.
Skill Points at 1st Level: (5 + Int modifier)x4.
Skill Points at Each Additional Level: 5 + Int modifier.
Starting Feats: In addition to the two feats all characters get at 1st level, a Adventurer begins play with the Simple Weapons Proficiency feat.
Bonus Feats: At 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, the Adventurer gains a bonus feat. The Adventurer must meet any prerequisites.
Talents: At 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level, the Adventurer selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Defensive Talent Tree
The Adventurer gains the ability to improve his or her innate defensive talents as the hero attains new levels.
Evasion: If the Adventurer is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Uncanny Dodge 1: The Adventurer retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
Uncanny Dodge 2: The Adventurer can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1.
Defensive Roll: The Adventurer can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Adventurer can attempt to roll with the damage.
An Adventurer spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Adventurer must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Adventurer’s evasion talent doesn’t apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.
Opportunist: The Adventurer can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Adventurer’s attack of opportunity for that round. Even a Adventurer with the Combat Reflexes feat can’t use this talent more than once per round.
Increased Speed Talent Tree
The Adventurer can increase his or her natural base speed.
Increased Speed: The Adventurer’s base speed increases by 5 feet.
Improved Increased Speed: The Adventurer’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.
Advanced Increased Speed: The Adventurer’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.
Empathic Talent Tree
The Adventurer’s innate talents give him or her a great capacity for empathy.
Empathy: The Adventurer has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s basic will save.
Improved Aid Another: The Adventurer’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.
Intuition: The Adventurer has an innate ability to sense trouble in the air. The Adventurer can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the hero’s basic will save.
Healing Talent Tree
The Adventurer has a talent for healing.
Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.
Healing Touch 1: The Adventurer’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.
Prerequisites: Healing knack
Healing Touch 2: The Adventurer’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.
Prerequisites: Healing knack, healing touch 1.
Insightful Talent Tree
The Adventurer’s innate insightfulness serves her well.
Skill Emphasis: The Adventurer chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.
Aware: The Adventurer is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.
Prerequisites: Skill emphasis.
Faith: The Adventurer has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Adventurer to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.
Prerequisites: Skill emphasis.
Cool Under Pressure: The Adventurer selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Adventurer can take 10 even when distracted or under duress.
Prerequisites: Skill emphasis plus either faith or aware.
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D20 modern und alle verbundenen Namen sind Geistiges Eigentum von Wizards of the Coast und urheberrechtlich geschützt. Diese Elemente wurden inoffiziell und ausschließlich als Referenz zitiert ohne die Absicht damit verbundene Rechte anzufechten und ohne eine Billigung durch den Rechteinhaber zu implizieren. Andere Inhalte dieses Artikels werden unter folgender Lizenz veröffentlicht: Open Gaming License.