Abandoned ruins, secured locations, and tales of lost or hard-to-get treasure are like a siren’s call for the adventurer, whose penchant for getting into trouble gives him or her endless opportunities to develop potential that would otherwise remain untapped. Adventurers are a varied lot, as likely to find themselves exchanging witticisms in a social gathering as they are to swing from a dangling chain in a crumbling tomb. Depending on their personal preferences, they can specialize in particular areas, but one thing will always remain true: wherever they are, they can expect to run into trouble … even if they are not actively seeking it out.
Adventurers are flexibility personified. With no particular feature to distinguish them, they have the freedom to become whatever they want to be. They are not particularly strong or innately talented, but they make up for it with dedication and courage. They can learn any trade they want and become increasingly better at it as they grow in experience. During their adventures, they discover many things about themselves and can awaken abilities that lay dormant until then, surprising friends and foes alike with each new development. They have few limits except those that they set for themselves.
The adaptability that characterizes an adventurer helps him or her get along well with almost everybody, although this does not exempt personality clashes and romantic rivalries with other people without regard to their callings. Their insatiable thirst for excitement brings them closer to hot rods and gun bunnies. Sentai members and magical girls are natural trouble magnets and “trouble” may be the adventurer’s presence itself. They have no particular relationship with giant robots, tech geniuses, or dynamic sorcerers, but their oddities attract an adventurer’s curiosity. They adapt easily to the rest of the classes if they have a common interest, complicating each other’s existence just by being close.
Hit Die d4.
Ability Scores All ability scores are important to the adventurer. The most important ability depends on the character concept.
All non-combat skills are class skills for the adventurer.
Skill Points at 1st Level = (4 + Int Modifier) x 4
Skill Points at Each Additional Level = 4 + Int modifier
Note The power level of an adventurer is lower than that for all other classes, but the adventurer’s unrestricted gain of 5 Character Points each Level provides the greatest degree of flexibility. Consequently, the adventurer class balances well with other classes.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|+1||+0||+0||+0||+0||+5 Character Points|
|+2||+1||+0||+0||+0||+5 Character Points|
|+3||+1||+1||+1||+1||+5 Character Points|
|+4||+2||+1||+1||+1||+5 Character Points|
|+5||+2||+1||+1||+1||+5 Character Points|
|+6||+3||+2||+2||+2||+5 Character Points|
|+7||+3||+2||+2||+2||+5 Character Points|
|+8||+4||+2||+2||+2||+5 Character Points|
|+9||+4||+3||+3||+3||+5 Character Points|
|+10||+5||+3||+3||+3||+5 Character Points|
|+11||+5||+3||+3||+3||+5 Character Points|
|+12||+6/+1||+4||+4||+4||+5 Character Points|
|+13||+6/+1||+4||+4||+4||+5 Character Points|
|+14||+7/+2||+4||+4||+4||+5 Character Points|
|+15||+7/+2||+5||+5||+5||+5 Character Points|
|+16||+8/+3||+5||+5||+5||+5 Character Points|
|+17||+8/+3||+5||+5||+5||+5 Character Points|
|+18||+9/+4||+6||+6||+6||+5 Character Points|
|+19||+9/+4||+6||+6||+6||+5 Character Points|
|+20||+10/+5||+6||+6||+6||+5 Character Points|