True Adventurer (Pathfinder Class)

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True Adventurer

You have traveled and picked up things along the way.

Making a True Adventurer

you can do it.

Abilities: Nothing you are just an adventurer.

Races: Any Humanoid

Alignment: any alignment.

Starting Gold: 10d4×10 gp (150 gp).

Starting Age: As fighter

Table: The True Adventurer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+0+0+0+0 True Adventurer Skill
2nd+1+0+0+0
3rd+1+1+1+1
4th+2+1+1+1
5th+2+1+1+1
6th+3+2+2+2
7th+3+2+2+2
8th+4+2+2+2
9th+4+3+3+3
10th+5+3+3+3
11th+5+3+3+3
12th+6/+1+4+4+4
13th+6/+1+4+4+4
14th+7/+2+4+4+4
15th+7/+2+5+5+5
16th+8/+3+5+5+5
17th+8/+3+5+5+5
18th+9/+4+6+6+6
19th+9/+4+6+6+6
20th+10/+5+6+6+6

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Hide (Dex), Jump(Str), Listen (Wis), Stealth (Dex), Perception (Wis), Survival (Wis), Swim (Str)


Class Features

All of the following are class features of the True Adventurer.

Weapon and Armor Proficiency: A True Adventurer is proficient with all Simple and Martial weapons and Light armor.

True Adventurer Skill (Ex): Pick a class ability from a class. It is now a class ability of your class and if based off of class levels, use your level. You gain a new true adventurer skill every level.



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gollark: I copied the SARS-CoV-2 source code into potatOS, actually.
gollark: Oh, are you being quarantined for potatOS?
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gollark: Impatient of them.
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