Adventurers seek excitement by performing daring acts of heroism and seeking lost or forbidden treasures. Some adventurers seek power, wealth, and social rank for their own sakes, while others endeavor to obtain these things to aid others, whether they are friends, strangers, the poor, or the downtrodden. While all adventurers enjoy the rush of adrenaline provided by their exploits, they can range in their personal outlooks from noble-hearted hero or staunch lawman, to unscrupulous infiltrators to dastardly bastards.
Role: Adventurers possess a knack for finding and obtain lost and hidden treasures. The adventurer’s capacity to meet challenges head on gives him an obsessive need to root out traps that prevent him from obtaining said treasures. They are highly skilled, allowing them to function in some capacities as a rogue, while maintaining the combat prowess of a frontline warrior. This makes adventurers highly useful and versatile both in and out of combat.
Hit Dice: d10.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit
worth 10 gp or less.
The adventurer’s class abilities are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.