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		<id>http://www.dandwiki.com/w/api.php?action=feedcontributions&amp;user=Crashpilot&amp;feedformat=atom</id>
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		<updated>2013-05-20T00:11:25Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)</id>
		<title>Talk:Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)"/>
				<updated>2011-03-04T03:04:43Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Abandoned, almost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rating ==&lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because it is obviously balanced. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it is very easy to understand. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because interwiki linking is very good all around, and, while the preload isn't filled out, it's still present, and the creator of this class intends to fill it out eventually. (Also, LD, you have a red link in there). &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a 5 out of 5 because honestly, I love the fact that this class feels like a rogueish character without having to have all that sneak attack baggage being carried around with them. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power''' - 5/5, I thought the class was well balanced with the bard. Giving up the magical songs for abilities that were equally useful(like uncanny dodge, or skill mastery).&lt;br /&gt;
&lt;br /&gt;
'''Wording''' - 3/5, The grammar had some slight problems. There were a few a's, that should have been an's, and there were some singulars, that should have been plurals. But overall I thought the meaning of the words was reasonably clear(there was some slight confusion, but nothing major).&lt;br /&gt;
&lt;br /&gt;
'''Formatting''' - 3/5, The page had tables laid out and the like. But it jumped back in between classes in a confusing way. &amp;quot;An Adventurer begins play knowing four 0-level spells of your choice. At most new Bard levels, he gains 1 or more new spells,&amp;quot; I'm not sure whether it's talking about Bards or Adventurers. It makes me feel like the author copied and pasted some selections from the Bard spell rules, and dropped it in; because he was too lazy to rewrite the system for Adventurer.&lt;br /&gt;
&lt;br /&gt;
'''Flavor''' - 2/5, The class had no background, or description. There were several key things people like to know about when they see a class. Such as which abilities are important, or what alignment the class generally is. Despite the classes complete lack of description of any kind; I could tell the general idea of what the author was going for.&lt;br /&gt;
&lt;br /&gt;
== Abandoned, almost ==&lt;br /&gt;
&lt;br /&gt;
This class has not been edited for more then a year while large pieces of information are missing. The information states grammar and spelling only but by now it may be safe to assume that the original author may not finish this class at all. I took the liberty to add missing information and some lore without changing any functionality to my best of abilities.--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
Also the epic levels are a bit unclear to me, one could just proceed in the same manner as before gaining more stackable skills but I feel that this might make the adventurer a bit boring at that point. Any ideas?--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
How should I see adaptation, I am unsure what is meant by this frase in the last section that describes Adventurers in the game.--[[User:Crashpilot|Crashpilot]] 07:49, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
And as for the last question, how do you import the standard NPC template? Or should I create a NPC at the NPC section and somehow link it to this page?? The helpfiles are not clear about that or I have failed to look in the right section.--[[User:Crashpilot|Crashpilot]] 08:13, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:In my opinion, [[Template:Abandoned]] does not fit this article (now, especially).&lt;br /&gt;
:The section &amp;quot;Adaption&amp;quot;, I believe, is how the class can fit into settings.  This is unique from the main &amp;quot;in the game&amp;quot; text as that is universal, and this covers specific setting options.&lt;br /&gt;
:To make an NPC see also [[3.5e NPCs]], and then transclude it here.  However, I have not required an NPC for a class to be without improving, reviewing, and removing article templates as I thought that was asking a bit much.  Of course, yes, they should have them.  --[[User:Green Dragon|Green Dragon]] 16:50, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::I agree, my title for the comment is a bit confusing, I meant more to say that it is clearly abandoned but it is almost finished. Also I have taken some personal interest in this class becouse it can be used nearly anywhere and will make nice NPC's so I decided to addopt it if the original owner does not mind.--[[User:Crashpilot|Crashpilot]] 20:04, 3 March 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aura_Knight_(3.5e_Class)</id>
		<title>Aura Knight (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aura_Knight_(3.5e_Class)"/>
				<updated>2011-03-03T18:17:10Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|This class is incomplete but close to finishing, it needs a sample NPC and Game information}}&lt;br /&gt;
{{Design Disclaimer|3.5e}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=Aura_Knight.JPG&lt;br /&gt;
|imgloc=Bottom&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=Good will always prevail...&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Idea (60%)&lt;br /&gt;
|editing=None&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Given guidance by the gods, the Aura Knight strives to fight for their god, using a variety of different AoE abilities on their paths.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Making an Aura Knight===&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Aura Knights are Cleric varients, as well as a hybrid idea from the class [[Aura_Guardian_(3.5e_Class)|Aura Guardian]] on the Homebrew section, their primary stats are going to be [[SRD:Wisdom|Wis]], [[SRD:Strength|Str]], and [[SRD:Constitution|Con]]. With their secondary stats being [[SRD:Intelligence|Int]] and [[SRD:Charisma|Cha]] and their Dump stat being [[SRD:Dexterity|Dex]]. Now I know that this isn't going to make sence immediatly, but just keep reading.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' As per chosen Diety.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp (150 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Special (Any aslong as the Dm allows it, remember these are people that fight for the gods, so usually they are older, but there are always exceptions.)&lt;br /&gt;
&lt;br /&gt;
===The Aura Knight===&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Aura Knight}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Auras of Faith|Auras of Faith]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Forced Chanting|Forced Chanting]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diving Helper|Divine Helper]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Chanting|Chanting]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8+3 || +6 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9+4 || +6 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dual Auras|Dual Auras]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +8 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Powered Chanting|Powered Chanting]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +8 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +9 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +10 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +10 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +11 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +12 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aura of Absolution|Aura of Absolution]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Guardian.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Aura Knights are proficient with all Simple and Martial Weapons, aswell as all Armor (Light, Medium, &amp;amp; Heavy) and Shields (including tower shields). The Aura Knight is also proficient with one exotic weapon of their choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Auras of Faith }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''''' Aura Knights fight to uphold theirs dieties beliefs and in doing so gain AoE (Area of Effect) abilities, Auras, to assist them and their party, or harm their enemy. The range of this Aura extends to 20ft + 5ft per Aura Knight Level. Only 1 Aura can be active at a time.&lt;br /&gt;
&lt;br /&gt;
All Concentration checks are equal to 10 + damage delt unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
====Auras====&lt;br /&gt;
Auras are Area of Effect abilities that are constant aslong as the Aura is in Effect, I.E. the user has chosen to use it. the DC for any saves allowed while in the aura is equal to (10 + Aura Knight Level + Wisdom Mod). Saves are only allowed for specific effects, you cannot dodge the effects of the aur while in its radius, unless they are disignated below with a Save allowed for /\/\/\/ ability.&lt;br /&gt;
&lt;br /&gt;
'''Concecration Aura''' lvl 1 - The Aura Knight effects the area within their Aura with either negative or Positive energy(At the users choice), aswell effect those who the user chooses. I.E. Positive energy healing your party and harming undead. This Aura deals 1D4 per 4 Levels of Aura Knight to a maximum of 4D4, for every other level gained beyond reaching 4D4(12th Level), this aura gains +1 damage. 10Ft +5ft / 3 lvls of Aura Knight Light Radius at will of user.&lt;br /&gt;
&lt;br /&gt;
'''Aura of Practice''' Lvl 1 - All Party gain +1 to all Class Skills / 2 Aura Knight Levels + Aura Knight Wisdom Mod. If any of these skills are used in combination, to Prevoke, or invite a Hostile act, or a Hostile act occurs while this aura is active(Either to/from the party), the effects of the aura are negated.&lt;br /&gt;
&lt;br /&gt;
'''Fire Aura''' - Lvl 1 - 1D4 fire to all Hostile Creatures in the Aura, 10% chance to ignite Creature or object at will of user(Save Allowed, Reflex to Extinguish the Fire once ignited, Minimum 1 Round on fire), 5 Fire Res to all Party.&lt;br /&gt;
lvl 15- &amp;quot;Inferno Stride Aura&amp;quot; (Upgraded), 1D8 Fire Damage / 5 Aura Knight Levels to all Hostile creatures within the Aura, 50% chance to ignite creature or object at will of user (Save Allowed, Reflex to Extinguish the Fire once ignited, Minimum 1 Round on fire.), Immunity to Fire is given to party. This Ability can be used to ignite weapons, doing so allows for the weapon to do an additional 1D6 Fire damage, until the flame is extinguished, doing so also deals 1D6 Fire damage to the weapon. If a weapon is destroyed in this manor it must be reforged, and is otherwise worthless.&lt;br /&gt;
&lt;br /&gt;
'''Ice Aura''' - lvl 2 - 1D4 Ice to all Hostile Creatures in the Aura, 10% Chance to Freeze Creature or Object at the will of user(Save Allowed, Fortitude to Defrost the Ice once Frozen, Minimum 1 Round Frozen), 5 Resistance to Cold.&lt;br /&gt;
lvl 16- &amp;quot;Blizzard&amp;quot; (Upgraded) 2D4 / 5 Aura knight Levels to a max od 6D4, Addition +1 bonus per level beyond max, 50% Chance to Freeze creature or object at the will of user(Save Allowed, Fortitude to Defrost the Ice once Frozen, Minimum 1 Round Frozen), Immunity to Cold. This Ability can be used to freeze weapons, doing so allows for the weapon to do an additional 1D6 ice damage, until the weapon is thawed, doing so also deals 1D6 ice damage to the weapon. If a weapon is destroyed in this manor it must be reforged, and is otherwise worthless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Protection Aura''' lvl 5 - +1 / 4 Lvls of Aura Knight to AC, +1 / 4 Lvls of Aura Knight to Hit, Light Fortification at Level 10, Medium Fortification at level 15, Heavy Fortification at lvl 20. +1 Resistance to all elements /3 levels past lvl 8.&lt;br /&gt;
&lt;br /&gt;
'''Shadow Aura''' Lvl 6 - All Friendly people or creatures within Aura gain low light vision, Blind Fight, Darkvision 60ft, and +10 to Hide at will of user. &lt;br /&gt;
lvl 12 - &amp;quot;Darkwalker&amp;quot; (Upgraded) All Friendly people or creatures within Aura gain Hide in Plain Sight, Shadow Jump 25Ft. (Combine)&lt;br /&gt;
&lt;br /&gt;
'''Power Aura''' lvl 10 - +1 to [[SRD:Strength|Strength]], [[SRD:Dexterity|Dexterity]], and [[SRD:Constitution|Constitution]] / 3 Aura Knight Levels.&lt;br /&gt;
&lt;br /&gt;
'''Knowledge Aura''' lvl 10 - +1 to [[SRD:Intelligence|Intelligence]], [[SRD:Wisdom|Wisdom]], and [[SRD:Charisma|Charisma]] / 3 Aura Knight Levels.&lt;br /&gt;
&lt;br /&gt;
'''Manifestation Aura''' Lvl 10 - If the Aura Knight has any levels in another class that has spells or abilities, they can try to manifest those abilities into this aura, as many abilities can be manifested into this aura as wanted so long as the Aura Knight is Chanting and can make both his checks. Must make an Auric Knowledge check DC = 10 + Highest Spell or Ability level + 3 + 2 per additional ability(+1 per level of all spells), Followed by a spellcraft check should spells be involved = to the normal spellcraft DC for spellweaving, (Making New Spells by combining previously existing ones.) or a Concentration Check DC= 10 + 8 + 4 per every additional ability beyond the first. &lt;br /&gt;
&lt;br /&gt;
'''Fear Aura''' lvl 11 - Party gains Immunity to Fear Effects, All party members gain a Frightful Presence DC= Aura Knight Aura DC. &lt;br /&gt;
&lt;br /&gt;
'''Aura of Sustainance''' Lvl 12 - Party becomes uneffected by time(for purposes of aging, thus is your were venerable, you are still venerable, but if you become verable you wont change until the aura is despelled or changed.), does not need to eat, sleep, drink, or breath.&lt;br /&gt;
&lt;br /&gt;
'''Spellfighting Aura''' lvl 12 - Gain Spell Resistance = Aura Knight level + Wisdom Score(Not Mod).&lt;br /&gt;
lvl 18 - &amp;quot;Anti-Magic Aura&amp;quot; (Upgraded) The Aura of the Aura Knight is treated asif it were the Anti-Magic Zone spell.&lt;br /&gt;
&lt;br /&gt;
'''Aura of Freedom''' lvl 18 - All members of the party in this Aura are under the effects of Frredom of Movement(This Aura takes up 2 Auras, thus it can be the only one active.&lt;br /&gt;
&lt;br /&gt;
'''Aura of Speed''' lvl 15 - Increase base movement speed by 60ft.&lt;br /&gt;
lvl 20 - &amp;quot;Hastened Step&amp;quot; (Upgraded) Everyone in the area of effect is under the effects of the haste spell at the will of the user.&lt;br /&gt;
&lt;br /&gt;
'''Crusaders Aura''' lvl 20 - Extra Attack at Highest Attack Bonus, Double Threat Range, +4 to Confirming Criticals.&lt;br /&gt;
&lt;br /&gt;
====Chanting====&lt;br /&gt;
The Aura Knight can chant to highten the abilities of his Aura, Extend its range, and shape some of its abilities.&lt;br /&gt;
While chanting the Aura Knight cannot move or attack, and is treated asif flat footed, but is also treated asif in total defense. Should the Aura Knight move or attack the chanting effects stop. The Aura Knight must make a Concentration check every time he is hit. DC = 10 + Damage Delt or the Effects of his chanting are negated and his Aura is Degenerated.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Forced Chanting}}''' - The Aura Knight cannot control the power if his aura while chanting, taking .5 temp con damage per round of chanting, this damage heals as if it were regular damage, as opposed to ability damage. aswell as having to make a Concentration check every round that he takes damage. Should he fail this Conc check the Aura Knight's Aura will stop, and he will take 1D6 Temp Con damage, again this damage is healed asif regular damage. DC= 10 + Aura Level + 1 per round of chanting. The Aura Knight can stop chanting at anytime, doing this is not the same as failing a conc check and does not result in damage or failure to generate an aura.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chanting}}''' - The Aura Knight can Chant his Heart and Personal Energy into his Auras, Increasing all the Benifits by Either +1, Die Type increase, 50%, or An addition effect, Whichever is applicable. The Aura Knight gets an additional bonus at every 15 past the first 10 Auric Knowledge check, I.E. DC = 10,25,40,55,70,85,100 each time that Dc is met an additional bonus is applied. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Powered Chanting}}''' - The Aura Knight begins to become empowered by any form of chanting. In cases like this he would benifit from all forms of chanting I.E. Any magical or supernatural sound based ability, Bardic music, things of that sort (So long as it is vocal based. To determine the bonuses that other players or NPCs might give they are considered 1/2 their Player Level as Aura Knight. so 10th lvl bard = 5th level aura knight, bonuses are the same as chanting. This ability is always active, even if the aura knight himself is not chanting. in cases like this the DC = +10 for any bonuses on a Perform Check(Vocal) or whatever related skill would apply depending on the class.&lt;br /&gt;
&lt;br /&gt;
===={{#anc:Divine Helper}}====&lt;br /&gt;
The Aura Knight gains a gift from their god, in 1 of 3 forms: Protection, Special Mount, or an Animal Companion. the user can pick which of the 3 he gets, but the DM rolls for what he will get in the end. &lt;br /&gt;
&lt;br /&gt;
Protection - His God grants the Aura Knight with a gift of Armor, Shield, and Weapon. These Items level up at the same rate as a Special Mount, starting a a +1 enchantment bonus and 1 ability at 5th, next is +3 with 3 at 10th and ending with +5 and 5 abilities at 15th, for each item. The Aura Knight can Pray for 1 Week to have the abilities of these items transfered into a New Vessel, I.E. moving from a regular steel set of Full Platemale to a Mithral set of masterwork platemail.&lt;br /&gt;
&lt;br /&gt;
Animal Companion - Allowances are as Level of Aura Knight, roll or pick off of the Ranger tables.&lt;br /&gt;
&lt;br /&gt;
Special Mount - Most commonly a horse, but can be any special mount that the DM allows. levels as a paladin mount.&lt;br /&gt;
&lt;br /&gt;
===={{#anc:Dual Auras}}====&lt;br /&gt;
The Aura Knight Gains such control over his auras that when not chanting the Aura Knight can have 2 Auras active, Should the Aura Knight Start chanting of any form, he will lose the effects of the second aura until the chanting stops. Every time the Aura Knight takes damage, he must succeed on a Concentration Check in order to maintain both auras.&lt;br /&gt;
&lt;br /&gt;
===={{#anc:Aura of Absolution}}====&lt;br /&gt;
This Aura is not effected by the Dual Aura Ability. The Aura of Absolution allows the Aura Knight and Anyone that his Aura effects to Void 1 damaging effect / per (1/4 Aura Knight Levels) days, only one act can be nulled per day/player effected by the aura, this calculation is for how regularly the Aura Knight an use this ability. How it works - A Player can designate once something happens to null it, once nulled it it spent, it cannot be taken back, and cannot be transferred, the Null works for 1 full round. In such cases as falling from the sky to the ground, the palyers can null all damage from the fall, being incinerated by a Breath weapon, or being desintigrated, All Nulls must be announced before any saves are rolled, and must be confirmed by the DM(Meaning that Dm acknowledges that you are using the Null. Not that the DM Allows it to happen). Yes you use it less the stronger you become.&lt;br /&gt;
&lt;br /&gt;
====Ex-Aura Knights====&lt;br /&gt;
&lt;br /&gt;
An Aura Knight who grossly violates the name of his god loses auras and class features, except for armor, shield, and weapon proficiencies. He cannot thereafter gain levels as an Aura Knight of that god until he atones (see the [[SRD:Atonement|atonement]] spell description).&lt;br /&gt;
&lt;br /&gt;
====Epic Aura Knights====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Guardian}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | [[#Meta-Aura|Meta-Aura]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | [[#Meta-Aura|Meta-Aura]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | [[#Meta-Aura|Meta-Aura]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | [[#Meta-Aura|Meta-Aura]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | [[#Meta-Aura|Meta-Aura]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Meta-Aura}}''' - The Epic Aura Knight can take any metamagic feat and apply it to all his Auras, as if they were spells(Quicken Spell, and Automatic Quicken Spell only make it so your aura can be activated as a free action.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;-Sample race of your choice-&amp;gt; &amp;lt;-class name-&amp;gt; Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-Weapon selection for starting at 1st level with this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-1st-level feat selection-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' &amp;lt;-Starting armor and other equipment outside of weapons.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' &amp;lt;-Starting gold using this package.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
Aura Knights are commonly seen as Crusaders, but on rare occasions, they are seen as Profets, mesangers from god guiding the wicked ways of man, some are seen as ruthless warriors, it really depends who the aura knight prays to and how strongly they fight for them.&lt;br /&gt;
&lt;br /&gt;
====Playing an Aura Knight====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Aura Knights can be any range of extreme, from the everyday person who believes in a god and lives their lives along a directed path. others are zealots or evangelists claiming that their path is the only path and everyone else is insane for believing in something that does not exist. an aura knight is essentially played like a cleric and can be treated as one.&lt;br /&gt;
&lt;br /&gt;
====Aura Knights in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
Depending on the god that the Aura Knight prays to things change, some will be praying and chanting in a war hospital while having their concecration aura active healing everyone around them, others will be doing the opposite, fighting along side a horde of undead using concecration to heal their undead allies. some use their auras for fighting other, for everyday tasks. they are seen as clercs but nowhere near as common.&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to PCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;-class name-&amp;gt; Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;-pluralized class name-&amp;gt; in the Game ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL &amp;lt;!-- EL Number --&amp;gt;:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User:Crashpilot</id>
		<title>User:Crashpilot</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:Crashpilot"/>
				<updated>2011-03-03T18:15:07Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Currently addopted, or finishing projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My information ==&lt;br /&gt;
&lt;br /&gt;
===Personal information===&lt;br /&gt;
Signature: [[User:Crashpilot|Crashpilot]] 07:32, 22 February 2011 (MST)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male &amp;lt;br /&amp;gt;&lt;br /&gt;
Age: 28 &amp;lt;br /&amp;gt;&lt;br /&gt;
Nationality: Dutch &amp;lt;br /&amp;gt;&lt;br /&gt;
Languages: Dutch, English, French, Spanish(fair), German(fair)&lt;br /&gt;
Profession: Electronical Engineer, System control developer. &amp;lt;br /&amp;gt;&lt;br /&gt;
Interrests: Boardgames, Movies, Computer science and programming.&lt;br /&gt;
&lt;br /&gt;
===Game history===&lt;br /&gt;
I am an addict when it comes to D&amp;amp;D, and I love to play it or host a game together with a group of friends. But what I realy like to do&lt;br /&gt;
is to create new content for the game. I love spending time creating new races, classes and mechanics that will improve gameplay. For example&lt;br /&gt;
I realized that the two weapon fighting is a seriously underpowered and in my eyes it is broken. The only class that would make sense to use it &lt;br /&gt;
for would be the assasin / rogue as they deal extra damage when sneak attacking. So I had to fix it and I created a two weapon fighting class that would give this fighting style some more love.&lt;br /&gt;
&lt;br /&gt;
==Custom made classes and items==&lt;br /&gt;
&lt;br /&gt;
===Personal constructed classes:===&lt;br /&gt;
Blade Master : Two weapon fighting class with kickass combo system. (Currently being tested in a campain, may still need balancing)&amp;lt;br /&amp;gt;&lt;br /&gt;
Knight of the sun : Unfortunatly the abriviation (KotS) means puke in dutch... A warrior class that uses fire and light as added abilities&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow Dancer : A rogue-ish class using shadow portals as its main combat feat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hoplite : A warrior class using spear throwing and poking fun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Re-Animator : A wizard like class using reanimated bones as walking spells. This one was a lot of fun to play especially when roleplaying.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gladiator : Guess :P, an exotic arms fighter class. This one was the least fun to play so far, too much fighter like.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as we all know fighters can bash some heads hard and basically it ends there)&amp;lt;br /&amp;gt;&lt;br /&gt;
Battle cleric: A prestige class sacrificing the ability to cast high level spells while enhancing the dificulty ratings for the spells that it may cast.&lt;br /&gt;
&lt;br /&gt;
===Personal constructed races:===&lt;br /&gt;
[[Half-Dead (3.5e Template)]]: Nice undead template that allows for some interesting mechanics. (Testing this as soon some character of mine dies in play :P)&lt;br /&gt;
&lt;br /&gt;
===Personal constructed other:===&lt;br /&gt;
[[Soul Reaper (3.5e Equipment)]]: Weapon that slowly becomes a big threat to enemy and wielder. Originally it was a greatsword but the scyte fits better.&amp;lt;br /&amp;gt;&lt;br /&gt;
Book of random magic : A spellbook with 20 charges, each charge casts a spell randomly but never twice the same one, at the end you do not know what will happen if you use it. (This has deliverd quite a bit of fun when they casted it on theirselves hoping for a buff while a fireball was the result they did not expect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And many other items that I admittantly gave to the players too soon making them extremely powerfull and extremely squishy at the same time. This was my first large mistake that I made when hosting a game as DM for the first time.&lt;br /&gt;
&lt;br /&gt;
==Final notes==&lt;br /&gt;
I havent had the time to post these constructed races, classes or items in the homebrew channel but hopefully I will find the time soon to post them there. If you have any remarks or questions please post them at the discussions page.&lt;br /&gt;
&lt;br /&gt;
==Currently addopted, or finishing projects==&lt;br /&gt;
Must fix, I am working the list of unfinished classes and any that catch my interest I will try to complete as good as I can.&lt;br /&gt;
&lt;br /&gt;
[[Adventurer (3.5e Class)]] :Current fixing project&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Aura Guardian (3.5e Class)]]: Next on the list.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User:Crashpilot</id>
		<title>User:Crashpilot</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:Crashpilot"/>
				<updated>2011-03-03T18:14:35Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My information ==&lt;br /&gt;
&lt;br /&gt;
===Personal information===&lt;br /&gt;
Signature: [[User:Crashpilot|Crashpilot]] 07:32, 22 February 2011 (MST)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male &amp;lt;br /&amp;gt;&lt;br /&gt;
Age: 28 &amp;lt;br /&amp;gt;&lt;br /&gt;
Nationality: Dutch &amp;lt;br /&amp;gt;&lt;br /&gt;
Languages: Dutch, English, French, Spanish(fair), German(fair)&lt;br /&gt;
Profession: Electronical Engineer, System control developer. &amp;lt;br /&amp;gt;&lt;br /&gt;
Interrests: Boardgames, Movies, Computer science and programming.&lt;br /&gt;
&lt;br /&gt;
===Game history===&lt;br /&gt;
I am an addict when it comes to D&amp;amp;D, and I love to play it or host a game together with a group of friends. But what I realy like to do&lt;br /&gt;
is to create new content for the game. I love spending time creating new races, classes and mechanics that will improve gameplay. For example&lt;br /&gt;
I realized that the two weapon fighting is a seriously underpowered and in my eyes it is broken. The only class that would make sense to use it &lt;br /&gt;
for would be the assasin / rogue as they deal extra damage when sneak attacking. So I had to fix it and I created a two weapon fighting class that would give this fighting style some more love.&lt;br /&gt;
&lt;br /&gt;
==Custom made classes and items==&lt;br /&gt;
&lt;br /&gt;
===Personal constructed classes:===&lt;br /&gt;
Blade Master : Two weapon fighting class with kickass combo system. (Currently being tested in a campain, may still need balancing)&amp;lt;br /&amp;gt;&lt;br /&gt;
Knight of the sun : Unfortunatly the abriviation (KotS) means puke in dutch... A warrior class that uses fire and light as added abilities&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow Dancer : A rogue-ish class using shadow portals as its main combat feat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hoplite : A warrior class using spear throwing and poking fun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Re-Animator : A wizard like class using reanimated bones as walking spells. This one was a lot of fun to play especially when roleplaying.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gladiator : Guess :P, an exotic arms fighter class. This one was the least fun to play so far, too much fighter like.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as we all know fighters can bash some heads hard and basically it ends there)&amp;lt;br /&amp;gt;&lt;br /&gt;
Battle cleric: A prestige class sacrificing the ability to cast high level spells while enhancing the dificulty ratings for the spells that it may cast.&lt;br /&gt;
&lt;br /&gt;
===Personal constructed races:===&lt;br /&gt;
[[Half-Dead (3.5e Template)]]: Nice undead template that allows for some interesting mechanics. (Testing this as soon some character of mine dies in play :P)&lt;br /&gt;
&lt;br /&gt;
===Personal constructed other:===&lt;br /&gt;
[[Soul Reaper (3.5e Equipment)]]: Weapon that slowly becomes a big threat to enemy and wielder. Originally it was a greatsword but the scyte fits better.&amp;lt;br /&amp;gt;&lt;br /&gt;
Book of random magic : A spellbook with 20 charges, each charge casts a spell randomly but never twice the same one, at the end you do not know what will happen if you use it. (This has deliverd quite a bit of fun when they casted it on theirselves hoping for a buff while a fireball was the result they did not expect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And many other items that I admittantly gave to the players too soon making them extremely powerfull and extremely squishy at the same time. This was my first large mistake that I made when hosting a game as DM for the first time.&lt;br /&gt;
&lt;br /&gt;
==Final notes==&lt;br /&gt;
I havent had the time to post these constructed races, classes or items in the homebrew channel but hopefully I will find the time soon to post them there. If you have any remarks or questions please post them at the discussions page.&lt;br /&gt;
&lt;br /&gt;
==Currently addopted, or finishing projects==&lt;br /&gt;
Must fix, I am working the list of unfinished classes and any that catch my interest I will try to complete as good as I can.&lt;br /&gt;
&lt;br /&gt;
[[Adventurer (3.5e Class)]] :Current fixing project&lt;br /&gt;
[[Aura Guardian (3.5e Class)]]: Next on the list.&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aura_Guardian_(3.5e_Class)</id>
		<title>Aura Guardian (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aura_Guardian_(3.5e_Class)"/>
				<updated>2011-03-03T18:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needsbalance|See talk.}}&lt;br /&gt;
{{Stub|This page has a good start but is missing multiple items from the standard format for classes, it requires a sample NPC and starting package}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=2&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=2.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=2.5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status= starting updating as of November 24th, 2009&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=An armored soldier who protects his companions with a variety of boon-giving auras.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
[[Image:Guardian.jpg|thumb|A Guardian.]]&lt;br /&gt;
===Making a Guardian===&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Guardians spend their time defending others in the party, so a high CON is key.  Also having a high STR will aid in fending off the enemies that are on the assault.  &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp (150 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Guardian}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Guardian Aura, Aura bonus +1&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Swift Aura&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Aura bonus +2&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +5 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Stable Aura&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Extend Aura&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Aura bonus +3&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Special Mount&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +8 || +8 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swiftest aura&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Dual Aura&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +9 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Aura bonus +4&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Negative Aura&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +11 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Aura Burst&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +12 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Mystic Transfer&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +12 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Aura bonus +5, Final Honor (Final Honor is currently broken I do not recommend its use)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Guardian.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A guardian is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Guardian Aura }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''''' A guardian can choose one of many auras that affect all allies within 30ft.  Only one aura can be active one at a time. It takes a standard action to activate the aura. The Guardian may use only auras that are of the same or lower level than his total levels in Guardian. This is a constant effect that lasts until the guardian dies or is considered unconscious.&lt;br /&gt;
&lt;br /&gt;
'''--Auras--'''&lt;br /&gt;
&lt;br /&gt;
'''Protector’s Defense (Lv1):''' Allies gain AC equal to aura’s bonus. &lt;br /&gt;
&lt;br /&gt;
'''Defender’s Strike (Lv1):''' Allies gain +1 to their Base Attack Bonus equal to the aura’s bonus.&lt;br /&gt;
&lt;br /&gt;
'''Elemental Defense (Lv5):''' Allies gain resistance 2 to the energy type of your choice per bonus of the aura.&lt;br /&gt;
&lt;br /&gt;
'''Travelers Cloak (Lv10):''' Allies effected by this aura are treated as though under the effects of the invisibility spell. This aura may effect a number of people up to the Guardians aura bonus. If for any reason someone loses the effect of invisibility (such as making an attack) this aura will not work on them for a full 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Protector’s Courage (Lv10):''' Allies gain a +2 morale bonus on saving throws against fear effects for each point of the Guardians Aura bonus. If an ally fails a saving throw against any fear effect he may roll the dice a second time, taking the higher of the two rolls, the ally only gains half the morale bonus (rounded up) on the second dice roll.&lt;br /&gt;
&lt;br /&gt;
'''Travelers Speed (Lv15):''' Allies and any mount in range of this aura double their normal base land speed while under the effect of this aura. This aura may be used 1 hour per day per point of aura bonus. If at any time during the use of this aura any ally under its effect makes an aggressive action against anything (including inanimate objects) this aura's effects ends and may not be used again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Defender’s Sight (Lv15):''' Allies gain the ability of Darkvision 30ft +10ft per aura bonus point.&lt;br /&gt;
&lt;br /&gt;
'''Fortification (Lv20):''' Allies gain damage reduction equal to the the guardians bonus /- such as 5/- . This ability does not stack with other damage reduction but anyone effected may choose to give up the damage reduction they currently have to be effected by this aura. The moment they leave the aura or for any reason loses the effect of this aura the original damage reduction activates again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Swift Aura:'''''  At 4th level the guardian has learned to invoke his auras faster, he may choose to change or create an aura as&lt;br /&gt;
a move action.&lt;br /&gt;
&lt;br /&gt;
'''''Stable Aura:''''' Stable aura allows a Guardian to cause his aura to radiate from a special gem that he must create himself. To use this ability the guardian must first activate an aura while holding the gem. He may transfer the Aura to the gem as a move action at this point the gem radiates the aura instead of the Guardian. So long as the gem is active the Guardian is considered to be using 1 aura. At any time the Guardian may use a move action to to destroy the gem with a thought range, line of sight, and even being on a different plane do not effect this ability. This stops the aura and allows the guardian to begin using auras as normal. To create a gem the Guardian must choose any gemstone of at least 50gp value and then spend 2 hours meditating with the gem in hand. A Guardian may only create one such gem per week and the gem works only for him not any other guardians. There is no time limit on how long a gem may remain active or on how many gems a guardian may own. A guardian may activate any special abilities that effect auras through the gem so long as he is within the aura that it creates. A guardian does not gain any benefits of the aura that the gem is radiating. Once the gem is in place if it is moved the aura stops and the gem is destroyed. Only the Guardian may touch the gem, anyone or anything else just passes through the gem as though they where trying to touch a ghost. The gem may only be effected by someone other than the guardian by using a wish,in which case the gem is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''''Aura Bonus:''''' At First level a guardian gains a +1 bonus to his auras this increases by +1 every 5 levels thereafter so it becomes +2 at 5th level +3 at 10th level and so on. &lt;br /&gt;
&lt;br /&gt;
'''''Extend Aura:''''' At 9th level an Aura Guardian learns to focus his powers in order to extend the range of his aura. He may choose to give up some of his Aura bonus to cause his aura to cover more area. He may choose to give up 1 point to extend his aura by 20ft for 24 hours. At the end of the 24 hour period the aura loses the 20ft extension and the guardian regains the bonus to his aura. He may spend a max of 1/2 of his aura bonus rounded down in this manner, gaining 20ft each time. For example if 2 points are spent then his aura covers 70ft (30ft +40 from the ability). Once the guardian makes a choice to give up points, he may not choose to end the effect, add points or remove points until the full 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
'''''Dual Aura:''''' This ability allows an Aura Guardian to have 2 auras active at a single time. If he chooses to activate a second aura he must decide how much of his aura bonus will be given to each aura. He may divide his bonus in any way he chooses. The second aura is treated separate from the first in all ways, for example if the guardian chooses to extend one aura, it does not effect both unless he spends points for both. He may not have the same aura active twice.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Special Mount }}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Upon reaching 5th level, a guardian gains the service of an unusually intelligent, strong, and loyal steed to serve him in his mission. This mount is usually a heavy warhorse (for a Medium guardian) or a warpony (for a Small guardian).  However, guardians may choose other mounts with the approval of the GM.&lt;br /&gt;
&lt;br /&gt;
Once per day, as a full-round action, a guardian may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the guardian’s level. The mount immediately appears adjacent to the guardian and remains for 2 hours per guardian level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the guardian may release a particular mount from service.&lt;br /&gt;
&lt;br /&gt;
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.&lt;br /&gt;
&lt;br /&gt;
Should the guardian’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The guardian may not summon another mount for thirty days or until he gains a guardian level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the guardian takes a –1 penalty on attack and weapon damage rolls and looses its Guardian Aura ability.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Final Honor }}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A guardian may attempt to sacrifice himself to kill an opponent at time of sacrifice.  If target beats save (Fortitude DC 20 + Con Mod + highest attack bonus), than its health is reduced by 50%, and the guardian instantly dies. If target fails the save, they are instantly killed and so is the guardian.  If the guardian is killed this way, then he becomes an honored servant of a deity.  This ability is only useable once and requires three rounds to prepare, and he cannot perform any action during these three rounds and must be in sight of the target.&lt;br /&gt;
&lt;br /&gt;
====Ex-Guardians====&lt;br /&gt;
&lt;br /&gt;
When a guardian becomes that of another Alignment that he starts out picking, he looses his Guardian Aura and Special Mount.  He cannot thereafter gain levels as a guardian until he atones (see the '''''atonement''''' spell description, page 201, PHB 3.5)&lt;br /&gt;
&lt;br /&gt;
====Epic Guardian====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Guardian}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d12&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Guardian Aura +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Guardian Aura +7, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
3 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Bonus Feat }}''''' The epic guardian gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th.&lt;br /&gt;
&lt;br /&gt;
Epic Fighter Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the fighter may treat any feat designated as a Fighter Bonus Feat, but not listed here, as being on his or her bonus feat list. &lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Guardian Aura }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''''' A guardian can choose one of seven auras that affect all allies within 30ft.  Only one aura can be active one at a time. It takes a standard action to activate the aura. This is a constant effect that lasts until the guardian dies or is considered unconscious.&lt;br /&gt;
&lt;br /&gt;
'''--Auras--'''&lt;br /&gt;
&lt;br /&gt;
'''Protector’s Defense (Lv1):''' Allies gain AC equal to aura’s bonus.  The guardian does not benefit from this. &lt;br /&gt;
&lt;br /&gt;
'''Defender’s Strike (Lv1):''' Allies gain +1 to their Base Attack Bonus equal to the aura’s bonus.  The guardian does not benefit from this ability.&lt;br /&gt;
&lt;br /&gt;
'''Elemental Defense (Lv5):''' Allies gain resistance to the energy type of your choice equal to the aura’s bonus.  The guardian does not benefit from this.&lt;br /&gt;
&lt;br /&gt;
'''Protector’s Courage (Lv5):''' Allies gain a +4 morale bonus on saving throws against fear effects.&lt;br /&gt;
&lt;br /&gt;
'''Travelers Cloak (Lv10):''' Allies gain the aura’s bonus to Disguise.&lt;br /&gt;
&lt;br /&gt;
'''Defender’s Sight (Lv15):''' Allies gain the ability of Darkvision 30ft.&lt;br /&gt;
&lt;br /&gt;
'''Fortification (Lv20):''' Allies gain 5 hp X the aura bonus.  The guardian does not benefit from this.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Guardian====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Most Guardians in the world do not follow one deity.  However they are known to follow any god that provides protection as one of their domains.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Guardians fit into just about every adventuring party that they come by or join.  They tend to be very helpful in many ways as far as setting up camps or helping fix a broken cart. Guardians sometimes choose to follow the path of the cleric or the Paladin later in life as they become more attached to a god.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Typically a Guardian takes up the front line of combat in most situations.  They will not focus on seeking out an opponent, they rather help an ally overcome their's and protect them.&lt;br /&gt;
&lt;br /&gt;
====Guardians in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|   My life for yours!|orig=Dykon, Human Aura Guardian}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Due to the fact that the sole reason for an Aura Guardian to live is to protect others most everyone loves them. Wizards enjoy adventuring with Aura Guardians more than almost any other class due to the fact that they are able to cast freely and feel safe when concentrating on a spell, while sorcerers enjoy the protection provides conflicts sometimes arise due to the free spirited nature of the sorcerer. Ranged attackers also enjoy the protection provided. Rouges, ninjas, and the like are often put off by the fact that they must remain so close the the Guardian in order to truly benefit them and its a little hard to be sneaky with a walking pile of metal 20 feet away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Spell_Warper_(3.5e_Class)</id>
		<title>Spell Warper (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Spell_Warper_(3.5e_Class)"/>
				<updated>2011-03-03T17:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}&lt;br /&gt;
{{Abandoned|Except for minor edits by one user there is no apparent improvement to this page for many month's}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Just getting started&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused, Moderate Spellcasting &lt;br /&gt;
|desc=The Asha'man combines powerful martial tactics with the great unknown powers of the multiverse. They tap into the very life of the multiverse itself and draw power from it to cast their spells, some would argue that the magic of the multiverse is stronger than even that of the gods...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Asha'man ==&lt;br /&gt;
&lt;br /&gt;
An Asha'man is a being taught to Channel the powers of the multiverse as a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Making an Asha'man ===&lt;br /&gt;
&lt;br /&gt;
The Asha'man&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength and Wisdom are the key abilities of an Asha'Man, Wisdom allowing them to better focus the powers that surround them and strength allowing to better wield them. Following these two are dexterity and constitution, both of which play parts in martial combat, which the Asha'man does a fair bit of. After these abilites the rest are generally equal, and uneeded.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Most Asha'man are human, though any race can become one.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any non-evil. Channeling the powers of the multiverse takes a pure mind and good body. &lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' As Wizard.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple, as fighter&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Asha'man.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' &amp;lt;-description of class weapon &amp;amp; armor proficiencies-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-class feature-&amp;gt;}}:''' &amp;lt;-class feature game rule information-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ex-Asha'man ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Describe what happens when a character violates the alignment restrictions of any other class restrictions.  If there are no behavior or alignment restrictions delete this section-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Epic Asha'man ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Asha'man}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;-Sample race of your choice-&amp;gt; Asha'man Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-Weapon selection for starting at 1st level with this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-1st-level feat selection-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], &amp;lt;-Starting armor and other equipment outside of weapons.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' &amp;lt;-Starting gold using this package.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing an Asha'man ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Asha'man worship any deity they please, as Gods have no effect on their powers.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' An Asha'man typically gets along with very few people, as the use of his powers will eventually drive him insane.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Asha'man use a combination of sword craft and Channeling the One power to defeat his foes.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Some Asha'man choose to follow a more martial path and become fighters or duelists.  Others choose to study different types of magic and become Wizards or other magic users.&lt;br /&gt;
&lt;br /&gt;
==== Asha'man in the World ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' The Asha'man spends most of his days honing his skills at the Black Tower.  Occasionally he will be called to fight for their master, The Dragon Reborn.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Mazrim Taim - Asha'man 30&lt;br /&gt;
&lt;br /&gt;
::Logain Ablar - Asha'man 20, Fighter 10&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Asha'man gather and train on a small farm in the country of Andor.  Everything an Asha'man learns comes from the military like academy where all Asha'man train, the Black Tower. Other than this single gathering point Asha'man are very introverted people, avoiding contact with most other self aware beings for almost their entire lives. They act from the background. However they do gather on mass when their master calls them, which may happen once every five hundred years on average.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' NPCs are typically afraid, or hostile to the Asha'man because they believe them to be the manifestations of evil. The true power of darkness and the void. This is an unfortunate side effect to using such powers, even through pure means.&lt;br /&gt;
&lt;br /&gt;
==== Asha'man Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Arcana) can research Asha'man to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge (Arcana)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Asha'man wield powerful magical abilities combined with good combat.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Asha'man use the life force of the Multiverse to grant themselves power. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Asha'man will eventually go insane from wielding these powers.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Information on a specific Asha'man.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Asha'man in the Game ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL &amp;lt;!-- EL Number --&amp;gt;:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Spell_Warper_(3.5e_Class)</id>
		<title>Talk:Spell Warper (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Spell_Warper_(3.5e_Class)"/>
				<updated>2011-03-03T17:50:14Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: Created page with &amp;quot;==Marked as abandoned== This class is marked as abandoned for the following reasons:  The class is unplayable, eventhough there is a BaB and some fluff the class cannot be used i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Marked as abandoned==&lt;br /&gt;
This class is marked as abandoned for the following reasons:&lt;br /&gt;
&lt;br /&gt;
The class is unplayable, eventhough there is a BaB and some fluff the class cannot be used in play. Even the very basics are not discribed.&lt;br /&gt;
The class has no signs on improvement, next to that it is unclear what the original author intended to do with it.&lt;br /&gt;
The reason I did not mark it for deletion is because the user Vrail has made changes to this class but has not done so for many months. If Vrail is planning on finishing this stub please remove the abandoment template, if not please place the deletion template or tell me your intentions.--[[User:Crashpilot|Crashpilot]] 10:50, 3 March 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Discussion:The_Abyss</id>
		<title>Discussion:The Abyss</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Discussion:The_Abyss"/>
				<updated>2011-03-03T17:15:30Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Crashpilot&amp;amp;nbsp;10:09, 3 March 2011 (MST) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is The Abyss? == &lt;br /&gt;
&lt;br /&gt;
=== [[User:Missingno|Missingno]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;This Abyss thing is mentioned a lot, but there is no page for it.  What exactly is it?&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
=== [[User:Crashpilot|Crashpilot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:09, 3 March 2011 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
Abyssos as in Greek is the word to discribe the underworld. In greek mythology this is where the god of death ruled (Hades) and people that defy those that inhabit the mount olympus would be cast away into the abyss, more accuratly Hades was tricked to stay in the underworld by Zeus his brother. It finds it roots there. Later in history a famous Itallian writer Dante Alighieri, which if I may believe some bible literates is believed to be the founder of the perception on the Abyss with his book Divina Commedia what would later be addopted as the place where you will end up to burn for your sins by christianity and el Dante, or the devil would be more then happy to make you suffer while you stay there. Before that the concept of hell didn't even exist and in the first editions of the bible there realy is no real reference to the concept of Hell or purgatory untill recently (few centuries ago). The true meaning of the abyss is just the underworld, where they faryman will cross the deceised over the river styx. In DnD the abyss has no real form except for those that inhabit it. It is up to you to define the abyss, heaven or hell as you see fit in your world. There is one book published by WotC that has an perception of the abyss and the seven layers of hell where powerfull demons would battle for the supremacy over the underworld in an never ending war around the river styx allowing for an evil orientated campaign.&lt;br /&gt;
&lt;br /&gt;
The book I was trying to refer to is: Fiendish Codex no1. Hordes of the Abyss, at chapter 5 is an description how that author has sees the Abyss. But as you can imagine the Abyss is something that is an concept by many religions and cannot accuratly be represented except when building a Greek inspired campaign. I believe that is the reason why it has no page.&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Discussion:The_Abyss</id>
		<title>Discussion:The Abyss</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Discussion:The_Abyss"/>
				<updated>2011-03-03T17:09:49Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Crashpilot&amp;amp;nbsp;10:09, 3 March 2011 (MST) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is The Abyss? == &lt;br /&gt;
&lt;br /&gt;
=== [[User:Missingno|Missingno]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;This Abyss thing is mentioned a lot, but there is no page for it.  What exactly is it?&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
=== [[User:Crashpilot|Crashpilot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:09, 3 March 2011 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
Abyssos as in Greek is the word to discribe the underworld. In greek mythology this is where the god of death ruled (Hades) and people that defy those that inhabit the mount olympus would be cast away into the abyss, more accuratly Hades was tricked to stay in the underworld by Zeus his brother. It finds it roots there. Later in history a famous Itallian writer Dante Alighieri, which if I may believe some bible literates is believed to be the founder of the perception on the Abyss with his book Divina Commedia what would later be addopted as the place where you will end up to burn for your sins by christianity and el Dante, or the devil would be more then happy to make you suffer while you stay there. Before that the concept of hell didn't even exist and in the first editions of the bible there realy is no real reference to the concept of Hell or purgatory untill recently (few centuries ago). The true meaning of the abyss is just the underworld, where they faryman will cross the deceised over the river styx. In DnD the abyss has no real form except for those that inhabit it. It is up to you to define the abyss, heaven or hell as you see fit in your world. There is one book published by WotC that has an perception of the abyss and the seven layers of hell where powerfull demons would battle for the supremacy over the underworld in an never ending war around the river styx allowing for an evil orientated campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{{Forumfooter|Discussion}}&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Discussion:The_Abyss</id>
		<title>Discussion:The Abyss</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Discussion:The_Abyss"/>
				<updated>2011-03-03T17:09:27Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Missingno&amp;amp;nbsp;This Abyss thing is mentioned a lot, but there is no page for it.  What exactly is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is The Abyss? == &lt;br /&gt;
&lt;br /&gt;
=== [[User:Missingno|Missingno]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;This Abyss thing is mentioned a lot, but there is no page for it.  What exactly is it?&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
=== [[User:Crashpilot|Crashpilot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:09, 3 March 2011 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
Abyssos as in Greek is the word to discribe the underworld. In greek mythology this is where the god of death ruled (Hades) and people that defy those that inhabit the mount olympus would be cast away into the abyss, more accuratly Hades was tricked to stay in the underworld by Zeus his brother. It finds it roots there. Later in history a famous Itallian writer Dante Alighieri, which if I may believe some bible literates is believed to be the founder of the perception on the Abyss with his book Divina Commedia what would later be addopted as the place where you will end up to burn for your sins by christianity and el Dante, or the devil would be more then happy to make you suffer while you stay there. Before that the concept of hell didn't even exist and in the first editions of the bible there realy is no real reference to the concept of Hell or purgatory untill recently (few centuries ago). The true meaning of the abyss is just the underworld, where they faryman will cross the deceised over the river styx. In DnD the abyss has no real form except for those that inhabit it. It is up to you to define the abyss, heaven or hell as you see fit in your world. There is one book published by WotC that has an perception of the abyss and the seven layers of hell where powerfull demons would battle for the supremacy over the underworld in an never ending war around the river styx allowing for an evil orientated campaign.&lt;br /&gt;
&lt;br /&gt;
The abyss became a popular word in modern society by the film, you guessed it, The Abyss, &lt;br /&gt;
&lt;br /&gt;
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{{Forumfooter|Discussion}}&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Discussion:Are_Half-Orcs_Balanced%3F</id>
		<title>Discussion:Are Half-Orcs Balanced?</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Discussion:Are_Half-Orcs_Balanced%3F"/>
				<updated>2011-03-03T16:28:04Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* 123098zxcmnb&amp;amp;nbsp;23:56, 5 February 2008 (MST) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Are Half-Orcs Balanced? == &lt;br /&gt;
&lt;br /&gt;
=== [[User:MorkaisChosen|MorkaisChosen]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:14, 31 May 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
This is sort of prompted by the similar topic on the Orc race. I'm planning to play a Half-Orc PC soon, and, looking at the entry, it seems to me that they get the worst deal of any race. As an example, let's compre them with the Elf.&lt;br /&gt;
&lt;br /&gt;
Statistics: the Elf clearly wins out here. +2 Dex, -2 Con; that's balanced with +2 to one and -2 to another, same as all the PHB races- except the humble Half-Orcs, with +2 Strength, but -2 to both Charisma and Intelligence.&lt;br /&gt;
&lt;br /&gt;
Racial abilities also lose out on the Half-Orc side. Most races get either Darkvision or Low-Light Vision- only Humans and Halflings do not; our Half-Orc has Darkvision, so no complaints there. But they have no other racial abilities- not one. Nothing to define them other than being strong and a bit stupid.&lt;br /&gt;
&lt;br /&gt;
I realise it's difficult to think of what they could have to make up for this, but I'd just like to know if you agree with me that there is an element of imbalance here.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Aarnott|Aarnott]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;12:42, 5 June 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Half-orcs are decently balanced if you consider a few things.  +2 Strength is the only way (without special class features) to gain +1 damage.  At first level, +1 to hit and damage is very powerful indeed.  -2 to two stats that are useless to big hulking brutes doesn't really matter much.  Half-orcs may seem underpowered compared to a lot of other races, but they suit a lot of players' playstyles.&lt;br /&gt;
&lt;br /&gt;
In a group I used to play in, we had many characters over the campaign, and were only allowed &amp;quot;regular&amp;quot; races.  One of my friends picked half-orc for every single character they played.  &lt;br /&gt;
&lt;br /&gt;
I think they are underpowered compared to dwarves for being a pure &amp;quot;strong tough guy&amp;quot;, but they have their niche for the hot headed player who likes to smash things to dust.  The problem about orcs and wood/wild elves is that they are a lot better at this than half orcs.  But they are not &amp;quot;regular&amp;quot; player's handbook races anyways.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Mkill|Mkill]] &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;12:30, 11 June 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
For a classic &amp;quot;Thog smash things&amp;quot; style of play, at least at low level, strength is an important stat and indeed the half-orc is a decent choice. But... there is a long list of buts.&lt;br /&gt;
&lt;br /&gt;
*If your character is not planning to go into melee and can effectively avoid it, Strength is unnecessary.&lt;br /&gt;
*At higher levels, stat booster items become available, and that Str +2 is worth a mere 4000 gp.&lt;br /&gt;
*At higher levels, melee attack and damage become less effective, and save-or-die spells (against single, tough opponents) and large area damage (against armies) decide the battle. Strength neither adds to these nor does it increase any save.&lt;br /&gt;
*With more books out, more effective low-strength melee builds are available. For example, take 3 levels of Swashbuckler and you're set with Dex to attack and Int to damage.&lt;br /&gt;
*Even carrying capacity is no concern with stuff like bags of holding.&lt;br /&gt;
*At really high levels, the only racial ability that makes any difference anymore is the human bonus feat.&lt;br /&gt;
&lt;br /&gt;
What it boils down to is, that the half-orc can compete in low-level melee, where +2 Str is impressive. After that, he's pitiful. There are many suggestions out there to boost the half-orc, including skill bonuses such as +2 to Survival or a bonus to fortitude saves. My suggestion is to give him a part of his human heritage, either the skill point bonus or the bonus feat.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Dmilewski|Dmilewski]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;12:56, 11 June 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
That +2 to Strength is more than just +2. It's a +2 on top of what you already have. If you have a +2 stat boost item, and get another +2 on top of that, your +4 total is really worth 16,000 gp. In other words, the +2 strength is always worth +2 more than your best Strength enhancer.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Aarnott|Aarnott]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;13:40, 13 June 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Just to expand on that (and point out the obvious), at high levels, a +2 strength bonus is really worth hundreds of thousands of gold.  If you look at the gold value it would cost, it really adds what your character should never be able to afford.  That is a sweet deal.  That is also why I think Orcs are imbalanced.  +4 to any stat at a LA 0 is too good.  It makes that gap of giving your character something they could never afford an extra exponent bigger.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Mkill|Mkill]] &amp;lt;small&amp;gt;&amp;lt;small&amp;gt; 07:14, 14 July 2007 (MDT) &amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Hundreds of thousands? More like 55,000 gp. See [[SRD:Manual of Gainful Exercise|Manual of Gainful Exercise]].&lt;br /&gt;
&lt;br /&gt;
=== [[User:Pwsnafu|Pwsnafu]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;19:09, 13 July 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
I want to remind people [[Half-Orc Paragon]] 3 / [[Human Paragon]] 3 grants you an additional +4 Str, which is net +6 Str or 36,000 gp, well and beyond a typical ECL 6 character. Oh, and you get that Human bonus feat Mkill was talking about. Throw in rage feats, and that Swashbuckler comes up second best. &lt;br /&gt;
&lt;br /&gt;
=== [[User:Mkill|Mkill]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;07:12, 14 July 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
If it takes 6 class levels to turn the half-orc into something useful than I don't really want to play one. For the same amount in racial levels / LA I could play an [[ogre]] (Str +10, large, 40 ft. base speed), and that's not a particularly strong choice, just a quick pick. I also like [[Lizardfolk]] / [[Half-Dragon]] (Str +10, nat. armor +9)&lt;br /&gt;
&lt;br /&gt;
===[[User:Tokara2132|Tokara2132]] &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;00:16, 19 September 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Well, there has been one thing that I have been playing with. I was going to put it...well, somewhere. But I came up with this racial ability. There would be something similar for half-elves, too.&lt;br /&gt;
&lt;br /&gt;
'''Half Blood ([[Ex]]):''' When targeted by something that would affect humans or orcs, half-orcs take only half the damage dealt solely because of the racial targeting ability (rounding up). For example, if a half-orc is hit with a + 1 Orc Bane Longsword, it would be treated as a +2 against him, rather than a +3, and would only take 1d6 of the extra damage, rather than 2d6.&lt;br /&gt;
&lt;br /&gt;
What do you guys (or girls) think? &lt;br /&gt;
&lt;br /&gt;
===[[User:Sam Kay|Sam Kay]]&amp;lt;small&amp;gt;&amp;lt;Small&amp;gt;&amp;amp;nbsp;12:16, 19 September 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
I never understood half-orcs anyway. Half-elves I get, but half-orcs? Who in their right mind would... with an orc!?! It's like a half-giant (''squish!''). And it is not like in LotR, where half-orcs are created by sorcery (an evil act commited by a cirtain evil lord by the name of Saruman). Just be an orc. And take daylight adaptation (''Forgotten Realms'').&lt;br /&gt;
&lt;br /&gt;
:Mogoth created Orcs, Sam. Saruman created half-orcs.&lt;br /&gt;
&lt;br /&gt;
::Wow, I am such a LotR 'shipper. Geek alert! -- [[User:S1Q3T3|S1Q3T3]] 17:21, 18 December 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
:::I ment saruman. Just made a mistake... Corrected. --[[User:Sam Kay|Sam Kay]] 11:12, 19 December 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
===[[User:Pwsnafu|Pwsnafu]]&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;19:30, 23 September 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
''Who in their right mind would... with an orc!?''&lt;br /&gt;
&lt;br /&gt;
Who said it was concentual? On another note, this ''really'' isn't the place to discuss the sexual preferences of NPCs...&lt;br /&gt;
&lt;br /&gt;
===[[Special:Contributions/71.145.129.241|71.145.129.241]]&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;20:38, 3 October 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
I hope we don't get too far off on this disgusting tangent...&lt;br /&gt;
&lt;br /&gt;
===[[User:Sam Kay|Sam Kay]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;07:54, 5 October 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Indeed. I think the +2 str might be worth the lack of bonuses if you are a barbarian, but you might as well be an orc (with +4 Str). Perhaps a variant half-orc could be made by us, with +2 Str, +2 Con, -2 Cha and -2 Int? &lt;br /&gt;
&lt;br /&gt;
===[[User:MorkaisChosen|MorkaisChosen]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;12:40, 8 November 2007 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;===&lt;br /&gt;
The other way to go would be to make them +2STR and -2INT, cutting the Cha penalty, and bung on a -2 racial penalty to Diplomacy and Bluff checks, since people are generally suspicious and mistrustful of half-orcs, but with a +2 Intimidate modifier, for roughly the same reason- everyone will have heard of a friend's sister's dog-walker's cousin who was beaten up by a gang of half-orcs. After all, for Charisma, the SRD says, &amp;quot;This ability represents actual strength of personality, not merely how one is perceived by others in a social setting.&amp;quot;. I don't see why half-orcs are any less strong of personality than anyone else, and I think these rules show that- they have the added bonus of making half-orc arcane spellcasters feasible!&lt;br /&gt;
&lt;br /&gt;
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| style=&amp;quot;font-size: larger; border: none; font-weight: bold;&amp;quot; | [[User:Sledged|Sledged]] &amp;lt;span style=&amp;quot;font-weight: normal; font-size: smaller&amp;quot;&amp;gt;([[User talk:Sledged|talk]])&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;2007 November 8 13:51 (MDT)&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
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At risk of going off discussion...&lt;br /&gt;
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|+ style=&amp;quot;text-align: left; font-weight: bold;&amp;quot; | Posted by [[User:Pwsnafu|Pwsnafu]]&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-style: normal;&amp;quot;&amp;gt;Who in their right mind would... with an orc!?&amp;lt;/span&amp;gt;&lt;br /&gt;
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Who said it was concentual?&lt;br /&gt;
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Who said they were in their right mind?&lt;br /&gt;
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| style=&amp;quot;border-left: none; border-right: none; border-top: none; font-size: smaller; line-height: 1.5em;&amp;quot; | ''There's no better laugh than the one that you're ashamed to share with your mother.''&amp;lt;div class=&amp;quot;right&amp;quot;&amp;gt;—Stephen Notley, creator of ''[http://www.angryflower.com/ Bob the Angry Flower]''&amp;lt;/div&amp;gt;&lt;br /&gt;
''A common mistake that people make when trying to design something completely foolproof was to underestimate the ingenuity of complete fools.''&amp;lt;div class=&amp;quot;right&amp;quot;&amp;gt;—Ford Prefect in &amp;quot;Mostly Harmless&amp;quot; by Douglas Adams&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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===[[User:Kelly|Kelly]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;21:25, 8 November 2007 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;===&lt;br /&gt;
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I think half-orcs definitely suck as written. One idea I had for my own campaign is giving half-orcs the bonus feat Endurance, reflecting their hybrid vigor, so aptly illustrated by Tolkien. Half-orcs who recieve the feat via class feature, such as being a third level ranger, get the Diehard feat instead.&lt;br /&gt;
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===[[User:Sam Kay|Sam Kay]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:42, 9 November 2007 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;===&lt;br /&gt;
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HAHAHAHAHAHAHAHAHAHAHA!!!! Good one, [[User: Sledged|Sledged]]!&lt;br /&gt;
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I say keep the Cha penalty, cos they are crude. Plus, orcs have a cha penalty... A fan of Tolkien? Then you will know that LotR half-orcs are magically created. Were are you getting the &amp;quot;hybred vigour&amp;quot; from? I think you are getting mixed up with uruks.&lt;br /&gt;
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===[[User:Kelly|Kelly]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;16:39, 9 November 2007 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;===&lt;br /&gt;
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Hey Sam,&lt;br /&gt;
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Since orcs (and hobbits, ahem, halflings) are clearly lifted directly from Tolkien, it makes sense to me to reference back to LoTR. And maybe you're confused because you remember the movie better than the books, but Tolkien makes it very clear that the Uruks of Mordor are straight up orcs, but Saruman's Uruk-Hai are the result of breeding orcs with humans. There are ones that look more human and ones that look more orc, but they would both qualify as half-orcs in DnD terms.&lt;br /&gt;
&lt;br /&gt;
Anyway, I like the Endurance feat idea because it fits in with the original source material and because it's very different than the bennies other demi-human characters recieve without being too powerful.&lt;br /&gt;
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=== [[User:MorkaisChosen|MorkaisChosen]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;12:02, 10 November 2007 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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|+ style=&amp;quot;text-align: left; font-weight: bold;&amp;quot; | Posted by [[User:Sam Kay|Sam Kay]]&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-style: normal;&amp;quot;&amp;gt;Who in their right mind would... with an orc!?&amp;lt;/span&amp;gt;&lt;br /&gt;
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I say keep the Cha penalty, cos they are crude.&lt;br /&gt;
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What does crudity have to do with Charisma? I don't understand...&lt;br /&gt;
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Orcs have a Charisma penalty, I know, but Orcs aren't a base race and +4 Str is a lot more useful than +2 Str- more than twice if you choose the right class. That makes up for the mental stat penalties, because it means that all Orc casters will be a bit worse than one of any other race, but more effective in hand-to-hand. Half-orcs, however, with only +2 and no other racial bonuses, seem to me very weak for a core PC race.&lt;br /&gt;
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I like the Endurance idea, too.&lt;br /&gt;
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=== [[User:Sam Kay|Sam Kay]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;04:27, 11 November 2007 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Yeah, but they are related to orcs, so it makes sense that they inherit the orkish charisma. Basically, picture an ork. It bellows alot. calls thing nasty names. threatens things with &amp;quot;I'll stick you&amp;quot; (stab). Basically horrible and mean. So there is the charisma penalty: makes sense. Half-orcs are much the same, (or at least simular), and are prone to such things. Hense the Cha penalty. I think I like the endurance idea though, I was just pointing out that Uruks aren't half-orcs. But I think they should also have a constitution bonus. +2 Str, +2 Con, -2 Int, -2 Cha makes more sense to me. &lt;br /&gt;
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About uruks, the way '''Sauron''' (not saruman) bred them is unknown, so we don't know whether or not they are half-orcs. And Tolkien refers to them as &amp;quot;orcs&amp;quot;, so we can safely assume they are orcs. Half-orcs, however, are different.&lt;br /&gt;
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{{quote|Among the Dunleadings, who, in the Third Age of the Sun, came to Saruman's banner of the White Hand in Isenguard, were some whose blood, by the sorcery of Saruman, became mixed with that of Orcs and Uruk-hai|orig=David Day|src=Tolkien: The Illustrated Encyclopedia}}&lt;br /&gt;
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I can vouch for the accuracy of the above, as I have never found incorrect information within the book (having read more of Tolkien's books than most). I am 100% in agreement with [[User:Kelly|Kelly]] that we should refrence races lifted from Tolkien's books with Tolkien's books. Which is why I have always wanted to redo elf racial abilities to something that includes a charisma bonus. And a (surprise, surprise!) Con bonus, in accordance to page 43 of ''The Children of Hurin'':&lt;br /&gt;
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{{quote|But elves do not weary, and they do not die save by great hurt. From wounds and griefs that would slay men they may be healed; and even when their bodies are marred they return again, some say. It is not so with us.|orig=J. R. R. Tolkien|src=The Children of Hurin}}&lt;br /&gt;
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But that is a discussion for elseware. &lt;br /&gt;
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=== [[User:Zombiecow|Zombiecow]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;11:35, 13 December 2007 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
Okay, back to the orc's are unbalanced for their +4str, and +0LA, thats not true at all, cos they take a -2 to int, wis AND cha, that my friends makes it fine in my eyes, anyway for the half orc, I think I need to make a home-brew variant because yea, they get a crummy deal, I'm thinking +2str, -2int (no cha penalty's), the dark vision, I liked the +2 survival and fort, lets give them... +2 intimidate and rage 1/day that stacks with the barbarian's. hows that for a balanced half orc, by the way, you can't really look at it that their benefiting so much from the +2str, more so even then elfs stat changes, I mean if you play an elf ranger, that keeps to ranged combat, thats gonna be as helpful at low level as anything else, cos along with the attack bonus increase we have the bonus to AC which is even more valuable at low level then damage, you can dish out just fine either way, but one good hit can kill your lv 1 or 2...&lt;br /&gt;
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=== [[User:DeadChainer|DeadChainer]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;8:10, 19 December 2007 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
''“  Among the Dunleadings, who, in the Third Age of the Sun, came to Saruman's banner of the White Hand in Isenguard, were some whose blood, by the sorcery of Saruman, became mixed with that of Orcs and Uruk-hai  ”'' &lt;br /&gt;
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This does not necessarily prove that Uruk-hai are not Half-orcs, after all humans can fornicate with half-breeds as well as orcs.&lt;br /&gt;
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''*At higher levels, melee attack and damage become less effective, and save-or-die spells (against single, tough opponents) and large area damage (against armies) decide the battle.''&lt;br /&gt;
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Were this true no one would ever be a combative pc if spellcasting is the best possible way always.&lt;br /&gt;
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I agree, Half-orcs are a bit unattractive when looking at starting stats and comparing. Str and Con bonus’ together slightly outweigh an Int and Cha penalty. Alone, The Str bonus and the Int penalty balance. My suggestion is the Cha penalty can be balanced with the endurance feat, a +2 survival and a +2 intimidate. Half-orcs are slightly more healthy than some, have wild instincts from their orc heritage and while rather socially crude, their very presence can intimidate. The endurance feat alone doesn’t balance well and Half-orcs shouldn’t suffer a negative on intimidate because of a Cha modifier.&lt;br /&gt;
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=== [[User:Sam Kay|Sam Kay]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;01:44, 20 December 2007 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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But Uruks where bred by sauron and are described as Orcs- therefore they are orcs. While the Half-Orcs where always described as Half-Orcs. This seems pretty clear-cut to me: Half-Orcs and Uruks are different.&lt;br /&gt;
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Those changes seem good, although I do not see how a Str and Con of +2 outballance Int and Cha of -2. Maybe for a Barbarian, but not for say a sorcerer or wizard. All ability scores are just as useful, just not nessassarily for every character. It all depends on class...&lt;br /&gt;
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=== [[User:123098zxcmnb|123098zxcmnb]] &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;02:08, 10 janyary 2008 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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For a combat based class, intelligence, and charisma are very unimportant.&lt;br /&gt;
Intelligence would give extra skill points, but thats not very important for a fighter or barbarian.&lt;br /&gt;
Wisdom helps will saves so it is somewhat more important.&lt;br /&gt;
At 1st level, +2 strength grants +1 damage and a +1 attack bonus, which would provide a 25% attack roll bonus increase and an average of a 15% damage increase, for a 1st level barbarian starting with 16 strength and a greataxe.&lt;br /&gt;
No small increase!&lt;br /&gt;
Also, somewhere in the Dungeon Master's guide there is a page explaining stat equivalences.&lt;br /&gt;
A bonus to Str, Dex, or Con is worth more than an increase to int, wis, or cha.&lt;br /&gt;
I believe that half orc should be given a +4 bonus to intimidate (what could be more scary than a crazed orc with a giant ax). &lt;br /&gt;
A one per day rage could also be reasonable.&lt;br /&gt;
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=== [[User:DeadChainer|Chainer]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;18:02, 10 January 2008 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Agreed ! Thats what I said by the way. Half-Orcs are more combat specialist than spell casters, hence str, dex and con are worth more than the other three to them. This is the norm, ofcourse there are exceptions due to imagination, creativity, etc.&lt;br /&gt;
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=== [[User:Kelly|Kelly]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;00:45, 17 January 2008&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Since this thread keeps popping up, I feel the compulsion to once again respectfully dispute Sam Kay's interpretation of Tolkien and half-orcs. JRRT consistently reffered to the orcs of Mordor as Uruks - the bigger meaner warrior cousins of the goblins - while Saruman's elite warriors were the Uruk-hai. They were the product of his breeding experiments as were his more human thugs and spies who showed signs of having goblin blood, and unlike Sauron's orcs and goblins they were not dismayed by daylight - clearly a human trait. And yes, Sauron's orcs fought during the day, but Tolkien stated explicitly that was because they were being driven by the will of Sauron to overcome their natural instincts. Saruman, lacking that kind of power, instead bred orcs with human traits that lacked fear of the sun.&lt;br /&gt;
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And I also disagree with 123098's assessment that the bonus to strength really balances out the minuses, even for a character who's main focus is combat. I mean, any DM worth their salt is going to throw challenges other than monsters at their players - hazards that require skill checks and interacting with npc's outside of combat. The penalty to charisma based skills combined with the cumulative -1 in skill points per level due to lack of intelligence outweighs the strength bonus in my opinion. The bonus to intimidate isn't a bad option to compensate, though.&lt;br /&gt;
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=== [[User:MorkaisChosen|MorkaisChosen]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:22, 17 January 2008 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
Basically, the half-orc's fine in a &amp;quot;There is a monster. Kill the monster? There is another monster&amp;quot; campaign, but falls flat on its face anywhere else.&lt;br /&gt;
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=== [[User:123098zxcmnb|123098zxcmnb]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;23:56, 5 February 2008 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
I believe that not all races are equal for all classes, and is meant to be that way.&lt;br /&gt;
Every race seems to be made for a specific class, or a few classes, with the exception of the human.&lt;br /&gt;
The halfling, for example makes the perfect rogue, while a gnome makes an excellent bard.&lt;br /&gt;
The half orc works very well as a barbarian.&lt;br /&gt;
Agreed, half the time the half orc is mostly useless, but they excel in melee combat.&lt;br /&gt;
I would say that the half orc really only works in a &amp;quot;kick down the door&amp;quot; style dungeon.&lt;br /&gt;
In the campaign I am currently DMing the half orc isn't very useful but even the human fighter is similar in many ways.&lt;br /&gt;
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=== [[User:Crashpilot|Crashpilot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;09:28, 3 March 2011 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
Yes and no, the unfair tradeoff for +2 against -4 is not balanced. So no, they are not balanced. But yes, becouse instead of just looking at pure stats and only damage the uncharismatic side of an half-orc that mostly come to the world by &amp;quot;unspeakable acts of the delightfull side&amp;quot; is reflected propperly with the aditional loss in charisma. It fits the race well and my roommate that play's one actually handles the loss in charisma rather well, playing the orc well in many way's, behaviour, thinking, and his unsupressable urge to climb trees for whatever ungodly  reason. Does he realy suffer from that charisma loss? Well no, infact he was the hardest hitting players of the group and no other class playing alongside him could even remotely touch his unprecedented damage that he was able to keep up for the entire time. Not even a wizard could reach his amounts of damage. So strictly speaking, the half-orc is unbalanced, but the aditional penalties fit. Unfair , maybe, but a good player will not even be remotely bothered by it.&lt;br /&gt;
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		<author><name>Crashpilot</name></author>	</entry>

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		<id>http://www.dandwiki.com/wiki/Discussion:Is_the_fighter_underpowered%3F</id>
		<title>Discussion:Is the fighter underpowered?</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Discussion:Is_the_fighter_underpowered%3F"/>
				<updated>2011-03-03T16:13:00Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Jamesja12&amp;amp;nbsp;11:20, 4 August 2009 */&lt;/p&gt;
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== Is the Fighter Underpowered? ==&lt;br /&gt;
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=== [[User:Blue Dragon|Blue Dragon]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;23:02, 29 April 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Hello everyone.  I have been wondering whether or not the fighter is underpowered in comparison to other typical base classes.&lt;br /&gt;
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=== [[User:Cuthalion|Cúthalion]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;08:03, 30 April 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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I believe the fighter is underpowered. I made a similar observation at one point, although I can't find that conversation now. When I made up a [[:Image:Class Comparison.ods|class comparison spreadsheet]] (before someone told me about [http://www.community3e.com/dn/class/3.5ClassConstruction.zip CCS]), the fighter came off looking by far the worst, even lower than the bard (although, empirically, I think I'd put the bard lower). I proposed bumping the fighter's HD to d12 and giving them a good reflex save. The higher HP, in particular, makes sense along conceptual grounds.&lt;br /&gt;
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=== [[User:Dmilewski|Dmilewski]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;08:07, 30 April 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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There's been terribly long discussions about this on the WotC board. Many fighter builds were shown that can kill Balors in one round. &amp;quot;Power&amp;quot; is a distraction to the class's issues. &lt;br /&gt;
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A few facts:&lt;br /&gt;
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* Spellcasters are much stronger than non-spellcasters, especially at the higher levels. The Druid and the Cleric are especially used for their incredibly high raw-power. &lt;br /&gt;
* Fighters shares a number of issues with non-spellcasters vis-a-vis casters.&lt;br /&gt;
* The optimizers have found large numbers of combos for spellcasters, and this information is easy to find. This raises the general power of casters as most melee does not have the same overly-effective combos. (There are combos, just not as many.)&lt;br /&gt;
* Most spellcasters can recover from poor spell selection within a day or completely redesign their powers in a day.&lt;br /&gt;
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This means that we can not effectively compare non-spellcasters to spellcasters. That difference huge structural issue in the game.&lt;br /&gt;
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Is fighter the weakest of the melee classes? If you play the game as the design recommends, fighters do fine. If you look at the equipment recommendations form the Magic Item Compendium, you find a power curve considerably different than the one often talked about on the boards. Players often prefer &amp;quot;power&amp;quot; level games, which spellcasters can adapt to, but melee (being far more regulated) can not adapt to.&lt;br /&gt;
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I've seen only one good assessment of this situation. The game design principal is that a base class should be reasonably optimized for its job out of the box. The fighter starts non-optimized and requires considerable knowledge of the game to correctly make choices. That makes the fighter a poorly designed class. THAT is the fighter issue. &lt;br /&gt;
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Power-wise, I am convinced that the class is fine. A sharp operator can pimp out a killer fighter at high levels. The real issues with the class is that the class is very unforgiving if you make the wrong choice; the class is overly dependent on equipment; and other classes only need short chains to get the feats that they need to work, so the need for feats drops off rapidly by levels 9-12.&lt;br /&gt;
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That's a rough summary of what I see as legitimate issues with both the game and the fighter. This all traces back to a 4 encounters/day design, and the boosting of the cleric to cover healing. The most effective way to solve this is to completely redesign the game into an encounter-centric design. That takes us into 4E territory.&lt;br /&gt;
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=== [[User:Blue Dragon|Blue Dragon]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;16:05, 30 April 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Thanks for the replies!  I guess that I am not going to play a fighter anytime soon.&lt;br /&gt;
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I also modified some of the formatting, let me know what looks good for Discussions, or go ahead and modify it.&lt;br /&gt;
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=== [[User:Pwsnafu|Pwsnafu]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;22:21, 30 April 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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The problem I have when people ask &amp;quot;Is X weaker than Y?&amp;quot; is that it suggests &amp;quot;power&amp;quot; is some ultimate measure of performance for a class, especially at high levels. Classes do not exist in a vacuum, they exist in relation to a party. I don't like discussing char. op. because few people would use them in the game (who plays Pun-Pun?). If your talking about ''potential power'' of a class then fine, but hypotheticals and contrafactuals have next no meaning in a real game if the GM just throws 100 black dragons at you in response to your super-combo. &lt;br /&gt;
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Anyway, for most players of fighters, it's about qualifying for prestigue classes by getting feats, thus level 20 fighters are next to non-existant in RL.&lt;br /&gt;
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=== [[Special:Contributions/75.153.172.237|75.153.172.237]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;16:07, 1 May 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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I don't think the fighter is underpowered. I agree with what Pwsnafu said - it's all about qualifying for prestige classes. &lt;br /&gt;
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=== [[User:Hooper|Hooper]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;17:07, 2 May 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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My main character in a current game is a fighter, and I couldn't disagree more.  Although I don't think that power is a big deal.  But, well, let me put it this way.  I'm a 10th level fighter and I took down an 16th level paladin NPC.  Just saying.  Spellcasters get one shot at me, if I get to them first, they're screwed.&lt;br /&gt;
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=== [[User:Aarnott|Aarnott]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;06:06, 4 May 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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As Dmilewski said, it is basically about knowing feat choices if you are trying to compare raw power.  Fighters are criticized for having &amp;quot;dead levels&amp;quot;.  Basically, levels where you don't get much than a few skill points, +1 BAB, and some save increases.  That is a pretty boring thing to play especially.   It sucks when you level up and find &amp;quot;now I can survive 9 more damage and have a +1 to hit&amp;quot;.&lt;br /&gt;
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You can however, get a lot of versatility with the bonus feats.  You can build better archers, grapplers, tacklers, trippers, disarmers, sunderers, etc. than any other class.  That counts for something.&lt;br /&gt;
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More often than not though, fighters are used to qualify for a good PrC.  Does this make them inherently bad themselves?  I don't think so.  I just think they are inherently bland not bad.  That goes back to the dead levels (as well as no special thing to them besides a bucket o feats).&lt;br /&gt;
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=== [[User:Skwyd|Skwyd]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;16:20, 4 May 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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I agree that the fighter class, as written is a pretty bland class.  I don't know anyone who has played a pure-class fighter beyond about 7th or 8th level.  I have seen players go pure-class rogue, paladin, wizard, and monk all the way through 13th (of course, that's when most of the campaigns end).  I think that it is a matter of &amp;quot;flavour&amp;quot; and not power.&lt;br /&gt;
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The fighter class gives you tons of options and no real direction.  You can be a brute-strength-high-AC-tank fighter, you can be a highly-agile-nible-dodging-multi-attacking fighter, or you can be any of a million other options.  And once you include all (or even just some) of the supplimental books for their feat selections, the options become almost endless.  It is up to the player to come up with an interesting concept and then make it happen.&lt;br /&gt;
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With other classes, you have variations, but most of them have a clear general direction due to their class abilities.&lt;br /&gt;
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So, in terms of min-max-munchkin-power-curve-optimization, the fighter is just fine and, if done right, can stand toe to toe with most other characters.  In terms of cool-conceptual-role-playing-story-based-fun, the fighter probably isn't the best choice.&lt;br /&gt;
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But then, that's my 3.5 cents.&lt;br /&gt;
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=== [[Special:Contributions/84.65.210.126|84.65.210.126]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;02:55, 30 May 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Compare a fighter to a warblade. The fighter is very much the weaker of the two. To rectify this, I sugest a keen longsword or greatsword (any weapon with crit 19-20) and the improved critical feat. This makes the fighter crit 13-20. This may help the fighter to become stronger when  paired with power attack and great cleave!&lt;br /&gt;
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=== [[User:MorkaisChosen|MorkaisChosen]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;08:49, 30 May 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Only thing being that Keen doesn't stack with Improved Critical- but if it did work, do it with a rapier...&lt;br /&gt;
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=== [[Special:Contributions/71.146.160.50|71.146.160.50]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;05:12, 22 June 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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He is not so much underpowered, as set up to be a generalist in a specialist world. I mean, really, how many people ''want'' to take the time to learn how to use all those weapons only to end up specializing in 1. if that were the case i'd specialize in 1 from the beginning and pick up others as i deem them necessary. This also has the side-effect of making Sunder as an attack option more devastating.&lt;br /&gt;
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=== [[Special:Contributions/150.101.226.26|150.101.226.26]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;22:17, 9 September 2007 &amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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i dont think the fighter is underpowered. sure if you fail to use his feat selections effectively youll make him pathetically weak but thats the same with the other classes if the fighters feat selections are used effectively thenthey can be as deadly as special abilities.&lt;br /&gt;
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=== [[User:Tokara2132|Tokara2132]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;01:17, 11 September 2007&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Well, I have much experience playing fighters (my first ever D&amp;amp;D character was a fighter) and while it is a bit &amp;quot;bland&amp;quot; compared with the &amp;quot;fight unarmed and naked&amp;quot; monk, but the strength and power of the fighter comes not from a blandness of rules but the ability of the role player. The fact that the fighter can become just about any kind of fighter make it very versatile, and with a little imagination a fighter can easily be as complex and unique character. One need only look towards Rich Burlews brilliant Order of the Stick to illustrate that point. So it takes a little longer to Min/Max a fighter, big deal. I find it rather annoying that people try to Min/Max a game that requires a great amount of fore thought and planning. That is what Video Games are for. Sure, I enjoy myself a little Min/Maxing, but not when I can create a truly classic character, myself, even if it is just in my mind.&lt;br /&gt;
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=== [[User:MorkaisChosen|MorkaisChosen]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:03, 15 September 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
I think that blandness is the problem. It's not just more work to min/max a fighter; it's also more difficult to create a strong character without the central hook and inspiration given by a class. The other classes still need work doing, but they have the root and trunk of the character, so to speak, and just need the branches and leaves of background and personality; a fighter is only the root, without the pre-made &amp;quot;trunk&amp;quot; given by a class- Wizards are scholarly, good-aligned barbarians are noble but uncivilised, Clerics are devoted, Druids are half-wild, but a fighter is just that- someone who fights. Every other class does that, but they have a bit more on top.&lt;br /&gt;
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It can be fun to mess around with the stereotypes, of course, but again, the fighter loses out because it doesn't really ''have'' a stereotype.&lt;br /&gt;
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=== [[User:Sam Kay|Sam Kay]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;13:33, 15 September 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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You are right, though if you have in mind the &amp;quot;standard&amp;quot; fighter from fantasy movies (LotR, Troy, etc.) it can be quite cool. People say &amp;quot;a fighter with well chosen feats...&amp;quot; but it is really easy to muck it all up, just to choose things like cleave, that look cool, but become useless at higher levels. One thing I dont get is that a monk has better saves AND more special stuff than a fighter: you may get more choice with a fighter, but you loose out when it comes to actual gameplay. I've always prefered the fighter to the monk (It is just more cool. Fighting unarmed to &amp;quot;master yourself&amp;quot;, meanwhile blathering on about Ki or Chi or whatever it is called this week is not just uncool, but seriously uncool). They just got lazy with the fighter. But it does seem that they are redoing it (see WotC page, though those that have seen the thing on the fighter may agree with me that we probably wont describe our fighters as &amp;quot;he's a sword and broad, man&amp;quot;). What I want is someone like Achilles, not the current fighter.&lt;br /&gt;
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=== [[User:MorkaisChosen|MorkaisChosen]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;09:13, 17 September 2007 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
I like what they appear to be doing, too- rather than Generic Hitty Guy, the fighter is turning into a Weaponmaster- someone whose life revolves around weapons training. As far as I know, you'll have the choice of versatility (a talent or two with most weapons) or concentration, mastering their favoured weapon beyond all else.&lt;br /&gt;
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Fighter/Cleric multi-classing could get interesting if there's a bit of Favoured Weapon stuff for Clerics...&lt;br /&gt;
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===[[User:Verictord1768|Verictord1768]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;02:32, 12 February 2008 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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I honestly prefer playing a fighter in campaigns, of course I do play them a little off-beat of the run into melee range and hack away endlessly... I prefer to play them as a ranged class, taking feats from PHB, PHB2, Complete Warrior, and Complete Adventurer. At one point  with feats alone my character maximum range for an arrow was effectively over a mile, while you can't see anything that far (unless there is no obscuring view of some sort, but even then their tiny)it seemed a little overpowered to our group. All combat feats are considered fighter feats, so you can get point blank shot and all the other goodies that make range combat ungodly overpowered. So essentially a fighter is limited to his feats and how well you can utilize them.&lt;br /&gt;
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=== [[User:Kelly|Kelly]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;02:11, 14 February 2008 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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You know, I don't understand why anyone would think fighters are underpowered. They will pretty much wipe the floor with any other character of equivalent level in straight up combat, and have got the hit points to survive a hell of a lot of magic thrown at them. And in terms of playing an adventure, spellcasters have to constantly ration their spells, never sure if they might need them more later, while a fighter can just keep doing the thing they do best, encounter after encounter.&lt;br /&gt;
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=== [[User:MorkaisChosen|MorkaisChosen]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;04:23, 14 February 2008 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
But casters can often just rest to get their spells back (depending on the DM), and fighters fall flat if they get hit with a Save-or-Die (or worse, Dominate...).&lt;br /&gt;
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=== [[User:Kelly|Kelly]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;18:23, 14 February 2008&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Yeah, that &amp;quot;Depending on the DM&amp;quot; bit is crucial. Myself, I don't like the video game style of play where spellcasters can just decide to rest whenever it's conveneient.&lt;br /&gt;
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And doesn't everyone fall flat some variety of Save-or-Die spells? Just depends on the type. Remember, Disintegrate is a fort save, something Fighters are great at but most spellcasters aren't. And watch out for those poisoned arrows...&lt;br /&gt;
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===[[Special:Contributions/70.67.223.212|70.67.223.212]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;19:19, 17 February 2008 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Is it video game style to stop swinging a long sword at something immune to slashing damage?&lt;br /&gt;
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=== [[User:Kelly|Kelly]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;19:53, 18 February 2008 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Wow. I have no idea what that comment is supposed to mean.&lt;br /&gt;
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=== [[User:Hijax|Hijax]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;12:08, 6 February 2009 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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kelly, while a fighter may be good at fort saves (and therefore disintegrate and the like), there's a TON of spells that use will saves. as 70.67.223.212 staed, dominate person/monster is a good example.&lt;br /&gt;
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=== [[User:S1Q3T3|S1Q3T3]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;22:16, 14 February 2009 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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You can't talk about the Fighter class without talking about the power curve; some classes start off vulnerable and get really powerful (spellcasters, manifesters, monks), some start out strong and get better at a more stately pace (fighters, barbarians, rouges) while others, while they can be fun to play, are not very powerful and never will be (paladins, soulknives). A second level fighter is the king of ECL 2; with the right racial options, he can be at or near the top of the heap pushing ECL 10. After that, the casters that have been cowering behind him for a dozen levels will rapidly become more powerful than he is. As it must be, or else they will for nought have suffered through what at least ''should'' be many a near-death experience, courtesy of their poor armor class, hit points, and fighting skills.&lt;br /&gt;
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The trouble is that the interdependence of the middle levels starts to break down in the upper levels. I don't know what the answer to that is, except to keep a tight rein (on spellcasters especially) and enforce their vulnerabilities and the limits of their magic. Then they will continue to respect the fighter's strong arm, and balance will be maintained.&lt;br /&gt;
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Also, if you're going to play a fighter, optimize him! For example, dust off your ''Savage Species'' template rules, and take your standard Warforged (+2 Con, -2 Wis, -2 Cha), apply the Lolth-touched template (+6 Str, +6 Con, +1 LA) and Draconic (+2 Str, +2 Con, +2 Cha, +1 LA), and Incarnate Construct (-2 LA). You are left with an LA +0 race with +8 Str, +10 Con, -2 Wis. Give 'em a warforged fighter substitution level (''Races of Eberron'') and Improved Initiative, throw in an Aggressive trait from UA (+2 initiative) and you're left with +4 to hit and damage, insane Con, and +9 initiative -- at ECL 1. Go forth and terrorize those casters while you can!&lt;br /&gt;
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=== [[User:DarkDank6666|DarkDank6666]] &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;12:27, March 9, 2009 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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In most regards many of you are right the fighter does drop in &amp;quot;Power&amp;quot; at higher levels most begin to see the curve at around 10-12th level when feats are not very valuable anymore unless you wait till epic but even then it gives only a slight advantage when dealing with similar level encounters. All feats that use an effect on another regarding a fort or will save at high level is a waste of a feat as most critters can easily pass these with ease. with the way the fighter is designed it appears it was never intended to be a solitary class in that a mix of classes and prestiges is required to stop from falling off the curve.&amp;lt;br /&amp;gt;&lt;br /&gt;
And yes if you have no idea about feats or combinations don't play a fighter because all your gonna do is ruin the parties survival rate. But if your crafting and want to spend &amp;quot;HOURS....&amp;quot; pouring over feats and creating your fighter feat tree then it can be worth it, i myself have a few epic fighters now while they stand no chance against a well prepared spell caster i say whos stupid enough to take on a spell caster when he is ready for you.&amp;lt;br /&amp;gt;&lt;br /&gt;
A fighter at high level requires the rest of the party just like at low level the party requires the fighter, a high level melee who is boosted by a high level cleric or mage or even both can be a war machine that can bring down entire armies for as long as the casters can maintain him.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you make a comparison between a spell caster class and a non spell caster by themselves it really is no contest, but with the right feats and class combination or a well designed party (yeah right how many groups design their characters with each other in mind)nothing is impossible.&lt;br /&gt;
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=== [[User:TK-Squared|TK-Squared]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;08:33, 9 March 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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{{Warning/Text}}&lt;br /&gt;
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Second point; &lt;br /&gt;
{{quote|some classes start off vulnerable and get really powerful (spellcasters, manifesters, monks)|src=Monkman|orig=[[Discussion:Is_the_fighter_underpowered?|Discussion]]}}&lt;br /&gt;
This is not a discussion about the inadequacies of the manifesters, the lack of power of the monk or the steady power of the spellcasters, but rather a discussion on the lack of power found within the fighter, which brings us to the most important part of this; the main body.&lt;br /&gt;
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I'm sure I'm going to have various posts later telling me I'm wrong, either about anything from this point onwards or anything before this point, but most of them are probably just from people who are trying to tear that bone apart. Anyhow, we move onto the main body.&lt;br /&gt;
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The Fighter is a weak class, yes. This is a generally accepted idea from many persons and/or optimizers. Why is it weak? Because it gets nothing except feats. Perhaps if you add in the [http://www.wizards.com/default.asp?x=dnd/cwc/20061013a Dead Level] powers from Wizards of the Coast, they'll seem more inspiring; but they're still lacklustre. The only way you can get a powerful attack from a Fighter is to build them specifically; because feats have pre-requisites and such, you're going to have to plan out your fighter, you can't just see it {{Warning/Text}}, if you do, you're not going to go anywhere fast. Then, there's the point that everyone else outclasses them; well except Samurai, Paladins, Truenamers and Monks, this is quite true. They are outclassed. A Barbarian gets rage and various other neat class features that can't be emulated by feats, the rogue gets extra damage from his sneak attack and a Wizard can cast spells that finish battles before they even know they're going to begin.&lt;br /&gt;
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Of course, there is always the option of doing Monkman's idea; take every broken thing you can find and put it into your fighter, call it &amp;quot;optimization&amp;quot; and think you've done something radical. This is not what you should do, please put down Savage Species. It's a book that shouldn't be used, you don't want to try and show off how good a fighter is by breaking shit; what the hell is the point of that? Does it show a fighter is super-duper? Hell no, it shows x, y and z you tacked onto your fighter are. &lt;br /&gt;
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I'll talk about what a fighter's true strength in a bit, but first we've got to ask the question; what good is a Fighter? Well, it's a dip class. Plain and simple. Two levels? Two feats and full HD. If you need a Fighter Feat, you can easily grab them with dipping. That's right, Fighter joins Paladin, Monk, Totemist and Lion-Totem Barbarian in that delicious distinction of dip class. There's simply no incentive to go to level 3; no class feature worth it. &lt;br /&gt;
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Feats; they're good and all, but they're not class features. Class features are pretty much better than feats (in most cases; not, for example, Slow Fall or some other shit similar). What would you rather get? A feat of Combat Reflexes or, maybe (just maybe), Uncanny Dodge? Maybe if you're building towards a Control build, you'll want Combat Reflexes, but otherwise; who doesn't like retaining Dex to AC when flat-footed? Good times, eh? A feat is a nice thing, but a Fighter gets them and then starts drowning in them. When I've built a fighter, I've run out of feats to take. What do I take then? Toughness? Another piddly 3hp? Whoop-de-doo! But, let's stop focusing on the bad things about Fighters, let's see what good they have.&lt;br /&gt;
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How to really work a Fighter? As Krusk once said, Power Attack (sure, he was talking about about Barbarians, but, y'know, it applies). Power Attacking is where the damage is in for a fighter. What a Fighter wants to do is stack feats that give them modifiers to their damage. A Fighter soon becomes a one-trick pony; hit the enemy with something sharp REALLY HARD. But, if you apply multipliers to your damage, soon the damage becomes more than any enemy can stand. Of course, then people bring up the idea that you just reduced all your attack to do alot of damage! Don't worry, you have FEATS to spare, so you pick up tactical feats to negate that attack bonus and shift it your AC. If your enemy's dead, it doesn't matter right?&lt;br /&gt;
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Or you build a &amp;quot;Battlefield Controller&amp;quot;. You use your feats to pick up a Spiked Chain, Combat Reflexes, Knock-Down, Improved Trip, Power Attack, Stand Still, Improved Disarm and various other things that have Improved in them to control a battlefield. Tripping people or just forcing them to stand still, you control your enemies by controlling where they can and they cannot go. You become as-though a sub-wizard (in the respects of minor battlefield control). Getting a permanent Enlarge Person (or a Ring of Continuous Enlarge Person) is easy enough and you threaten larger areas.&lt;br /&gt;
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But, a Fighter lacks the true versatility that class may appear to have. It's good for beginners, because it's useful to get used to the feat-based 3.5 system and it's easy enough to just hit things. I, myself, enjoy this idea of just hitting things; it's always fun and has no fiddly mechanics behind it apart from &amp;quot;POWER ATTACK FOR FULL&amp;quot;, which is always fun when you hit an enemy with your sword/club/pike/axe/{{Warning/Text}}/whatever/Eiji/party's monk (He's useful!)/chicken. But, ultimately, a Fighter lacks behind a well-played class, say; Wizard or even just a rogue. But, there must be some sort of saving grace for people who just want to take a sword and beat the shit out of something else, mustn't there?&lt;br /&gt;
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Of course there is! That saving grave is the Tome of Battle and it's the shining awesome called the Warblade. He sits there, beckoning you to take him instead of Fighter. Why? Because he can do what a Fighter does, just better. With finesse!&lt;br /&gt;
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So, ultimately; a fighter can be made into a decent damage dealer, but he'll never outshine the stronger classes because he's too specialized. He's too much of a one trick pony. If you really want a class like a fighter, with the feel of a fighter, but all the glamour of being a meaningful contribution, be a &amp;lt;s&amp;gt;monk&amp;lt;/s&amp;gt; Warblade.&lt;br /&gt;
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{{warning|comparedselectedrevisions=http://www.dandwiki.com/w/index.php?title=Discussion%3AIs_the_fighter_underpowered%3F&amp;amp;action=historysubmit&amp;amp;diff=508483&amp;amp;oldid=455765|brokenpolicy=direct rudeness: personal attacks, gross profanity, rudeness|warningnumber=2|warningbannumber=1|issuedate=Issued on 09:54, 13 March 2009|signature=--[[User:Green Dragon|Green Dragon]] 07:47, 7 February 2010 (MDT)}}&lt;br /&gt;
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=== [[User:Green Dragon|Green Dragon]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;09:54, 13 March 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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[[User:TK-Squared|TK-Squared]] please refrain from being rude to others users.  This hinders communication and ultimately stops the discussion in it's tracks.  Even though you have a valid point, it's validity is only hindered by you being rude.  The warning is above.  --[[User:Green Dragon|Green Dragon]] 09:54, 13 March 2009 (MDT)&lt;br /&gt;
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=== [[User:TK-Squared|TK-Squared]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:04, 13 March 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Two paragraphs hinder an entire post. I see. This makes sense, amirite?&lt;br /&gt;
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=== [[User:S1Q3T3|S1Q3T3]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;18:24, 14 March 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Almost never.&lt;br /&gt;
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When you presented your supposedly unbeatable spellcaster, he was a pathetic, cobbled-together weakling who died in a single round. You tried everything -- changing your tactics and your equipment and your feats {{Warning/Text}}. This is not surprising since, as you freely admitted, {{Warning/Text}} Your {{Warning/Text}} character got to ECL 20 via a pathetic 10hp at ECL 5, with no Improved Initiative until ECL 12. In no real campaign does that character live to ECL 20 to see you kill him with your ignorance of the rules and ass-backwards tactics.&lt;br /&gt;
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=== [[User:Green Dragon|Green Dragon]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;18:47, 14 March 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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[[User:S1Q3T3|S1Q3T3]] this is a warning.  Please try to be nice to other users and refrain from personal attacks.&lt;br /&gt;
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=== [[User:S1Q3T3|S1Q3T3]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;19:37, 14 March 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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=== [[User:Ganre|Ganre]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;06:06, 6 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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I do not think the fighter an under powered character, particularly with the addition of feats like Weapon Supremacy, Robilar's Gambit, and several others. The fighter does not tank like a Bar Bar, but he can take a fair amount of damage. He does not evade like a monk or rogue, but he can use his fists, or fire a bow with very good accuracy. The true strength of a Fighter is versatility.&lt;br /&gt;
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=== [[Special:Contributions/96.12.48.209|96.12.48.209]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt; 11:53, 6 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Well i don't feel the fighter is underpowered. If any character is outshining all others i'd say it's more the DM's fault not the class in itself. yeah in a perfect world the wizard can always get his powerfull spells off and a rogue can always sneak attack. But D&amp;amp;D never should be so static and combat shouldn't always be so perfect. One thing nice about the fighter that i haven't seen mentioned is consistancy. A fighter is the most likely to consistantly hit and do dmg, while it may be a small amount it's consistant and reliable. And he can consistantly TAKE damage and rely on his armor. Another note is fighters have access to some awsome magical arms and heavy armor-keep that in mind as heavy armor is a class skill!&lt;br /&gt;
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It's up to the DM to provide adventures where EVERY character has chances to stand out. No player should ever feel his character is inferior to any other character. If the party wizard is consistantly blasting away enemies before the fighter can close in than Dm has basically failed his role. below i will list some examples of WHY the fighter can shine and why he is still a powerfull class.&lt;br /&gt;
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1)put in some small space dungeons- all of a sudden a wizards blasting area spells don't seem so so devastating, unless he wants to take out his party too!&lt;br /&gt;
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2)go underwater!-some spell components just won't work under water or can be destroyed. some spells don't work altogether.&lt;br /&gt;
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3)bring in some monsters with high relflex and will saves,energy resistance, spell resistance,and improved evasion. &amp;quot;what do you mean my spell had no effect!&amp;quot;&lt;br /&gt;
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4)an evil thing i did- a sphere that had permanent anti magic field that filled a hole room. YEAH that was fun!&lt;br /&gt;
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5)not all monsters are stupid! DM -use there skills and smarts! ex(monster- that wizard is killing us time to go for him!).&lt;br /&gt;
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6)the wizard consistantly hides in the back even up into higher levels casting, provide a good suprise rear attack while a battle is going on ;)&lt;br /&gt;
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7)&amp;quot;i'm out of powerfull spells, i need to rest!) it's ok for a wizard to rest and regain spells but not all the time! have the party be hunted by a foe they can't overcome where they need to push on to survive. Another  nice thing to through in from time to time (remember the old school pool of radiance where you always wanted to rest but was attacked!) a wizard needs uninterupted rest to prepare or cast spells. have them attacked numerous times during the night and unable to ready spells! other things can interupt rest too-bad storms,false encounters, a stampede, earthquakes, a party going on, a character next door making love all night. these can be usefull mischeivious tricks that can be used on numerous characters where they rely on powers used in a day ;)&lt;br /&gt;
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8) as a side note random nightly encounters don't always have to disupt spell preperation but it can be used  when the wizard is low on spells and doesn't have many blasting spells left. this gives the fighter a chance to show his worth.&lt;br /&gt;
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9)use random treasure. while catering to a parties needs is nice it shouldn't be done all the time. while magical treasure can be sold to purchase specific magic items a fighter can make good use of magical armor and weapons. If the party fighter apears to be falling behind the the rest of the party in aptitude  hook him up with some good magic heavy armor or weapons.&lt;br /&gt;
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in all the examples a fighters consistancy really stands out and gives him merit he's less effected by random events and scenerios. he might only be able to do 10-30 damage per hit but for the most part you can rely on him do so each round (and thats before he gets multiple attacks), and keep standing as well. while some classes seem more powerfull at later levels they never would have even gotten there if not for the fighter keeping them alive so long! also keep in mind that D&amp;amp;D is not a war game it's a RPG!!! a party is made up of individuals that make up a team if it seems one player is stronger in combat-SO WHAT!!! you get an equal share of treasure and experiance and your a vital part of the team that has a role no matter who tells you your class is inferior or what blog is written!!!!   &lt;br /&gt;
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in summary i wille state again that if a fighter is always being outshined it's because of the DM NOT WoTC. &lt;br /&gt;
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here are some suggestions if an unexperianced DM has problems making his player fighter stand out without changing the rules.&lt;br /&gt;
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1)give the player a chohort-yes leadership gives you a cohort but no where in the rules does it state that a player can't just attract one. maybe a cohort who can buff him would bring his so called low powerlevel up.&lt;br /&gt;
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2)give the fighter access to a guild where he can buy/sell goods for decreased/increased price. this will give the fighter access to stronger magical items. since it will be used to increase the fighter only make it so items can be only sold and bought for his personal use only! maybe the guild can even give him bonus items or rewards for quests done in the guilds name!&lt;br /&gt;
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3)use those additional books with new feats! a fighter is weakest if only the feats from the players handbook is used. there are some really good feats in other sources that can REALLY buff a fighter up. a lot of those feat have high prequisit feats making the fighter the most likey to ever even learn them!&lt;br /&gt;
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-you might also allow fighters-only to take some feats from extra sources.&lt;br /&gt;
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=== [[User:Surgo|Surgo]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;11:22, 6 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Rogues should always be getting off their sneak attacks, otherwise they are failing as Rogues. Anyway, on to the points you were making...&lt;br /&gt;
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''One thing nice about the fighter that i haven't seen mentioned is consistancy. A fighter is the most likely to consistantly hit and do dmg, while it may be a small amount it's consistant and reliable. And he can consistantly TAKE damage and rely on his armor.''&lt;br /&gt;
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A fighter has the ability to consistently fail. You already admitted that the damage was small. The ability for the fighter to take damage is next to useless. You already admitted that the monsters should be smarter later down in the page. That means ignoring the fighter and going right to the people who are actually making a difference in the fight (the spellcasters and the Rogue). Ability to take damage is worthless when the game allows monsters to simply walk right past you.&lt;br /&gt;
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''It's up to the DM to provide adventures where EVERY character has chances to stand out. No player should ever feel his character is inferior to any other character.''&lt;br /&gt;
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The problem with this is that the fighter has so few options and generally sucks so hard it's hard for the DM to give any situation for the fighter where another character can't really do it better. Let's get to the individual points.&lt;br /&gt;
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''1)put in some small space dungeons- all of a sudden a wizards blasting area spells don't seem so so devastating, unless he wants to take out his party too!''&lt;br /&gt;
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Wizards have plenty of single-target spells, and generally don't &amp;quot;blast&amp;quot; in the first place. A blasting wizard is a weak wizard.&lt;br /&gt;
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''2)give the fighter access to a guild where he can buy/sell goods for decreased/increased price. this will give the fighter access to stronger magical items. since it will be used to increase the fighter only make it so items can be only sold and bought for his personal use only! maybe the guild can even give him bonus items or rewards for quests done in the guilds name!''&lt;br /&gt;
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The need for bonus magic items to make up for his own failures is basically an admission that the fighter, as written, is failing. Other classes don't need this boost.&lt;br /&gt;
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''3)bring in some monsters with high relflex and will saves,energy resistance, spell resistance,and improved evasion. &amp;quot;what do you mean my spell had no effect!&amp;quot;''&lt;br /&gt;
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There are plenty of spells, ''really good spells'', that bypass all of that. Amazing spells that don't allow a save or spell resistance. Reflex is generally the most useless save, by the way.&lt;br /&gt;
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''4)an evil thing i did- a sphere that had permanent anti magic field that filled a hole room. YEAH that was fun!''&lt;br /&gt;
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See response to #2.&lt;br /&gt;
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''5)not all monsters are stupid! DM -use there skills and smarts! ex(monster- that wizard is killing us time to go for him!).''&lt;br /&gt;
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This one just highlights the uselessness of the fighter, as I already mentioned. If the monsters are just walking past fighters, that means that the fighters are not contributing meaningfully to the fight.&lt;br /&gt;
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''6)the wizard consistantly hides in the back even up into higher levels casting, provide a good suprise rear attack while a battle is going on ;)''&lt;br /&gt;
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This would be convincing if Wizards couldn't easily make themselves better fighters than actual fighters. But they can, so this is rarely a big deal.&lt;br /&gt;
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''7)''&lt;br /&gt;
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By the time you're past level 5 or so, you won't be running out of spells. You'll have to rely on your lower level ones, sure, but there are plenty of those that stay awesome (like Silent Image).&lt;br /&gt;
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''8)''&lt;br /&gt;
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I don't quite understand this one.&lt;br /&gt;
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''9)use random treasure.''&lt;br /&gt;
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Of all points you've tried to make, this one is '''the worst''' because it actually '''bones fighters''' and Wizards don't care about it. Wizards don't need magical gear to be powerful. Fighters '''do''', and they need ''very specific gear''. Giving random treasure screws fighters ''hard'' because they can't get the crap that they ''need' to even attempt to keep up with the other classes.&lt;br /&gt;
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Also:&lt;br /&gt;
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''a lot of those feat have high prequisit feats making the fighter the most likey to ever even learn them!''&lt;br /&gt;
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Most of those feats are pretty bad. That's the problem with feats: they mostly suck. Maybe if feats were better (and [[Races of War (3.5e Sourcebook)|they have been made so]]) I'd be more convinced.&lt;br /&gt;
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=== [[User:Ganre|Ganre]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;06:29, 7 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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&amp;quot;The problem with this is that the fighter has so few options and generally sucks so hard it's hard for the DM to give any situation for the fighter where another character can't really do it better. Let's get to the individual points.&amp;quot; Surgo&lt;br /&gt;
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No-one has more options than a Fighter, he gets 19 feats through his progression. He can literally qualify for any other Feat, generally with just a small dip into another class. If you think the ability to take damage is irrelevant, your DM is not throwing high enough damage bad-guys against you. When the party encounters a Frenzied Berserker, I'll bet your wizard will appreciate someone to stand in front of him. --[[User:Ganre|Ganre]] 06:29, 7 April 2009 (MDT)&lt;br /&gt;
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=== [[User:Surgo|Surgo]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;07:39, 7 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Maybe if the ability to have feats actually meant something, I'd be impressed by the fighter's ability to gain 19 of them. Unfortunately, feats suck, thus that ability sucks.&lt;br /&gt;
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I thought I explained this one pretty well, but I guess not: it's not that the ability to take damage by itself is irrelevant. It's that the ''fighter's'' ability to take damage is irrelevant. Because as it stands now a monster can basically walk past the fighter onto targets that are actually worthwhile to attack and not even care. If your whole lot in life is to take damage, and you can't even make monsters care about you enough to damage you instead of somebody else, you've failed.&lt;br /&gt;
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=== [[User:Aarnott|Aarnott]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:07, 7 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Knights are much better at just taking damage because they are actually a little sticky so guys can't move away from them so easily. There are some decent fighter builds involving spiked chains, but I think that is the best the fighter is going to get: decent.&lt;br /&gt;
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=== [[User:Ganre|Ganre]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;15:38, 7 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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So this has turned into feats suck, not fighters suck? I am sorry, but i fail to see how raising your damage by 4 or more every hit sucks, over the 250 encounters or so a character can be expected to participate in, a fighter will probably hit something at least 5-10 times, more at later levels, so that comes out to 5K-10K increased damage over his career. Not to mention, with Weapon Supremecy, he can take 10 on attack rolls. I've seen a fighter with improved trip and weapon supremecy murder a paladin, a ranger, and a monk. It comes down to how you play the fighter.&lt;br /&gt;
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=== [[User:Lord Dhazriel|Lord Dhazriel]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;16:06, 7 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Meh Bite of the Werebear increase your damages by +8 and your attack by +8, give you other shinny like nat armor and nat attack. It a mere spell, not a 8th-9th one, maybe a 6th level one (at least I believe). Divine Power... just divine power. Spells outshine fighter feats, a feat is generally weaker then a class feature anyway. Proof: increasing Sneak Attack by 1d6 is an epic feat. Feats are way to customize your character, by synergy with your character's class features. Metamagic are a good example. The fighter only get feats, no class feature. No synergy, no power. Look at all those rage's feats, look at all metamagic feats, look at all the feats in fact. Clerics get their own feats (mostly divine metamagic feats), wizard and sorcerer egt their own feats (metamagic). The rogue get TWF (synergy with Sneak Attack), Again the fighter lack this synergy, he can't increase his own ability through it, thus he lack one of the biggest source of power in the game. &lt;br /&gt;
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=== [[User:Surgo|Surgo]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;16:21, 7 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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''So this has turned into feats suck, not fighters suck?''&lt;br /&gt;
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Considering how the fighter's class features consist '''solely''' of getting feats, a discussion involving fighters pretty much has to.&lt;br /&gt;
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=== [[User:Ganre|Ganre]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;01:32, 8 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Thanks for addressing the rest of my point, Surgo, not taking one part and commenting solely on that, o, wait...&lt;br /&gt;
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Bite of the Werebear, Divine Power, Righteous Might, all of these take spells slots, those can be spent, stolen, countered by a variety of methods. Weapon spec/Greater Spec, Melee Weapon Mastery, Weapon Supremecy, all of these are always on. If you hit an Iron Collosus, 100 Ft antimagic aura, you still get the benefit of your feats. If you are underwater, that guy that specout out his spell casting, he can't even speak, Fighter's feats? still work. The point i am getting at is consistancy, you can count on weapon spec giving you 2 damage every time. You get synergy with it as well, Two-Weapon Fighting can mean double benefit from all of his fighter feats.&lt;br /&gt;
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=== [[User:Surgo|Surgo]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;01:47, 8 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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''Thanks for addressing the rest of my point, Surgo, not taking one part and commenting solely on that, o, wait...''&lt;br /&gt;
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I thought Lord Dhazriel did a pretty good job of commenting on it.&lt;br /&gt;
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If you cast a spell to do something that the fighter would do, only better, you still have (n-1) spell slots and are ''also'' better at fighting than the fighter. That's just embarrassing, and this is the basic problem that the fighter has. A quick dash of Persistent Spell (available for free to both Clerics and Wizards by various methods) makes the effects always on. There's even a second level Sorcerer/Wizard spell that gives you a fighter bonus feat. I wish I was joking about that.&lt;br /&gt;
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I'm not really concerned about the random Iron Colossus because not only are they CR 33 and long past the point where the game stopped making sense, they are also neutered by a single level 3 spell (along with the rest of the closet troll family). And seeing as how the iron colossus is the only such example of a monster who could in theory maybe make spells stop working (both clerics and wizards have hilarious ways to be immune to antimagic field long before epic), that's a pretty horrible argument. (And I'm seriously not concerned about an Iron Colossus when I'm level 33. It's not even a monster, it's a ''trap''.)&lt;br /&gt;
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Fighter's &amp;quot;consistency&amp;quot; isn't worth writing home about. Another class can cast Polymorph and make it last all day (there's your consistency), and then right there you're a better fighter than the Fighter. And you still have (n-1) spell slots left to spend on other things. Next to something like that, Fighters are a complete joke.&lt;br /&gt;
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''those can be spent, stolen, countered by a variety of methods''&lt;br /&gt;
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No, they really can't. You can become immune to Dispel Magic with a +2 weapon. Seriously. And even if you couldn't, Dispel Magic isn't exactly an equalizer.&lt;br /&gt;
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=== [[User:Ganre|Ganre]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;06:34, 8 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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How are you &amp;quot;immune&amp;quot; to an antimagic field? Even if you are out side of it, you can't cast into it. Your +2 weapon? as a wizard, you will be disarmed by someone with a half decent base attack, let alone someone who is good at it. Persistent Polymorph is a 10th level spell. The monster i am refering to I think is in MM2, and it's a CR 9 construct with Mordenkainen's Disjunction at will. This is a bit of an extreme example, but it is for illustration. And the Iron Colossus seems a like it's in the creatures section of the epic handbook in my lap here... The point is, you think that fighter is under-powered, and no arguement presented will change that. Perhaps you are looking at it from the wrong angle. If a class is performing outside it's CR, perhaps it is overpowered.&lt;br /&gt;
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=== [[User:Surgo|Surgo]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:13, 8 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
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Initiate of Mystra makes clerics able to cast in / have their spells work in Antimagic Fields, Initiate of the Sevenfold Veil makes Wizards immune to them (and all other spells for that matter).&lt;br /&gt;
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''Persistent Polymorph is a 10th level spell.''&lt;br /&gt;
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Did you miss that part where clerics and wizards have way to get Persistent Spell on their castings for free?&lt;br /&gt;
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''Your +2 weapon? as a wizard, you will be disarmed by someone with a half decent base attack, let alone someone who is good at it.''&lt;br /&gt;
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You don't need to wield it to get the benefit.&lt;br /&gt;
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''The monster i am refering to I think is in MM2, and it's a CR 9 construct with Mordenkainen's Disjunction at will.''&lt;br /&gt;
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Unless you tell us what this monster actually is, no one can respond to this.&lt;br /&gt;
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''Perhaps you are looking at it from the wrong angle. If a class is performing outside it's CR, perhaps it is overpowered.''&lt;br /&gt;
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Fighters perform significantly under their CR, and fail everything in the same game test.&lt;br /&gt;
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=== 174.10.246.219 on 10th April 2009 ===&lt;br /&gt;
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Surgo you seem to favor all these high level spells which is fine. but the way i see it fighters are stronger than wizards under level 10 or so. &lt;br /&gt;
Yes by this statement i admit that at later levels a waizard is probably more powerfull than a fighter BUT over there hole career it balances out. you crossed some of my points so i will do the same.&lt;br /&gt;
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5)not all monsters are stupid! DM -use there skills and smarts! ex(monster- that wizard is killing us time to go for him!).&lt;br /&gt;
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&amp;quot;This one just highlights the uselessness of the fighter, as I already mentioned. If the monsters are just walking past fighters, that means that the fighters are not contributing meaningfully to the fight.&amp;quot; &lt;br /&gt;
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Actually fighters usually do hold the front ranks so you just pointed out how usefull they can be. If not for a fighter holding the front ranks a wizard would hardly last long enough to get off those precious spells you favor so much OR survive long enough to get powerfull spells.&lt;br /&gt;
Fighters are great at holding the front line so give credit were credit is due. Also you took just one side of my point, going after a wizard doesn't have to mean moving past the fighter to get to you! They could rain down arrows (at mid to higher levels this would probably be canceled out by your precious spells),target the wizard with there own spells, summon monster behind the wizard to attack him, use a magical item(horn of blasting,wand, necklace of missles etc), breath weapon, barrow underground,fly, release a trap. those really aren't the fighters failings just situations ALL characters have to deal with.&lt;br /&gt;
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&amp;quot;Wizards don't need magical gear to be powerful&amp;quot;&lt;br /&gt;
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Really!? last i knew scrolls and spell books were magic items which is where wizards get most of there spells. how many different spells would you have, to overcome variable situations without them?&lt;br /&gt;
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&amp;quot;By the time you're past level 5 or so, you won't be running out of spells. You'll have to rely on your lower level ones, sure, but there are plenty of those that stay awesome (like Silent Image).&amp;quot;&lt;br /&gt;
and how many of those spells could you get off on say 6 ogres and disable or kill them without a fighter bidding you time holding them off at say level 6? The party i Dm usually pushes on instead of resting after every encounter everaging 4-5 such battles a day. this usually has the wizies saving spells per encounter and letting the fighter fill his role allowing him to exploit his consistant damage.&lt;br /&gt;
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&amp;quot;Most of those feats are pretty bad. That's the problem with feats: they mostly suck.&amp;quot;&lt;br /&gt;
NO most of the feats in the PhB sucks some are still good. lets look at a level 5 fighter with at least a 20 strength (22-24 is reasonable as well by lvl 5)a +1 keen falchion (8k easy by level 5) and using power attack at +5 and specialized.  2d4 +7 (2hnd str)+2(spec.)+1(magic enh.)+10(2hnd power atack) and crits on a 15-20 x2. Thats 22-28 dmg and 44-56 on a crit which crits 25% of the time and the attack is still made at +7 to hit with no save 100% of the time and unlimited use. thats good damage at lvl 5 no matter how you look at it. at lvl six that would jump to 2 attacks as well and improved power attack could be made use of. you could also take monkey grip and fight with a giant falchion or weapon. also if a fighter builds his intimidate up like he should he can avoid encounters altogether by sheer intimidation, just as a wizard can incipacitate or avoid encounters with spells. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;initiate of Mystra makes clerics able to cast in / have their spells work in Antimagic Fields, Initiate of the Sevenfold Veil makes Wizards immune to them (and all other spells for that matter).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
aren't those prestige classes? we're talking about Base classes. fighters can take many prestige classes too.&lt;br /&gt;
&lt;br /&gt;
in the end i still don't feel there underpowered, there just taken for granted and underapreciated. they usually do there job well so players begin to overlook the aid of the fighter. As i keep saying. if a fighter hasn't been holding the ranks then a wizard wouldn't have even survived this long. take a fighter and a wizard-adventure them SOLO to level 20 and see who lives to see level 20 or get there 1st- i bet it would be the fighter as the wizard would have to fight such weak enemies by himself that by the time he would get to level 2 the fighter would be at level 5. In my campaign the fighter plays a valuable role and isn't so underapreciated for the players realize his use and role. they often spend ther own cash aiding the fighter with stronger magic items not because he is weak but because a stronger fighter makes a stronger party and in turn makes the rogues and wizies stronger as a team.&lt;br /&gt;
&lt;br /&gt;
(Sign your posts)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[User:TK-Squared|TK-Squared]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;10:45, 10 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
First off, guy above me; dear god, could you attempt to type in proper English? I'm having a hard time reading what you just said because it looks terrible, dude. Anyway...&lt;br /&gt;
&lt;br /&gt;
Point #1: Fighters aren't good at holding the front line without very specific builds of Battlefield Control. A Crusader or Warblade is much better at holding the front line, using Thicket of Blades stance and various maneuvers to keep people where you want them. A Fighter is capable of Battlefield Control, but he loses out so much to Crusader or Warblade, which are classes similar to the Fighter (in their role, not design). But, a Wizard is leaps and bounds better at Battlefield Control than a Fighter. Yes, even at level 1.&lt;br /&gt;
&lt;br /&gt;
Point #2: Wizards are powerful from level 1 to level 20. Their real power leap comes at about level 9 or 11, but before that they have plenty of spells that can quickly shut down a battle with ease. What's the Fighters will save at level 1? Will he be able to take [[Color_spray|Color Spray]]? Will your enemy be able to take it? That's a finisher right there. [[Sleep]], [[Deep slumber|Deep Slumber]], [[Charm person|Charm Person]], [[Charm monster|Charm Monster]], [[Solid_fog|Solid Fog]], [[Cloudkill]], Orb of X, etc, etc. The Wizard has spells that can fill nearly any given situation and just taking a single prestige class, which only has the problem of a naff requirement feat (Spell Focus(Abjuration) and Greater Spell Focus(Abjuration)), the Initiate of the Sevenfold Veil can just decimate, being immune to spells when he reaches level 7.&lt;br /&gt;
&lt;br /&gt;
Point #3: Spellbooks aren't magical. The Wizard only has a minor need for magic items. Infact, all he needs is items, mundane ones for spell components and the spellbook. Scrolls, Staves, Wands and Wondrous Items are all just bonuses to the mighty power of the Wizard. Only the Druid can say that he doesn't need any of that. A +1 Eager / +1 Warning Quarterstaff is just a nice toy for the Wizard, he doesn't need it (especially with Celerity spells). A Fighter DOES need magic items. The Fighter is one of the classes that really does need magic items. Unless he picks his race specifically, how's he going to fly? Flying is really necessary for later levels and it's useful at earlier levels. The Wizard can do it at level 5 and then do it for an entire day at level 9. Can the Fighter?&lt;br /&gt;
&lt;br /&gt;
Point #4: Battles, by the definitions in the DMG, should be averaging at 4 CR appropriate encounters per day (Each takes 25% of the resources of a 4-man party). 6 Ogres? [[Color_spray|Colour Spray]]. Will save (+1 wut) or be stunned and blinded for 1d4 rounds and then stunned for another 1 round. Using metamagic enhancements, you can easily get any of them in that there area. Boom. That's a single level 1 spell. According the [http://www.penpaperpixel.org/tools/d20encountercalculator.htm Encounter Calculator], 6 ogres (CR 3) vs a Level 5 Wizard is a CR 8 encounter and &amp;quot;Unbeatable&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Point #5: Your example of a Fighter at level 5 is... Wrong. 8k is &amp;quot;easy by level 5&amp;quot;, really? The WBL is 9k for level 5. You just spent all your money on that weapon there. That means you have to be a Half-Orc (or another LA +0 creature with +2 Strength) with STR 17/18 (or an Orc, or another LA +0 creature with +4 strength, with 15/16 strength) to get 20 strength by level 5. It's not entirely unreasonable to assume this, you just didn't mention a race, so I have to guess here. First, your attack doesn't &amp;quot;crit 25% of the time&amp;quot;, it makes a threat 25% of the time (and only crits 5% of the time). So... You're doing al that and then the Wizard just casts, say... [[Color_spray|Color Spray]]?&lt;br /&gt;
&lt;br /&gt;
Point #6: Let's not go all about just Fighters vs Wizards. Let's go for the Warblade (The replacement Fighter). He can do all that (except for specialization, he doesn't get that till level 6), but he also uses maneuvers and various other sweet things that will just decimate an encounter far easier than a Fighter can. So... Why is the Fighter good if people do stuff better than him again?&lt;br /&gt;
&lt;br /&gt;
Point #7: Intimidation sucks.&lt;br /&gt;
&lt;br /&gt;
Point #8: Initiate of Mystra is a feat for Clerics.&lt;br /&gt;
&lt;br /&gt;
Point #9: Actually, a Fighter can't take that many Prestige Classes. Alot of Prestige Classes normally require spellcasting or a class feature. Guess what the Fighter lacks? Class features. Wizard is generally prestige'd from at level 5, because a prestige class gives you what the wizard gives except for some more feats (unless you go Loremaster, which does this anyway). While Prestige Classes are not essential, the Wizard's extreme power is only accented by these classes, rather than reliant on them.&lt;br /&gt;
&lt;br /&gt;
Point #10: The Fighter is not a base class. It is a dip class. It is two levels long. Why on earth would you take Fighter 3? There is just no reason to do so; it's a useless level and offers you absolutely nothing except a +1 BAB. Like Monk and Totemist, it's a dip class. Quite a few builds use it because all it gets is feats; a Warblade 7 / Fighter 2 is a generally regarded way of getting good Battlefield Control with a melee build.&lt;br /&gt;
&lt;br /&gt;
Point #11: Maybe in your campaign, yes. But, in general; the Fighter's role is easily replicated through classes that actually get class features. The Fighter is merely an attempt to create diversity; but feats never replace class features. Rage will always be better than Weapon Focus. Sneak Attack will always trump Weapon Specialization. Warblades will only come second in the sheer amount of feats that the Fighter gets; and does anyone EVER need that many feats? Not really.&lt;br /&gt;
&lt;br /&gt;
Point #12: Sign your posts, like it says.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Ganre|Ganre]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;16:20, 10 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
I just wanted to point out, it's a lot easier to crit once you've threatened, so that 5% is inaccurate. so with a +12 to hit,  critter with 22 AC. you need to to roll a 10 to hit, that's 55% success. Tha's 12.5% Also, with the addition of the PHB 2 feats, i feel fighter is no longer a dip class, there are some really interesting things it can do at high level. One last thing, if the wizard in your group is out performing everyone else, perhaps he needs to be toned down, not turn the fighter into a blender of death. &lt;br /&gt;
&lt;br /&gt;
=== [[User:Lord Dhazriel|Lord Dhazriel]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;17:16, 10 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The we need to tone down a load of classes. I couldn't list them all. The best fighter is a 2nd level fighter with a lot of PrC. The best fighting men is a warblade or a crusader. Also: The warblade can learn the fighter tricks, he got a class feature allowing him to get fighter feats (warblade level -2). So yeah, you better go with the awesome F&amp;amp;K Fighter.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Ganre|Ganre]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;22:08, 10 April 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Well, that means in any games I run, you won't find a Warblade, because doing that robs high level fighters of their uniqueness.&lt;br /&gt;
&lt;br /&gt;
== maru hatsune ==&lt;br /&gt;
&lt;br /&gt;
well personally It depends on your who build of your fighter and your equipment as well. if you make your fighter a tank type with power attack feats and a strong weapon, than yeah it could stand a chance. not to mention you can always charge at the nearest sorcerer and try to choke them out or something.&lt;br /&gt;
&lt;br /&gt;
but over all i think spellcaster types have alittle more of an edge especially at higher lvls.&lt;br /&gt;
god damn my friend and his phantasmal killer.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Ghostwheel|Ghostwheel]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;11:06, 1 August 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
Ganre, you say that the Warblade robs high-level fighters of their uniqueness, but they do no such thing; let me explain. The uniqueness of Fighter is not tied to the feats they can take. It's tied to the *number* of feats they can take. No other class really makes them redundant since no other class can gain a generic bonus feat without losing BAB. For example, a high-level Fighter can have Stand Still, Thicket of Blades (gained via feats), Greater Weapon Focus, Greater Weapon Specialization, Melee Weapon Mastery, Supreme Melee Weapon Mastery, Shock Trooper, Combat Brute, Spirited Charge and more; Warblades can't do that. So instead of saying that the Warblade makes the Fighter redundant, it might be more correct to say that the two classes are taken for different reasons (forget for a moment about flavor, let's concentrate on what makes a class a class--the mechanics). Warblade is taken for its maneuvers, access to schools, and class abilities. Fighter is taken for the bonus feats it gets. Neither invalidates the other.&lt;br /&gt;
&lt;br /&gt;
Now, if only getting access to bonus feats is weak when compared to the things that virtually every other class gets... that's a different discussion. But neither class makes the other redundant, since their mechanical bits in combat are completely dissimilar.&lt;br /&gt;
&lt;br /&gt;
== Maru hatsune ==&lt;br /&gt;
&lt;br /&gt;
I have to agree with ghostwheel on that one. not to mention the main build for a fighter is feats which is absolutely unique to all the class, since most of their build are based on special abilities and all.&lt;br /&gt;
BTW: what book is the warblade class on?&lt;br /&gt;
&lt;br /&gt;
== Nicholas ==&lt;br /&gt;
&lt;br /&gt;
It has occured to me that in my party, the linear progression (squishy lvl 1 wizards, strong lvl 2 fighters) doesn't matter: We don't play low level campaigns (lvl 1-3) and only occasionally play below fifth. So our fighters hit the ground worthless. Maybe other people use the first five levels?&lt;br /&gt;
&lt;br /&gt;
=== [[User:Ghostwheel|Ghostwheel]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;02:09, 3 August 2009 (MDT)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Even at level 1, wizards and druids can overpower other classes. Druids get a war-trained riding dog, which is stronger than just about every other meleer at level 1, and wizards get access to Color Spray/Sleep, spells that destroy a whole encounter in one go.&lt;br /&gt;
&lt;br /&gt;
Maru: Warblade is in Tome of Battle.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Jamesja12|Jamesja12]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;11:20, 4 August 2009&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
I'm not sure but if the fighter gets great cleave he can take out a entire army of low levels in one go.&lt;br /&gt;
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=== [[User:Crashpilot|Crashpilot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;09:13, 3 March 2011 (MST)&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; ===&lt;br /&gt;
It is an old discussion but I want to answer anyway.&lt;br /&gt;
&lt;br /&gt;
Are fighters underpowered? Well that would depend on the point of view. A fighter with the right abilities and feats can seriously damage any&lt;br /&gt;
opponent that is susceptable to melee and can do that on a regular bases. With this I mean they are not subject to the need to flank someone, ambush , suddon strike etc. The damage is good (not uber) but flatrated. In that regard they are powerfull. In reality however the fighter lacks a large portion of simple roleplaying. They barely get skill points and it doesn't realy make sense to place a lot of points into int. Essencially they can hit hard but there it ends. A mage for example has loads of spells that may be used to perform RP tasks, divination, scrying, comprehend languages, read magic, etc.etc. and therefor has both large amounts of damage plus atleast the option to roleplay well. The bard has Bardic knowledge to be very usefull in that regard and spells to assist, a rogue has so many points that it will be able to train information and knowledge gathering skills to high levels without sacrificing any functionality. In that regard the fighter is underpowered and will fit any roleplayingphobe well, but people who want more then just bash skulls will find that fighters are highly frustrating becouse they cannot do much more then attack.&lt;br /&gt;
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&amp;lt;!-- DO NOT REMOVE OR EDIT THIS LINE NOR ANYTHING BELOW IT&lt;br /&gt;
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{{Forumfooter|Discussion}}&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)</id>
		<title>Talk:Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T15:50:37Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Abandoned, almost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rating ==&lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because it is obviously balanced. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it is very easy to understand. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because interwiki linking is very good all around, and, while the preload isn't filled out, it's still present, and the creator of this class intends to fill it out eventually. (Also, LD, you have a red link in there). &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a 5 out of 5 because honestly, I love the fact that this class feels like a rogueish character without having to have all that sneak attack baggage being carried around with them. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power''' - 5/5, I thought the class was well balanced with the bard. Giving up the magical songs for abilities that were equally useful(like uncanny dodge, or skill mastery).&lt;br /&gt;
&lt;br /&gt;
'''Wording''' - 3/5, The grammar had some slight problems. There were a few a's, that should have been an's, and there were some singulars, that should have been plurals. But overall I thought the meaning of the words was reasonably clear(there was some slight confusion, but nothing major).&lt;br /&gt;
&lt;br /&gt;
'''Formatting''' - 3/5, The page had tables laid out and the like. But it jumped back in between classes in a confusing way. &amp;quot;An Adventurer begins play knowing four 0-level spells of your choice. At most new Bard levels, he gains 1 or more new spells,&amp;quot; I'm not sure whether it's talking about Bards or Adventurers. It makes me feel like the author copied and pasted some selections from the Bard spell rules, and dropped it in; because he was too lazy to rewrite the system for Adventurer.&lt;br /&gt;
&lt;br /&gt;
'''Flavor''' - 2/5, The class had no background, or description. There were several key things people like to know about when they see a class. Such as which abilities are important, or what alignment the class generally is. Despite the classes complete lack of description of any kind; I could tell the general idea of what the author was going for.&lt;br /&gt;
&lt;br /&gt;
== Abandoned, almost ==&lt;br /&gt;
This class has not been edited for more then a year while large pieces of information are missing. The information states grammar and spelling only but by now it may be safe to assume that the original author may not finish this class at all. I took the liberty to add missing information and some lore without changing any functionality to my best of abilities.--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
Also the epic levels are a bit unclear to me, one could just proceed in the same manner as before gaining more stackable skills but I feel that this might make the adventurer a bit boring at that point. Any ideas?--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
How should I see adaptation, I am unsure what is meant by this frase in the last section that describes Adventurers in the game.--[[User:Crashpilot|Crashpilot]] 07:49, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
And as for the last question, how do you import the standard NPC template? Or should I create a NPC at the NPC section and somehow link it to this page?? The helpfiles are not clear about that or I have failed to look in the right section.--[[User:Crashpilot|Crashpilot]] 08:13, 3 March 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T15:48:26Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Adventurer in the Game */&lt;/p&gt;
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&lt;div&gt;{{stub|making a, epic information and campaign information. Also it needs a sample NPC}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
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|editing= Spelling and Grammar, missing parts and lore.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
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{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, an Adventurer can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Adventurer is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting (for [[Human]] race bonus feat).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' An Adventurer can literally be from any stature and race and many will have different gods they will worship. The most common religion however is that of the god Farlang, the god of travel and luck, hopefully granting those in search for adventure some aid on their travels.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Adventurers are bold and clever persons that do not directly fear anything. Next to that they are higly versitile, being able to use any magic known to mankind. Therefor they are well received by others. Adventurers will find Wizards,Sorcerers and Bards to have a lot of common interests.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The adventurer can fill in many roles within a party, they have access to healing magic and the ability to enhance other players with magic which makes them an excellent support class. On the other hand they can use that magic to enhance themselves and become mighty warriors or deviate assassins. Truly an Adventurer is a jack-of-all-trades, and master of none.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A typical Adventurer may whish to adopt some dedication within his role towards an group of adventurers. The can multiclass with rogue or select the Assassin prestige class to increase damage and silentness or take on ranged fighting like an archer or the Arcane Archer presigue class. There is no &amp;quot;best&amp;quot; choice only that what you actually need.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;Sir, are you sure? It is called temple of almost certain doom for some reason!&amp;quot;&lt;br /&gt;
&amp;quot;And your point is?...&amp;quot;&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are everywhere, they are the brave that whish to investigate special places or they are just tired of their normal life and decided that making cheese was not the glamorous life they have wished for. Every world has some place to discover, investigate and plunder. If you find one, chances are big so did an Adventurer&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Wake up, check for poisonous bugs and vermin. Roll up bedroll, take down tent and stow into backback. Whash face and other parts in need of cleaning and check that strange map again with the large red cross drawn at some seemingly uninteresting location. Get your bearings and move forward. Alway's moving forward and not look back.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the bold, revered for his exploration into the temple of almost certain doom. Finder of the gate that can link the abyss to the material plane. Now if only he didn't activate it... Yes that would have been nice...&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers are lone rangers that operate out of is own interest. Becoming an Adventurer can lead to greatness if he manages to find something of importance and lives to tell the tale. There is no Adventurers guild and why whould there be? It will only enlarge the chance that some other Adventurer will discover some misterious place first and claim the glory attached to it.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The reaction from the world towards the Adventurer is more dependant on the actions of the Adventurer himself. Some find a well that provide healing powers and unnatural long life, those are revered by the comunity for his discovery. Others find the gates to hell and open them, however equally glorious not many people will thank him for releasing the cataclysm on the world.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge(History) or Knowledge(Local) can research Adventurers to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge(History) or Knowledge(Local)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Adventurers roam the worlds searching for places to discover, there are many Adventurers that are revered by their findings.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Adventurers are versitile induviduals, they have learned to master many skills and can put those skills to good use.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Adventurers can cast nearly all spells known to man, but lack the ability to cast the most powerfull ones around.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Thinking about this one, will return to finish.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
Adventurers are higly versitile classes that can choose to perform a missing role inside a group of players, or they may construct their class over levels in such a fashion that they stay versitile in many fashions, but are master in none. This gives the Adventurer the ability to accept nearly any conceivable role within a party. Also the Adventurers may be the reason why a party would go somewhere in the world and will grant good roleplaying options to any player or even DM.&lt;br /&gt;
&lt;br /&gt;
A NPC Adventurer may fit into your world at any point. It could be a retired Adventurer that has failed in his last attempt to discover some mistory and may ask any party to go on a quest that he was unable to fullfill, or the party may encounter an Adventurer that is searching for the same treasure that the players are and try to hinder them in their progress before they can snatch away the glory that he may percieve as rightfully his. An other example may be an Adventurer that had the great unfortune to walk into some dangerous place where he may have lost his mind and act irraticly towards the players. The options for an Adventurer inside an adventure game makes this class naturally adaptable to nearly every campaign.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' Huh what now?&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' While the party is investigating an old and abandoned temple, strange events has made their attempts to investigate the temple propperly a dangerous endavour. Collapsing pillars, avalanches of rocks from roofs or mountains and freshly placed traps will have them wondered who is behind these seemingly unfortunate &amp;quot;accidents&amp;quot; and why that person may be trying to stop them. The further the party advances into the temple the deadlier the attacks seem to have become.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' Working on it, got a reasonable nice idea for an encounter with this class, should be usable in almost all campaigns. but first, how do you get nice template here that I see often at other players?--[[User:Crashpilot|Crashpilot]] 08:48, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)</id>
		<title>Talk:Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T15:13:30Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Abandoned, almost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rating ==&lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because it is obviously balanced. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it is very easy to understand. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because interwiki linking is very good all around, and, while the preload isn't filled out, it's still present, and the creator of this class intends to fill it out eventually. (Also, LD, you have a red link in there). &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a 5 out of 5 because honestly, I love the fact that this class feels like a rogueish character without having to have all that sneak attack baggage being carried around with them. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power''' - 5/5, I thought the class was well balanced with the bard. Giving up the magical songs for abilities that were equally useful(like uncanny dodge, or skill mastery).&lt;br /&gt;
&lt;br /&gt;
'''Wording''' - 3/5, The grammar had some slight problems. There were a few a's, that should have been an's, and there were some singulars, that should have been plurals. But overall I thought the meaning of the words was reasonably clear(there was some slight confusion, but nothing major).&lt;br /&gt;
&lt;br /&gt;
'''Formatting''' - 3/5, The page had tables laid out and the like. But it jumped back in between classes in a confusing way. &amp;quot;An Adventurer begins play knowing four 0-level spells of your choice. At most new Bard levels, he gains 1 or more new spells,&amp;quot; I'm not sure whether it's talking about Bards or Adventurers. It makes me feel like the author copied and pasted some selections from the Bard spell rules, and dropped it in; because he was too lazy to rewrite the system for Adventurer.&lt;br /&gt;
&lt;br /&gt;
'''Flavor''' - 2/5, The class had no background, or description. There were several key things people like to know about when they see a class. Such as which abilities are important, or what alignment the class generally is. Despite the classes complete lack of description of any kind; I could tell the general idea of what the author was going for.&lt;br /&gt;
&lt;br /&gt;
== Abandoned, almost ==&lt;br /&gt;
This class has not been edited for more then a year while large pieces of information are missing. The information states grammar and spelling only but by now it may be safe to assume that the original author may not finish this class at all. I took the liberty to add missing information and some lore to my best of abilities.--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
Also the epic levels are a bit unclear to me, one could just proceed in the same manner as before gaining more stackable skills but I feel that this might make the adventurer a bit boring at that point. Any ideas?--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
How should I see adaptation, I am unsure what is meant by this frase in the last section that describes Adventurers in the game.--[[User:Crashpilot|Crashpilot]] 07:49, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
And as for the last question, how do you import the standard NPC template? Or should I create a NPC at the NPC section and somehow link it to this page?? The helpfiles are not clear about that or I have failed to look in the right section.--[[User:Crashpilot|Crashpilot]] 08:13, 3 March 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T15:11:07Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Adventurer in the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information and campaign information. Also it needs a sample NPC}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar, missing parts and lore.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, an Adventurer can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Adventurer is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting (for [[Human]] race bonus feat).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' An Adventurer can literally be from any stature and race and many will have different gods they will worship. The most common religion however is that of the god Farlang, the god of travel and luck, hopefully granting those in search for adventure some aid on their travels.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Adventurers are bold and clever persons that do not directly fear anything. Next to that they are higly versitile, being able to use any magic known to mankind. Therefor they are well received by others. Adventurers will find Wizards,Sorcerers and Bards to have a lot of common interests.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The adventurer can fill in many roles within a party, they have access to healing magic and the ability to enhance other players with magic which makes them an excellent support class. On the other hand they can use that magic to enhance themselves and become mighty warriors or deviate assassins. Truly an Adventurer is a jack-of-all-trades, and master of none.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A typical Adventurer may whish to adopt some dedication within his role towards an group of adventurers. The can multiclass with rogue or select the Assassin prestige class to increase damage and silentness or take on ranged fighting like an archer or the Arcane Archer presigue class. There is no &amp;quot;best&amp;quot; choice only that what you actually need.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;Sir, are you sure? It is called temple of almost certain doom for some reason!&amp;quot;&lt;br /&gt;
&amp;quot;And your point is?...&amp;quot;&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are everywhere, they are the brave that whish to investigate special places or they are just tired of their normal life and decided that making cheese was not the glamorous life they have wished for. Every world has some place to discover, investigate and plunder. If you find one, chances are big so did an Adventurer&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Wake up, check for poisonous bugs and vermin. Roll up bedroll, take down tent and stow into backback. Whash face and other parts in need of cleaning and check that strange map again with the large red cross drawn at some seemingly uninteresting location. Get your bearings and move forward. Alway's moving forward and not look back.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the bold, revered for his exploration into the temple of almost certain doom. Finder of the gate that can link the abyss to the material plane. Now if only he didn't activate it... Yes that would have been nice...&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers are lone rangers that operate out of is own interest. Becoming an Adventurer can lead to greatness if he manages to find something of importance and lives to tell the tale. There is no Adventurers guild and why whould there be? It will only enlarge the chance that some other Adventurer will discover some misterious place first and claim the glory attached to it.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The reaction from the world towards the Adventurer is more dependant on the actions of the Adventurer himself. Some find a well that provide healing powers and unnatural long life, those are revered by the comunity for his discovery. Others find the gates to hell and open them, however equally glorious not many people will thank him for releasing the cataclysm on the world.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge(History) or Knowledge(Local) can research Adventurers to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge(History) or Knowledge(Local)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Adventurers roam the worlds searching for places to discover, there are many Adventurers that are revered by their findings.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Adventurers are versitile induviduals, they have learned to master many skills and can put those skills to good use.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Adventurers can cast nearly all spells known to man, but lack the ability to cast the most powerfull ones around.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Thinking about this one, will return to finish.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
Adventurers are higly versitile classes that can choose to perform a missing role inside a group of players, or they may construct their class over levels in such a fashion that they stay versitile in many fashions, but are master in none. This gives the Adventurer the ability to accept nearly any conceivable role within a party. Also the Adventurers may be the reason why a party would go somewhere in the world and will grant good roleplaying options to any player or even DM.&lt;br /&gt;
&lt;br /&gt;
A NPC Adventurer may fit into your world at any point. It could be a retired Adventurer that has failed in his last attempt to discover some mistory and may ask any party to go on a quest that he was unable to fullfill, or the party may encounter an Adventurer that is searching for the same treasure that the players are and try to hinder them in their progress before they can snatch away the glory that he may percieve as rightfully his. An other example may be an Adventurer that had the great unfortune to walk into some dangerous place where he may have lost his mind and act irraticly towards the players. The options for an Adventurer inside an adventure game makes this class naturally adaptable to nearly every campaign.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' While the party is investigating an old and abandoned temple, strange events has made their attempts to investigate the temple propperly a dangerous endavour. Collapsing pillars, avalanches of rocks from roofs or mountains and freshly placed traps will have them wondered who is behind these seemingly unfortunate &amp;quot;accidents&amp;quot; and why that person may be trying to stop them. The further the party advances into the temple the deadlier the attacks seem to have become. The adventurer must stop them before they can snatch away his glory for whitch he has worked so hard for.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User:Crashpilot</id>
		<title>User:Crashpilot</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:Crashpilot"/>
				<updated>2011-03-03T14:55:26Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My information ==&lt;br /&gt;
&lt;br /&gt;
===Personal information===&lt;br /&gt;
Signature: [[User:Crashpilot|Crashpilot]] 07:32, 22 February 2011 (MST)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male &amp;lt;br /&amp;gt;&lt;br /&gt;
Age: 28 &amp;lt;br /&amp;gt;&lt;br /&gt;
Nationality: Dutch &amp;lt;br /&amp;gt;&lt;br /&gt;
Languages: Dutch, English, French, Spanish(fair), German(fair)&lt;br /&gt;
Profession: Electronical Engineer, System control developer. &amp;lt;br /&amp;gt;&lt;br /&gt;
Interrests: Boardgames, Movies, Computer science and programming.&lt;br /&gt;
&lt;br /&gt;
===Game history===&lt;br /&gt;
I am an addict when it comes to D&amp;amp;D, and I love to play it or host a game together with a group of friends. But what I realy like to do&lt;br /&gt;
is to create new content for the game. I love spending time creating new races, classes and mechanics that will improve gameplay. For example&lt;br /&gt;
I realized that the two weapon fighting is a seriously underpowered and in my eyes it is broken. The only class that would make sense to use it &lt;br /&gt;
for would be the assasin / rogue as they deal extra damage when sneak attacking. So I had to fix it and I created a two weapon fighting class that would give this fighting style some more love.&lt;br /&gt;
&lt;br /&gt;
==Custom made classes and items==&lt;br /&gt;
&lt;br /&gt;
===Personal constructed classes:===&lt;br /&gt;
Blade Master : Two weapon fighting class with kickass combo system. (Currently being tested in a campain, may still need balancing)&amp;lt;br /&amp;gt;&lt;br /&gt;
Knight of the sun : Unfortunatly the abriviation (KotS) means puke in dutch... A warrior class that uses fire and light as added abilities&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow Dancer : A rogue-ish class using shadow portals as its main combat feat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hoplite : A warrior class using spear throwing and poking fun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Re-Animator : A wizard like class using reanimated bones as walking spells. This one was a lot of fun to play especially when roleplaying.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gladiator : Guess :P, an exotic arms fighter class. This one was the least fun to play so far, too much fighter like.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as we all know fighters can bash some heads hard and basically it ends there)&amp;lt;br /&amp;gt;&lt;br /&gt;
Battle cleric: A prestige class sacrificing the ability to cast high level spells while enhancing the dificulty ratings for the spells that it may cast.&lt;br /&gt;
&lt;br /&gt;
===Personal constructed races:===&lt;br /&gt;
[[Half-Dead (3.5e Template)]]: Nice undead template that allows for some interesting mechanics. (Testing this as soon some character of mine dies in play :P)&lt;br /&gt;
&lt;br /&gt;
===Personal constructed other:===&lt;br /&gt;
[[Soul Reaper (3.5e Equipment)]]: Weapon that slowly becomes a big threat to enemy and wielder. Originally it was a greatsword but the scyte fits better.&amp;lt;br /&amp;gt;&lt;br /&gt;
Book of random magic : A spellbook with 20 charges, each charge casts a spell randomly but never twice the same one, at the end you do not know what will happen if you use it. (This has deliverd quite a bit of fun when they casted it on theirselves hoping for a buff while a fireball was the result they did not expect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And many other items that I admittantly gave to the players too soon making them extremely powerfull and extremely squishy at the same time. This was my first large mistake that I made when hosting a game as DM for the first time.&lt;br /&gt;
&lt;br /&gt;
==Final notes==&lt;br /&gt;
I havent had the time to post these constructed races, classes or items in the homebrew channel but hopefully I will find the time soon to post them there. If you have any remarks or questions please post them at the discussions page.&lt;br /&gt;
&lt;br /&gt;
==Currently addopted, or finishing projects==&lt;br /&gt;
Must fix, I am working the list of unfinished classes and any that catch my interest I will try to complete as good as I can.&lt;br /&gt;
&lt;br /&gt;
[[Adventurer (3.5e Class)]] :Current fixing project&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)</id>
		<title>Talk:Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T14:49:28Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Abandoned, almost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rating ==&lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because it is obviously balanced. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it is very easy to understand. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because interwiki linking is very good all around, and, while the preload isn't filled out, it's still present, and the creator of this class intends to fill it out eventually. (Also, LD, you have a red link in there). &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a 5 out of 5 because honestly, I love the fact that this class feels like a rogueish character without having to have all that sneak attack baggage being carried around with them. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power''' - 5/5, I thought the class was well balanced with the bard. Giving up the magical songs for abilities that were equally useful(like uncanny dodge, or skill mastery).&lt;br /&gt;
&lt;br /&gt;
'''Wording''' - 3/5, The grammar had some slight problems. There were a few a's, that should have been an's, and there were some singulars, that should have been plurals. But overall I thought the meaning of the words was reasonably clear(there was some slight confusion, but nothing major).&lt;br /&gt;
&lt;br /&gt;
'''Formatting''' - 3/5, The page had tables laid out and the like. But it jumped back in between classes in a confusing way. &amp;quot;An Adventurer begins play knowing four 0-level spells of your choice. At most new Bard levels, he gains 1 or more new spells,&amp;quot; I'm not sure whether it's talking about Bards or Adventurers. It makes me feel like the author copied and pasted some selections from the Bard spell rules, and dropped it in; because he was too lazy to rewrite the system for Adventurer.&lt;br /&gt;
&lt;br /&gt;
'''Flavor''' - 2/5, The class had no background, or description. There were several key things people like to know about when they see a class. Such as which abilities are important, or what alignment the class generally is. Despite the classes complete lack of description of any kind; I could tell the general idea of what the author was going for.&lt;br /&gt;
&lt;br /&gt;
== Abandoned, almost ==&lt;br /&gt;
This class has not been edited for more then a year while large pieces of information are missing. The information states grammar and spelling only but by now it may be safe to assume that the original author may not finish this class at all. I took the liberty to add missing information and some lore to my best of abilities.--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
Also the epic levels are a bit unclear to me, one could just proceed in the same manner as before gaining more stackable skills but I feel that this might make the adventurer a bit boring at that point. Any ideas?--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
How should I see adaptation, I am unsure what is meant by this frase in the last section that describes Adventurers in the game.--[[User:Crashpilot|Crashpilot]] 07:49, 3 March 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)</id>
		<title>Talk:Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T14:40:27Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Abandoned, almost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rating ==&lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because it is obviously balanced. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it is very easy to understand. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because interwiki linking is very good all around, and, while the preload isn't filled out, it's still present, and the creator of this class intends to fill it out eventually. (Also, LD, you have a red link in there). &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a 5 out of 5 because honestly, I love the fact that this class feels like a rogueish character without having to have all that sneak attack baggage being carried around with them. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power''' - 5/5, I thought the class was well balanced with the bard. Giving up the magical songs for abilities that were equally useful(like uncanny dodge, or skill mastery).&lt;br /&gt;
&lt;br /&gt;
'''Wording''' - 3/5, The grammar had some slight problems. There were a few a's, that should have been an's, and there were some singulars, that should have been plurals. But overall I thought the meaning of the words was reasonably clear(there was some slight confusion, but nothing major).&lt;br /&gt;
&lt;br /&gt;
'''Formatting''' - 3/5, The page had tables laid out and the like. But it jumped back in between classes in a confusing way. &amp;quot;An Adventurer begins play knowing four 0-level spells of your choice. At most new Bard levels, he gains 1 or more new spells,&amp;quot; I'm not sure whether it's talking about Bards or Adventurers. It makes me feel like the author copied and pasted some selections from the Bard spell rules, and dropped it in; because he was too lazy to rewrite the system for Adventurer.&lt;br /&gt;
&lt;br /&gt;
'''Flavor''' - 2/5, The class had no background, or description. There were several key things people like to know about when they see a class. Such as which abilities are important, or what alignment the class generally is. Despite the classes complete lack of description of any kind; I could tell the general idea of what the author was going for.&lt;br /&gt;
&lt;br /&gt;
== Abandoned, almost ==&lt;br /&gt;
This class has not been edited for more then a year while large pieces of information are missing. The information states grammar and spelling only but by now it may be safe to assume that the original author may not finish this class at all. I took the liberty to add missing information and some lore to my best of abilities.--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
Also the epic levels are a bit unclear to me, one could just proceed in the same manner as before gaining more stackable skills but I feel that this might make the adventurer a bit boring at that point. Any ideas?--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T14:38:19Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information and campaign information. Also it needs a sample NPC}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar, missing parts and lore.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, an Adventurer can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Adventurer is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting (for [[Human]] race bonus feat).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' An Adventurer can literally be from any stature and race and many will have different gods they will worship. The most common religion however is that of the god Farlang, the god of travel and luck, hopefully granting those in search for adventure some aid on their travels.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Adventurers are bold and clever persons that do not directly fear anything. Next to that they are higly versitile, being able to use any magic known to mankind. Therefor they are well received by others. Adventurers will find Wizards,Sorcerers and Bards to have a lot of common interests.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The adventurer can fill in many roles within a party, they have access to healing magic and the ability to enhance other players with magic which makes them an excellent support class. On the other hand they can use that magic to enhance themselves and become mighty warriors or deviate assassins. Truly an Adventurer is a jack-of-all-trades, and master of none.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A typical Adventurer may whish to adopt some dedication within his role towards an group of adventurers. The can multiclass with rogue or select the Assassin prestige class to increase damage and silentness or take on ranged fighting like an archer or the Arcane Archer presigue class. There is no &amp;quot;best&amp;quot; choice only that what you actually need.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;Sir, are you sure? It is called temple of almost certain doom for some reason!&amp;quot;&lt;br /&gt;
&amp;quot;And your point is?...&amp;quot;&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are everywhere, they are the brave that whish to investigate special places or they are just tired of their normal life and decided that making cheese was not the glamorous life they have wished for. Every world has some place to discover, investigate and plunder. If you find one, chances are big so did an Adventurer&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Wake up, check for poisonous bugs and vermin. Roll up bedroll, take down tent and stow into backback. Whash face and other parts in need of cleaning and check that strange map again with the large red cross drawn at some seemingly uninteresting location. Get your bearings and move forward. Alway's moving forward and not look back.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the bold, revered for his exploration into the temple of almost certain doom. Finder of the gate that can link the abyss to the material plane. Now if only he didn't activate it... Yes that would have been nice...&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers are lone rangers that operate out of is own interest. Becoming an Adventurer can lead to greatness if he manages to find something of importance and lives to tell the tale. There is no Adventurers guild and why whould there be? It will only enlarge the chance that some other Adventurer will discover some misterious place first and claim the glory attached to it.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The reaction from the world towards the Adventurer is more dependant on the actions of the Adventurer himself. Some find a well that provide healing powers and unnatural long life, those are revered by the comunity for his discovery. Others find the gates to hell and open them, however equally glorious not many people will thank him for releasing the cataclysm on the world.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge(History) or Knowledge(Local) can research Adventurers to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge(History) or Knowledge(Local)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Adventurers roam the worlds searching for places to discover, there are many Adventurers that are revered by their findings.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Adventurers are versitile induviduals, they have learned to master many skills and can put those skills to good use.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Adventurers can cast nearly all spells known to man, but lack the ability to cast the most powerfull ones around.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Thinking about this one, will return to finish.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T14:35:21Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Adventurer  Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information and campaign information. Also it needs a sample NPC}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar, missing parts and lore.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting (for [[Human]] race bonus feat).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' An Adventurer can literally be from any stature and race and many will have different gods they will worship. The most common religion however is that of the god Farlang, the god of travel and luck, hopefully granting those in search for adventure some aid on their travels.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Adventurers are bold and clever persons that do not directly fear anything. Next to that they are higly versitile, being able to use any magic known to mankind. Therefor they are well received by others. Adventurers will find Wizards,Sorcerers and Bards to have a lot of common interests.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The adventurer can fill in many roles within a party, they have access to healing magic and the ability to enhance other players with magic which makes them an excellent support class. On the other hand they can use that magic to enhance themselves and become mighty warriors or deviate assassins. Truly an Adventurer is a jack-of-all-trades, and master of none.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A typical Adventurer may whish to adopt some dedication within his role towards an group of adventurers. The can multiclass with rogue or select the Assassin prestige class to increase damage and silentness or take on ranged fighting like an archer or the Arcane Archer presigue class. There is no &amp;quot;best&amp;quot; choice only that what you actually need.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;Sir, are you sure? It is called temple of almost certain doom for some reason!&amp;quot;&lt;br /&gt;
&amp;quot;And your point is?...&amp;quot;&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are everywhere, they are the brave that whish to investigate special places or they are just tired of their normal life and decided that making cheese was not the glamorous life they have wished for. Every world has some place to discover, investigate and plunder. If you find one, chances are big so did an Adventurer&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Wake up, check for poisonous bugs and vermin. Roll up bedroll, take down tent and stow into backback. Whash face and other parts in need of cleaning and check that strange map again with the large red cross drawn at some seemingly uninteresting location. Get your bearings and move forward. Alway's moving forward and not look back.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the bold, revered for his exploration into the temple of almost certain doom. Finder of the gate that can link the abyss to the material plane. Now if only he didn't activate it... Yes that would have been nice...&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers are lone rangers that operate out of is own interest. Becoming an Adventurer can lead to greatness if he manages to find something of importance and lives to tell the tale. There is no Adventurers guild and why whould there be? It will only enlarge the chance that some other Adventurer will discover some misterious place first and claim the glory attached to it.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The reaction from the world towards the Adventurer is more dependant on the actions of the Adventurer himself. Some find a well that provide healing powers and unnatural long life, those are revered by the comunity for his discovery. Others find the gates to hell and open them, however equally glorious not many people will thank him for releasing the cataclysm on the world.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge(History) or Knowledge(Local) can research Adventurers to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge(History) or Knowledge(Local)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Adventurers roam the worlds searching for places to discover, there are many Adventurers that are revered by their findings.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Adventurers are versitile induviduals, they have learned to master many skills and can put those skills to good use.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Adventurers can cast nearly all spells known to man, but lack the ability to cast the most powerfull ones around.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Thinking about this one, will return to finish.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)</id>
		<title>Talk:Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T14:23:49Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rating ==&lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because it is obviously balanced. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it is very easy to understand. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because interwiki linking is very good all around, and, while the preload isn't filled out, it's still present, and the creator of this class intends to fill it out eventually. (Also, LD, you have a red link in there). &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a 5 out of 5 because honestly, I love the fact that this class feels like a rogueish character without having to have all that sneak attack baggage being carried around with them. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power''' - 5/5, I thought the class was well balanced with the bard. Giving up the magical songs for abilities that were equally useful(like uncanny dodge, or skill mastery).&lt;br /&gt;
&lt;br /&gt;
'''Wording''' - 3/5, The grammar had some slight problems. There were a few a's, that should have been an's, and there were some singulars, that should have been plurals. But overall I thought the meaning of the words was reasonably clear(there was some slight confusion, but nothing major).&lt;br /&gt;
&lt;br /&gt;
'''Formatting''' - 3/5, The page had tables laid out and the like. But it jumped back in between classes in a confusing way. &amp;quot;An Adventurer begins play knowing four 0-level spells of your choice. At most new Bard levels, he gains 1 or more new spells,&amp;quot; I'm not sure whether it's talking about Bards or Adventurers. It makes me feel like the author copied and pasted some selections from the Bard spell rules, and dropped it in; because he was too lazy to rewrite the system for Adventurer.&lt;br /&gt;
&lt;br /&gt;
'''Flavor''' - 2/5, The class had no background, or description. There were several key things people like to know about when they see a class. Such as which abilities are important, or what alignment the class generally is. Despite the classes complete lack of description of any kind; I could tell the general idea of what the author was going for.&lt;br /&gt;
&lt;br /&gt;
== Abandoned, almost ==&lt;br /&gt;
This class has not been edited for more then a year while large pieces of information are missing. The information states grammar and spelling only but by now it may be safe to assume that the original author may not finish this class at all. I took the liberty to add missing information and some lore to my best of abilities.&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T14:19:24Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information and campaign information. Also it needs a sample NPC}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar, missing parts and lore.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting (for [[Human]] race bonus feat).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' An Adventurer can literally be from any stature and race and many will have different gods they will worship. The most common religion however is that of the god Farlang, the god of travel and luck, hopefully granting those in search for adventure some aid on their travels.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Adventurers are bold and clever persons that do not directly fear anything. Next to that they are higly versitile, being able to use any magic known to mankind. Therefor they are well received by others. Adventurers will find Wizards,Sorcerers and Bards to have a lot of common interests.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The adventurer can fill in many roles within a party, they have access to healing magic and the ability to enhance other players with magic which makes them an excellent support class. On the other hand they can use that magic to enhance themselves and become mighty warriors or deviate assassins. Truly an Adventurer is a jack-of-all-trades, and master of none.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A typical Adventurer may whish to adopt some dedication within his role towards an group of adventurers. The can multiclass with rogue or select the Assassin prestige class to increase damage and silentness or take on ranged fighting like an archer or the Arcane Archer presigue class. There is no &amp;quot;best&amp;quot; choice only that what you actually need.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;Sir, are you sure? It is called temple of almost certain doom for some reason!&amp;quot;&lt;br /&gt;
&amp;quot;And your point is?...&amp;quot;&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are everywhere, they are the brave that whish to investigate special places or they are just tired of their normal life and decided that making cheese was not the glamorous life they have wished for. Every world has some place to discover, investigate and plunder. If you find one, chances are big so did an Adventurer&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Wake up, check for poisonous bugs and vermin. Roll up bedroll, take down tent and stow into backback. Whash face and other parts in need of cleaning and check that strange map again with the large red cross drawn at some seemingly uninteresting location. Get your bearings and move forward. Alway's moving forward and not look back.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the bold, revered for his exploration into the temple of almost certain doom. Finder of the gate that can link the abyss to the material plane. Now if only he didn't activate it... Yes that would have been nice...&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers are lone rangers that operate out of is own interest. Becoming an Adventurer can lead to greatness if he manages to find something of importance and lives to tell the tale. There is no Adventurers guild and why whould there be? It will only enlarge the chance that some other Adventurer will discover some misterious place first and claim the glory attached to it.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The reaction from the world towards the Adventurer is more dependant on the actions of the Adventurer himself. Some find a well that provide healing powers and unnatural long life, those are revered by the comunity for his discovery. Others find the gates to hell and open them, however equally glorious not many people will thank him for releasing the cataclysm on the world.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T14:12:06Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Human Adventurer Starting Package */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information and campaign information. Also it needs a sample NPC}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting (for [[Human]] race bonus feat).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' An Adventurer can literally be from any stature and race and many will have different gods they will worship. The most common religion however is that of the god Farlang, the god of travel and luck, hopefully granting those in search for adventure some aid on their travels.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Adventurers are bold and clever persons that do not directly fear anything. Next to that they are higly versitile, being able to use any magic known to mankind. Therefor they are well received by others. Adventurers will find Wizards,Sorcerers and Bards to have a lot of common interests.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The adventurer can fill in many roles within a party, they have access to healing magic and the ability to enhance other players with magic which makes them an excellent support class. On the other hand they can use that magic to enhance themselves and become mighty warriors or deviate assassins. Truly an Adventurer is a jack-of-all-trades, and master of none.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A typical Adventurer may whish to adopt some dedication within his role towards an group of adventurers. The can multiclass with rogue or select the Assassin prestige class to increase damage and silentness or take on ranged fighting like an archer or the Arcane Archer presigue class. There is no &amp;quot;best&amp;quot; choice only that what you actually need.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;Sir, are you sure? It is called temple of almost certain doom for some reason!&amp;quot;&lt;br /&gt;
&amp;quot;And your point is?...&amp;quot;&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are everywhere, they are the brave that whish to investigate special places or they are just tired of their normal life and decided that making cheese was not the glamorous life they have wished for. Every world has some place to discover, investigate and plunder. If you find one, chances are big so did an Adventurer&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Wake up, check for poisonous bugs and vermin. Roll up bedroll, take down tent and stow into backback. Whash face and other parts in need of cleaning and check that strange map again with the large red cross drawn at some seemingly uninteresting location. Get your bearings and move forward. Alway's moving forward and not look back.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the bold, revered for his exploration into the temple of almost certain doom. Finder of the gate that can link the abyss to the material plane. Now if only he didn't activate it... Yes that would have been nice...&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers are lone rangers that operate out of is own interest. Becoming an Adventurer can lead to greatness if he manages to find something of importance and lives to tell the tale. There is no Adventurers guild and why whould there be? It will only enlarge the chance that some other Adventurer will discover some misterious place first and claim the glory attached to it.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The reaction from the world towards the Adventurer is more dependant on the actions of the Adventurer himself. Some find a well that provide healing powers and unnatural long life, those are revered by the comunity for his discovery. Others find the gates to hell and open them, however equally glorious not many people will thank him for releasing the cataclysm on the world.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T14:09:57Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information and campaign information. Also it needs a sample NPC}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' An Adventurer can literally be from any stature and race and many will have different gods they will worship. The most common religion however is that of the god Farlang, the god of travel and luck, hopefully granting those in search for adventure some aid on their travels.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Adventurers are bold and clever persons that do not directly fear anything. Next to that they are higly versitile, being able to use any magic known to mankind. Therefor they are well received by others. Adventurers will find Wizards,Sorcerers and Bards to have a lot of common interests.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The adventurer can fill in many roles within a party, they have access to healing magic and the ability to enhance other players with magic which makes them an excellent support class. On the other hand they can use that magic to enhance themselves and become mighty warriors or deviate assassins. Truly an Adventurer is a jack-of-all-trades, and master of none.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A typical Adventurer may whish to adopt some dedication within his role towards an group of adventurers. The can multiclass with rogue or select the Assassin prestige class to increase damage and silentness or take on ranged fighting like an archer or the Arcane Archer presigue class. There is no &amp;quot;best&amp;quot; choice only that what you actually need.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;Sir, are you sure? It is called temple of almost certain doom for some reason!&amp;quot;&lt;br /&gt;
&amp;quot;And your point is?...&amp;quot;&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are everywhere, they are the brave that whish to investigate special places or they are just tired of their normal life and decided that making cheese was not the glamorous life they have wished for. Every world has some place to discover, investigate and plunder. If you find one, chances are big so did an Adventurer&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Wake up, check for poisonous bugs and vermin. Roll up bedroll, take down tent and stow into backback. Whash face and other parts in need of cleaning and check that strange map again with the large red cross drawn at some seemingly uninteresting location. Get your bearings and move forward. Alway's moving forward and not look back.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the bold, revered for his exploration into the temple of almost certain doom. Finder of the gate that can link the abyss to the material plane. Now if only he didn't activate it... Yes that would have been nice...&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers are lone rangers that operate out of is own interest. Becoming an Adventurer can lead to greatness if he manages to find something of importance and lives to tell the tale. There is no Adventurers guild and why whould there be? It will only enlarge the chance that some other Adventurer will discover some misterious place first and claim the glory attached to it.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The reaction from the world towards the Adventurer is more dependant on the actions of the Adventurer himself. Some find a well that provide healing powers and unnatural long life, those are revered by the comunity for his discovery. Others find the gates to hell and open them, however equally glorious not many people will thank him for releasing the cataclysm on the world.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T14:08:10Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Adventurer in the World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' An Adventurer can literally be from any stature and race and many will have different gods they will worship. The most common religion however is that of the god Farlang, the god of travel and luck, hopefully granting those in search for adventure some aid on their travels.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Adventurers are bold and clever persons that do not directly fear anything. Next to that they are higly versitile, being able to use any magic known to mankind. Therefor they are well received by others. Adventurers will find Wizards,Sorcerers and Bards to have a lot of common interests.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The adventurer can fill in many roles within a party, they have access to healing magic and the ability to enhance other players with magic which makes them an excellent support class. On the other hand they can use that magic to enhance themselves and become mighty warriors or deviate assassins. Truly an Adventurer is a jack-of-all-trades, and master of none.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A typical Adventurer may whish to adopt some dedication within his role towards an group of adventurers. The can multiclass with rogue or select the Assassin prestige class to increase damage and silentness or take on ranged fighting like an archer or the Arcane Archer presigue class. There is no &amp;quot;best&amp;quot; choice only that what you actually need.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;Sir, are you sure? It is called temple of almost certain doom for some reason!&amp;quot;&lt;br /&gt;
&amp;quot;And your point is?...&amp;quot;&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are everywhere, they are the brave that whish to investigate special places or they are just tired of their normal life and decided that making cheese was not the glamorous life they have wished for. Every world has some place to discover, investigate and plunder. If you find one, chances are big so did an Adventurer&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Wake up, check for poisonous bugs and vermin. Roll up bedroll, take down tent and stow into backback. Whash face and other parts in need of cleaning and check that strange map again with the large red cross drawn at some seemingly uninteresting location. Get your bearings and move forward. Alway's moving forward and not look back.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the bold, revered for his exploration into the temple of almost certain doom. Finder of the gate that can link the abyss to the material plane. Now if only he didn't activate it... Yes that would have been nice...&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers are lone rangers that operate out of is own interest. Becoming an Adventurer can lead to greatness if he manages to find something of importance and lives to tell the tale. There is no Adventurers guild and why whould there be? It will only enlarge the chance that some other Adventurer will discover some misterious place first and claim the glory attached to it.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The reaction from the world towards the Adventurer is more dependant on the actions of the Adventurer himself. Some find a well that provide healing powers and unnatural long life, those are revered by the comunity for his discovery. Others find the gates to hell and open them, however equally glorious not many people will thank him for releasing the cataclysm on the world.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T14:05:56Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Playing a Adventurer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' An Adventurer can literally be from any stature and race and many will have different gods they will worship. The most common religion however is that of the god Farlang, the god of travel and luck, hopefully granting those in search for adventure some aid on their travels.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Adventurers are bold and clever persons that do not directly fear anything. Next to that they are higly versitile, being able to use any magic known to mankind. Therefor they are well received by others. Adventurers will find Wizards,Sorcerers and Bards to have a lot of common interests.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The adventurer can fill in many roles within a party, they have access to healing magic and the ability to enhance other players with magic which makes them an excellent support class. On the other hand they can use that magic to enhance themselves and become mighty warriors or deviate assassins. Truly an Adventurer is a jack-of-all-trades, and master of none.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A typical Adventurer may whish to adopt some dedication within his role towards an group of adventurers. The can multiclass with rogue or select the Assassin prestige class to increase damage and silentness or take on ranged fighting like an archer or the Arcane Archer presigue class. There is no &amp;quot;best&amp;quot; choice only that what you actually need.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;Sir, are you sure? It is called temple of almost certain doom for some reason!&amp;quot;&lt;br /&gt;
&amp;quot;And your point is?...&amp;quot;&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are everywhere, they are the brave that whish to investigate special places or they are just tired of their normal life and decided that making cheese was not the glamorous life they have wished for. Every world has some place to discover, investigate and plunder. If you find one, chances are big so did an Adventurer&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Wake up, check for poisonous bugs and vermin. Roll up bedroll, take down tent and stow into backback. Whash face and other parts in need of cleaning and check that strange map again with the large red cross drawn at some seemingly uninteresting location. Get your bearings and move forward. Alway's moving forward and not look back.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the bold, revered for his exploration into the temple of almost certain doom. Finder of the gate that can link the abyss to the material plane. Now if only he didn't activate it... Yes that would have been nice...&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers are lone rangers that operate out of is own interest. Becoming an Adventurer can lead to greatness if he manages to find something of importance and lives to tell the tale. There is no Adventurers guild and why whould there be? It will only enlarge the chance that some other Adventurer will discover some misterious place first and claim the glory attached to it.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The reaction from the world towards the Adventurer is more dependant on the actions of the Adventurer himself. Some find well that provide healing powers and unnatural long life, those are revered by the comunity for his discovery. Others find the gates to hell and open them, however so glorious not many people will thank him for providing the cataclysm on the world.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T13:55:05Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Adventurer in the World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;Sir, are you sure? It is called temple of almost certain doom for some reason!&amp;quot;&lt;br /&gt;
&amp;quot;And your point is?...&amp;quot;&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are everywhere, they are the brave that whish to investigate special places or they are just tired of their normal life and decided that making cheese was not the glamorous life they have wished for. Every world has some place to discover, investigate and plunder. If you find one, chances are big so did an Adventurer&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Wake up, check for poisonous bugs and vermin. Roll up bedroll, take down tent and stow into backback. Whash face and other parts in need of cleaning and check that strange map again with the large red cross drawn at some seemingly uninteresting location. Get your bearings and move forward. Alway's moving forward and not look back.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the bold, revered for his exploration into the temple of almost certain doom. Finder of the gate that can link the abyss to the material plane. Now if only he didn't activate it... Yes that would have been nice...&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers are lone rangers that operate out of is own interest. Becoming an Adventurer can lead to greatness if he manages to find something of importance and lives to tell the tale. There is no Adventurers guild and why whould there be? It will only enlarge the chance that some other Adventurer will discover some misterious place first and claim the glory attached to it.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The reaction from the world towards the Adventurer is more dependant on the actions of the Adventurer himself. Some find well that provide healing powers and unnatural long life, those are revered by the comunity for his discovery. Others find the gates to hell and open them, however so glorious not many people will thank him for providing the cataclysm on the world.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T13:36:45Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Human Adventurer Starting Package */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Appraise || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to PCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T13:23:04Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Human Adventurer Starting Package */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to PCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T13:21:41Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Human Adventurer Starting Package */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance n/a, speed 20 ft., 10 lb.).Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''1d4 x 10&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to PCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T13:07:58Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Making an Adventurer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spellfailure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spellfailure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any [[SRD:Alignment|alignment]] but this alignment should be represented when casting spells that are picked from the [[SRD:Cleric|Cleric]] spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-Weapon selection for starting at 1st level with this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-1st-level feat selection-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' &amp;lt;-Starting armor and other equipment outside of weapons.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' &amp;lt;-Starting gold using this package.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to PCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T13:01:00Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /*   Starting Package */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Charisma is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are humans as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any alignment but this alignment should be represented when casting spells that are picked from the Cleric spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-Weapon selection for starting at 1st level with this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-1st-level feat selection-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' &amp;lt;-Starting armor and other equipment outside of weapons.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' &amp;lt;-Starting gold using this package.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to PCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T12:58:11Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Charisma is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are humans as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any alignment but this alignment should be represented when casting spells that are picked from the Cleric spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-Sample race of your choice-&amp;gt; &amp;lt;-class name-&amp;gt; Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-Weapon selection for starting at 1st level with this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-1st-level feat selection-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' &amp;lt;-Starting armor and other equipment outside of weapons.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' &amp;lt;-Starting gold using this package.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to PCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T12:51:46Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Adventurer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Missing a general description, making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge or treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Charisma is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are humans as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any alignment but this alignment should be represented when casting spells that are picked from the Cleric spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-Sample race of your choice-&amp;gt; &amp;lt;-class name-&amp;gt; Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-Weapon selection for starting at 1st level with this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-1st-level feat selection-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' &amp;lt;-Starting armor and other equipment outside of weapons.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' &amp;lt;-Starting gold using this package.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to PCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2011-03-03T12:51:02Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Missing a general description, making a, epic information, a starting package, and campaign information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Skilled&lt;br /&gt;
|desc=Jack of All Trades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
&lt;br /&gt;
Everyone has dreamed about it, leaving your home, not looking back and wander the world in search for knowledge and treasure. However not many of those dreamers will actually dare to let their dreams become reality, but those that do may very well become great adventurers who will leave a great legacy in immortality by the songs and tales that tell about their heroic deeds. Unfortunatly not all adventurers are sung upon, as we all know some adventures do not have such a happy ending.&lt;br /&gt;
&lt;br /&gt;
===Making an Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Alway's on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixt sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versitile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Charisma is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people whithin them can become an adventurer. Most often they are humans as they have a natural predisposition to curiousity that drives them onto their yourney's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' An Adventurer may be of any alignment but this alignment should be represented when casting spells that are picked from the Cleric spell list.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d4 x 10 gold pieces.&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Adventurer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15+10/+5 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor (except [[SRD:Armor Proficiency (Heavy)|heavy armor]]) and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]] and the [[SRD:Cleric Spell List|cleric list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The adventurer ’s selection of spells is extremely limited. A adventurer begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third adventurer level after that (8th, 11th, and so on), an adventurer can choose to learn a new spell in place of one he already knows. In effect, the adventurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level adventurer spell the adventurer can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a adventurer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A adventurer is a novice, an experimented novice. Sometime it seem the luck of the beginner follow them during their career. Once per day per adventurer level, an adventurer may reroll  a d20. She must take the roll even if it worse. She can only use this ability once per round.   &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}}:''' Adventurer (like Rogue) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}}:''' At 2nd and each odd level thereafter, a novice may select one of the following bonus.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charsima|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;-another existing class feature-&amp;gt;:''' &amp;lt;-how this class feature increases or accumulates at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-Sample race of your choice-&amp;gt; &amp;lt;-class name-&amp;gt; Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-Weapon selection for starting at 1st level with this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-1st-level feat selection-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' &amp;lt;-Starting armor and other equipment outside of weapons.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' &amp;lt;-Starting gold using this package.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to PCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:3.5e_Base_Classes</id>
		<title>Talk:3.5e Base Classes</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:3.5e_Base_Classes"/>
				<updated>2011-03-03T01:57:07Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Massive list of unfinished classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Druid Protector doesn't appear ==&lt;br /&gt;
&lt;br /&gt;
The Druid Protector class I just added doesn't appear here, although it does on the other two index screens. Did I mess up the description format? --''[[User:Cuthalion|Cúthalion]] 11:57, 6 February 2007 (MST)''&lt;br /&gt;
&lt;br /&gt;
:Yes.  You used the NPC description template instead of the Base Class Description Template.  Also you did not make the &amp;quot;Balance&amp;quot; template correct.  I have fixed the problems and I hope it is better.  --[[User:Green Dragon|Green Dragon]] 12:55, 6 February 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
:: Oops. Thanks. --''[[User:Cuthalion|Cúthalion]] 12:59, 6 February 2007 (MST)''&lt;br /&gt;
&lt;br /&gt;
:::No problem.  However, this discussion should have taken place on Talk of Druid Protector and not here.  No worries however.  --[[User:Green Dragon|Green Dragon]] 11:50, 7 February 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
== Mouser? ==&lt;br /&gt;
&lt;br /&gt;
Is that just a typo? --[[User:Pwsnafu|Pwsnafu]] 22:25, 7 March 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
''Update'' Wait a sec, there's also Yocham. Could this be a progamming bug? --[[User:Pwsnafu|Pwsnafu]] 22:28, 7 March 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
:Must be: the pages seem to have the right dpl tags and categories. I'll leave Blue Dragon an MoI.  &amp;amp;mdash;[[User:EldritchNumen|EldritchNumen]] 01:11, 8 March 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
:: The noinclude tags just need to be moved around a bit in the NPC pages.  &amp;amp;mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 08:27, 8 March 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
:::It was just a problem with the fact that [[DnD NPCs]] and [[DnD Classes]] both use DLPC's.  The [[DnD NPCs]] DPLC's were transfering over to this page by way of the &amp;lt;nowiki&amp;gt;{{:ARTICLENAME}}&amp;lt;/nowiki&amp;gt;.  Sledged fixed it, and thanks for telling us about this problem.  --[[User:Green Dragon|Green Dragon]] 09:47, 9 March 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
== Crap Crap Crap Crap! ==&lt;br /&gt;
&lt;br /&gt;
The classes still need to enter the rating total, until I can figure out how to get the DPL to add them up in the list page.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:56, 21 February 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
:Could you grab the four other categories and then do the calculations?  --[[User:Aarnott|Aarnott]] 14:31, 21 February 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
::I can, but I want to do it and have it only display the overall rating (unless it's desired that all the component ratings are displayed, too).  There's a number of limitations with DPL's custom output formatting mechanism, but I now have a couple of ideas for work-arounds.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:18, 21 February 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
:::Found a serviceable work-around.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:06, 21 February 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
::::Looks good!  --[[User:Green Dragon|Green Dragon]] 21:55, 21 February 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
== Five main types? ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't 'skilled' be a main type? It's doesn't really fit into any of the other categories and yet there are a ton of classes that are primarily 'skilled' over something like 'bad guy' or 'combat-focused.' -- [[User:Jota|Jota]] 17:44, 30 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
:I agree, '''skilled''' really should be one of the main groups, though I also think there should be at least a few sub-types in each type, you know in case someones looking for a paticular class with a paticular style, for example: ''Aggressive Combat-focused'', ''Defensive Combat-focused'', ''Agile Combat-focused'', ''Unarmed Combat-focused'' could be the sub-categories of '''Combat-focused''', and there ought to be a category labelled '''special''' for everyone who wants to add classes with unusual themes (IMO of course) &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;small&amp;gt; [[User talk:Rithaniel|''&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;'']]&amp;lt;/small&amp;gt; 17:54, 30 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
:: Nowaday there too many types to even list. unique abilities, martial adept, incarnum user etc. --[[User:Lord Dhazriel|Lord Dhazriel]] 12:36, 18 March 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Splitting The Page==&lt;br /&gt;
&lt;br /&gt;
The  page need to be splitted, I say each letter should get it own page. Splitting them by type would require every classes to have a listed type (some don't making job a bit harder) and many classes have multiple types, listing many twice. --[[User:Lord Dhazriel|Lord Dhazriel]] 12:36, 18 March 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Improving Quality of the Wiki ==&lt;br /&gt;
&lt;br /&gt;
I suggest we have a separate page for rated classes and unrated classes. Try adding &amp;quot;|category=Rated&amp;quot; to the dpl code on this page and click preview to see what I mean. We could also find a way to split the classes by letter. --[[User:Aarnott|Aarnott]] 11:20, 14 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, but then do you think the non-rated ones would still be viewed?  And do you think people would add fake ratings to get theirs into the &amp;quot;rated&amp;quot; section?  --[[User:Green Dragon|Green Dragon]] 12:17, 14 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::People tend to read any comments to talk pages (even if it doesn't really apply to them). Fake ratings would probably be disputed (and perhaps prompt people to add real ratings). Would the non-rated ones be viewed? Probably not. This would encourage users to actually rate classes and get their classes rated. I've noticed that when classes get rated, they often get improved soon after. Encouraging rating like this would seem to be beneficial. --[[User:Aarnott|Aarnott]] 12:22, 14 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Want to keep this discussion going.  Is anyone opposed to trying this out? We can always revert if it doesn't work out well. --[[User:Aarnott|Aarnott]] 11:10, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I think we should so it. Or at least try it out. --[[User:Lord Dhazriel|Lord Dhazriel]] 11:13, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::I really like this idea, ive been having the idea for awhile for a &amp;quot;Mass rate everything&amp;quot; project, maybe in the end we can sort articles by rating, havin a special &amp;quot;elite&amp;quot; section.[[User:Summerscythe|Summerscythe]] 12:15, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::I have implemented the change. Take a look at [[DnD Classes]]. I like this a lot more. There may only be like 20 rated classes, but at least I know what I'm getting into when I look for a class (ie. I would completely ignore the White base class as it is written now). --[[User:Aarnott|Aarnott]] 15:13, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::Somebody want to rate the Tome classes in [[:Category:Tome]]? I feel it's almost criminal for them to not show up, and I really can't rate them myself as I uploaded the pages. [[User:Surgo|Surgo]] 17:12, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::I will tomorrow. Since you didn't write them, I wouldn't see why it would be a problem for you to rate them, however. --[[User:Aarnott|Aarnott]] 17:28, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::I changed it to work using the [[Meta Pages#Improving, Reviewing, and Removing Articles|improving, reviewing, or removing]] templates.  --[[User:Green Dragon|Green Dragon]] 03:15, 30 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Some Rating Nonsense Needs to Stop ==&lt;br /&gt;
&lt;br /&gt;
Classes need to stop being rated down in formatting, flavor, whatever because they strip out the bottom parts of the preload (&amp;quot;X in the world&amp;quot; etc.). That crap was added in to books by Wizards halfway through the 3.5 life cycle to increase page count without increasing effort. That means if you look through the first half of the Complete series, ''they won't even have that crap''! It really should be up to the author whether they include those bullshit redundant sections or not, and pages should not be rated down if they do not. It's possible to have good flavor ''without putting it in those retarded sections!'' [[User:Surgo|Surgo]] 19:05, 16 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Also: In the time it takes to rate Formatting down for not having interwiki links, those interwiki links can be added instead. When I make classes, I put interwiki links where I feel they are appropriate. If you think more are necessary in a page, you should add them. Nobody will object, and it will take the same amount of time as reading the class to find the missing interwiki links in the first place. [[User:Surgo|Surgo]] 19:14, 16 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::They are not adhering to D&amp;amp;D Wiki's formatting standards and they need to.  As such they are getting rated within the mindset of conforming to D&amp;amp;D Wiki's base class formatting and flavor standards.  If it is really bothering you, you can add this pages' dpl to the Frank and K Sourcebook class pages and just exclude the flavor and formatting ratings.  Also, all in all, not using the preload is only bringing them down 4 ratings point (three in formatting and one in flavor; and then one again in the flavor section for no NPC).  --[[User:Green Dragon|Green Dragon]] 21:52, 16 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::If you were to use a letter grading system, bringing down four points is two letter grades. But I have three questions, then:&lt;br /&gt;
:::* Why does having or not having an example NPC impact flavor at all?&lt;br /&gt;
:::* If religiously sticking to the preload is a requirement for a good rating in formatting, why is it even a preload instead of a form?&lt;br /&gt;
:::* Why is that part of the formatting standards in the first place? Both options are valid formatting options used by Wizards of the Coast.&lt;br /&gt;
:::So, yeah. Those are my questions about this (and my implied problems with it). [[User:Surgo|Surgo]] 22:14, 16 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::You may have noticed I rate a lot of classes. Yes, I could go in and fix all the formatting problems with them as I rate them, but then I will be cleaning up after people who make these classes forever. If I instead let the author know, &amp;quot;Hey, your formatting is a bit off.&amp;quot;, they may, in the future, not make the same mistakes. In regards to the pre-loads, It is a guideline, not a stencil, you have many options with all of the pre-loads, and I feel we would lose many options if it were instead turned into a form. --[[User:Ganre|Ganre]] 01:59, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Hmmph, well Surgo, the requirement for a good rating in formatting isn't &amp;quot;religiously sticking to the preload,&amp;quot; as you so thickly put it, but rather, that you try and make the page look good, and, on D&amp;amp;D Wiki, a good looking page has at least some flavor related text at the bottom of the page. Flavor is a rating on whether or not the page is a good read (for me at least), and that includes class features and how they work back into the feel of the class. I've been rating the Frank &amp;amp; K classes generously in regard to flavor, since the idea behind each one seems unique and interesting. Now then, to cap. Power is the balance of the '''class'''. Wording is how the '''page''' reads and how easily it is understood, Formatting is how good the '''page''' looks. Flavor is the general idea behind the '''class'''. 2 for for the page, 2 for what the page is about, seems like a decent way to rate an entry on a wiki, doesn't it? (Also, I agree with Ganre, making the class preload into a form would erase a good sized list of options available to people who make classes) &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 11:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::Power is how well the class in question compares to WotC's most balanced classes (or creatures of the appropriate level when appropriate).&lt;br /&gt;
::::::Wording is how well it adheres to the English grammar guidelines.&lt;br /&gt;
::::::Formatting is how well it adheres to D&amp;amp;D Wiki's formatting guidlines (as laid out in the preload).  If one has a problem with the preload it should be brought up on its corresponding talk page.&lt;br /&gt;
::::::Flavor is the general spirit of the article (but the example NPC does fall under flavor since one is not reading the class for the NPC, but rather reading the NPC for an example of the class.  Aka a bit of flavor added onto the class).&lt;br /&gt;
::::::Or does someone have a different idea as to how we should have each section be organized?  --[[User:Green Dragon|Green Dragon]] 16:14, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Again I ask then: if we need to religiously stick to the preload to get a good formatting rating, why is it a preload and not a form? [[User:Surgo|Surgo]] 10:40, 21 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::So people learn wiki-syntax and people have more freedom when editing (one does not ''have'' to follow the preload - only if one wants a good formatting rating).  --[[User:Green Dragon|Green Dragon]] 12:07, 22 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::One merely needs to look at about half of the classes uploaded here to see that the idea of people learning wiki-syntax from the preload is a complete failure. But I guess now is a great time to bring up the other point: why is this considered &amp;quot;D&amp;amp;D Wiki's formatting guidelines&amp;quot;? I maintain that those bottom sections that I always strip out are retarded and should not be required. [[User:Surgo|Surgo]] 13:05, 22 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::Two points:&lt;br /&gt;
::::::::::#As far as people learning wiki-syntax--some people are just stupid or lazy. In the first case it is unlikely they will learn, and the latter they could learn but are unlikely to. I think people who can learn probably review other classes ahead of time and get the gist of things. When someone starts off horribly it is probably an indication of what to expect from that person.&lt;br /&gt;
::::::::::#About the formatting:&lt;br /&gt;
::::::::::##For the epic level table, the table and the title always overlap for me, so I put in an extra break. Does this happen to anyone else?&lt;br /&gt;
::::::::::##The ''EL whatever:''... what does that even mean? I would assume it is Encounter Level but then why is whatever left of the colon or why is there a colon at all?&lt;br /&gt;
::::::::::-- [[User:Jota|Jota]] 15:37, 22 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::People will learn wiki-syntax.  If we had used forms all along no one would understand wiki-syntax like they possibly do today.  And I changed the EL area on the preload.  Finally, what exactly do you mean by an extra line break in the epic level table?  --[[User:Green Dragon|Green Dragon]] 07:45, 1 May 2009 (MDT)&lt;br /&gt;
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::::::::::::I mean that when I load a page the epic table and the epic table's title overlap so that the title is in the background of the table within the table. Does that make sense? -- [[User:Jota|Jota]] 12:00, 1 May 2009 (MDT)&lt;br /&gt;
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:::::::::::::Makes sense to me (considering it also happens to me as well). I use Safari (on a mac), if that info helps for sorting this out.--[[User:Ganteka|Ganteka]] 12:17, 1 May 2009 (MDT)&lt;br /&gt;
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==Half-Bear-Polar (3.5e Race)?==&lt;br /&gt;
Why is Half-Bear-Polar (3.5e Race) linked to this page? ([[User:Kildairem|Kildairem]] 12:39, 16 July 2009 (MDT))&lt;br /&gt;
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== Massive list of unfinished classes ==&lt;br /&gt;
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Hi there, I was looking at some of the unfinished or problemed classes and I wondered why there are so many that never come&lt;br /&gt;
to completion. A lot of classes are set up but never finished and have not been touched in year(s). Personally I would delete&lt;br /&gt;
the awefully formatted or described ones that have been abandoned long ago while trying to salvage as many as one can. How and &lt;br /&gt;
what guidelines would you suggest to follow in order to rank classes for deletion or salvation? Also there are so many classes&lt;br /&gt;
(and that's a good thing) but it may be time to place them catagorized. [[User:Crashpilot|Crashpilot]] 17:04, 28 February 2011 (MST)&lt;br /&gt;
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:Do you have interest in helping the section?  This is good to know so we can see if anything, other than the ordinary, can be done.  Ordinarily (e.g. currently) the [[Meta Pages#Improving, Reviewing, and Removing Articles]] method is used to improve, review, and the remove articles (of course, deletion should only happen if the page cannot be played &amp;amp;mdash; not just &amp;quot;have not been touched in year(s)&amp;quot;, as an example).  --[[User:Green Dragon|Green Dragon]] 19:48, 28 February 2011 (MST)&lt;br /&gt;
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::I deleted my original statement here and came to the conclusion that what I had in mind is not realisticly possible over an acceptable amount of time. Just after a mere 15 or so classes I realised that the wild-growth of unfinished classes whithout any serious attempt to make them work or test them has led to the total desintegration of quality to the class page alone let alone other pages. I understand that wiki has an natural disposition to imperfection but normally they do enjoy a very large active community that adresses these problems. D&amp;amp;D (And I realy want to be positive because I love the game!) sadly does not enjoy such a massive community. There seems to be no quality control over anything written by members and there is no incentive placed to make sure sandboxed classes actually get finished but are published anyway. The result: 100+ classes that are not up to standard and (seriously) the majority will never ever come there unless by fortune someone whishes to adjust them. D&amp;amp;D is not common knowledge that is described in encyclopedia but artisticly self induced media to append a fantasy based game. People will naturally not be inticed to finish someone else's fantasy but will prefer to design his own perception to matters unlike the true description of the functionality of a nuclear reactor that has a set function and known evolution resulting in a page which has 90% unfinished ideas. Baseline I want to place here: What where you thinking? I see a wiki here with loads of, if not, brilliant input on a popular fantasy game while being surrounded by utter garbage and lazy attempts or ignorence for quality. I understand that managing such sites takes hard and dedicated work (thumbs up) but the lack of governed quality on user input that will not always be clearly be understood by others, following a lot of personal views and rules that, again, is not the intulectual property of their own while being fantasy in the first place will ultimatly secure the downfall of the site. My cry towards you, please for the love of god, do not just accept anything that is not near finished (if not finished) regardlessly. Instead create a sandbox that allows people to play around in, and those that are serious about publishing their work will actually make effort to do so!. I mean what would you rather do? Take a nice picture that someone else has created and erase the imperfections and finish it not clearly understanding it's meaning, or create your own perspective of that picture and show that to that person? If you were to finish it in the first place to begin with. As the gamers have nicely put: Argue on! --[[User:Crashpilot|Crashpilot]] 11:20, 1 March 2011 (MST).&lt;br /&gt;
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:::I would like to mention to make sure you are looking at the situation in all regards.  People will improve things too.  My personal examples?  I have many.  You may want to take a look at the [[Blood Knight (3.5e Prestige Class)]].  [[4e Races]] has quite a few examples if you really look.  You are right that many of the classes here are in the lower section, which many may not use.  But in all regards, that is not to say that the articles have no future or use.  Others may only care about the game rules (table and class features) or idea and re-balance things anyway to fit it into their game (in the processes using all classes).  --[[User:Green Dragon|Green Dragon]] 17:06, 1 March 2011 (MST)&lt;br /&gt;
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::::You are right, first I appoligise couse I may have been intimidated by the mere 550 entries below I may have also have misunderstood the intentions of this site. I realize now that I accedently confused quality with quantity which is more important, any of those rules slapped together can be used in a campaign regardlessly I agree and given an unlimited amount of time that will even happen. I will never deny that you, or many others may I add, have done their upmost best to fix items and articles and all praises to you and them!. Now I also want to help, I also want to fix imperfections so this site may grow to be the best DnD reference site in the world, but I will not do it with the knowledge that it is just trying to mop the floor dry while some 80 firetrucks outside that are hosing my floor wet.  --[[User:Crashpilot|Crashpilot]] 15:09, 2 March 2011 (MST)&lt;br /&gt;
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:::::Dividing the page into base classes with no or one or many improving, reviewing, or removing templates present makes it so, were you to divide articles, you would be &amp;quot;directing the firetrucks&amp;quot; hoses.  Is this enough in your opinion?  In all reality, I agree that lumping articles of varying quality together makes them less usable, and dividing the page into base classes with no or one or many improving, reviewing, or removing templates present was my solution.  --[[User:Green Dragon|Green Dragon]] 16:12, 2 March 2011 (MST)&lt;br /&gt;
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::::::Haha, well this will be my last remarks on this discussion. I'm not here to make enemies and the site is constructual good in what it is supposed to do. I do realize that the current division is infact already something that I proposed, and functions like a good filter towards the general public, (including me). The real reason why I started this is because as a new member of the site the list below looks like hoarding and that kinda looks a bit awefull, now I do have to recognize that not everything is possible. I have looked at quite a few by now and I realise that there are actually a lot of classes out there that do make sense and only realy need minor editing to get up to standard and are usable by anyone. I see no alternative except for jumping in and get dirty with them.--[[User:Crashpilot|Crashpilot]] 18:57, 2 March 2011 (MST) &lt;br /&gt;
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:::The [[Sandbox]] exists, and can be used for what you mention above.  Also, many users use personal sandboxes attached to their namespace.  You have a point that maybe userspace's snadboxes should be less on a &amp;quot;find and copy basis&amp;quot; but explained somewhere.  --[[User:Green Dragon|Green Dragon]] 17:06, 1 March 2011 (MST)&lt;br /&gt;
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::::You missed my point there, I suggested a page where people can post their sandboxed classes &amp;gt;before&amp;lt; placing them on the main page. There a reviewing template may be added by the user that created something and you, me, or anyone else with dedication to the site can inspect it quickly, not on balance but on functionality and completion and ask the one that created it nicely if he or she whishes to improve or include missing items or someone with interrest may, before the reviewer will move it to class to the page to be rated uppon. Cinse 3.5 is dead and no more changes will occur it is safe to say that any user whishing to contribute can clearly finish his or her class with or without help. Anyone that doesn't care and abandones his class will atleast do so with the knowledge that his unfinished class will probably never see full potential and may be deleted over time. That's what psychcollogists call, insentive.  --[[User:Crashpilot|Crashpilot]] 15:09, 2 March 2011 (MST)&lt;br /&gt;
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:::::Personal sandboxxed classes do not show up (no categories), so that is already the case.  Inspection is why I added the improving, reviewing, or removing templates to the preload (to make it so personally one, or when one goes though the area with the articles with one or many improving, reviewing, or removing templates present they review the submissions).  Is this enough in your opinion?  --[[User:Green Dragon|Green Dragon]] 16:12, 2 March 2011 (MST)&lt;br /&gt;
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::::::Fair enough, I rest my case... --[[User:Crashpilot|Crashpilot]] 18:57, 2 March 2011 (MST)&lt;br /&gt;
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:::A lot of the classes are in the lower section.  To help them out, you could add starting packages to each of them.  Thoughts on this idea?  --[[User:Green Dragon|Green Dragon]] 17:06, 1 March 2011 (MST)&lt;br /&gt;
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::::Yes I got some ideas, first off force new contributors to be complete, its beter to prevent then cure, then fixing the below makes sense and I would be more then glad to help. I am not familliar with wiki syntax for admins and such so I have no clue if there even is an mechanic that may automatically add missing stuff. But I do realize that every class is different and before just adding something the class needs to be inspected and starting packages can be added accordingly. I do not see some clear way other then getting in there personally and operate by hand.  --[[User:Crashpilot|Crashpilot]] 15:09, 2 March 2011 (MST)&lt;br /&gt;
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:::::If something cannot be played, it is made a candidate for deletion.  If it is only a little more it is marked as abandoned (also a candidate for deletion eventually).  Still not complete and it stays in the area without a description, and will be less used.  Is this enough in your opinion?  --[[User:Green Dragon|Green Dragon]] 16:12, 2 March 2011 (MST)&lt;br /&gt;
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::::::&amp;quot;Is this enough in your opinion?&amp;quot;(quote), I see that line a lot in the answers. I agree it may seem like an attack or something similar, but realy I am only trying to understand the reasoning behind certain descisions. My opinion doesn't matter much at this point I have only been here just over a week and by far I do not understand the history of the site, policies and other maintaining factors and what ever else has happened over what... 5 years? I'm just a rookie with a keyboard and a brain, not knowledge. I am trying to figure out why there are so many unfinished items, is it due to general maintanance? Not enough active members maybe or does no-one care to begin with?, I mean there is only so much one member can do if he or she even feels obliged in the first place, or is it an inherent flaw in the content creation system. This doesn't mean I blame you or any other admins for that matter, I do understand you are not superman and maintaining such a large site is hard work. The system you discribed above looks like an excelent manner to rate / rank or destroy items but I was unfortunate enough to land on 4 classes just at the start that where unplayable and they were there for years if I may believe the history tab. By now I realise that there are a lot of decent classes in there that lack a few items, mostly stuff that seems to be added later on due to the 3.5 revision. But even on that I am not sure.--[[User:Crashpilot|Crashpilot]] 18:57, 2 March 2011 (MST)&lt;br /&gt;
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::::I am not angry or something even remotely close to that, this site is full of good and even brilliant articles that will help anyone that loves the game. And will be an inspiration to many. But honoust is honoust, I have to wade ten miles, knee deep through sewer material before reaching such items and it can be so easily be avoided with just some very basic control. Again this is not a site where milions of hobby or educated electronical engineers are trying to discribe a capacitor but a site of personal intellectual property that mostly will end in interest at the point where the author will lose interrest. Will it ever be used? Sure, so are the the random generators at many sites to think up for character names, encounters, loot and other items, being essentially a bunch of computer rules slapped together and even that is atleast carefully thought out of. Is that reeeaaaly a good argument for an article to exist?, in my opinion, no. Then again that is just my opinion. If you want I can write you a program that will slap together any amount of rules, skills, and abilities in the manual and i'll let the community come up with names for the 1 billion combinations of classes.  And more importantly, they will get used at some point ''':P'''.  However it will take some time to create something like that, a database, mhh maybe some relational tables that actually intergrates abilities, it may have potential you know... come to think of it, one billion classes, no other site would have that! (I hope you catch my point there)  --[[User:Crashpilot|Crashpilot]] 15:09, 2 March 2011 (MST)&lt;br /&gt;
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:::::Although the improving, reviewing, or removing templates determine the layout of this page, they themselves have not been added fully to articles which need it.  Someone to add those templates, as they should be added, is needed.  Maybe that's why you are still having trouble finding articles which fit your game.  --[[User:Green Dragon|Green Dragon]] 16:12, 2 March 2011 (MST)&lt;br /&gt;
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::::::Ok then I may try to start there, I can go through, let's say 10 of them and try to judge them honoustly. You can then inspect the work done and if the judging is agreeable I can start to plow through the list. As for my game, well, no, fact is atm, that I am now currently playing instead of DM-ing. I nearly alway's create my own classes because I like to make them, and I did that before I found DnD wiki and it took me a month to create that is why I must play it^^ so for the moment nothing on this site will fit my game. The reason I am here is because I have never seen such an collection of work on DnD on any site so far and I just love to read on other peoples perceptions. Some are even brilliant in my eyes and that, well geeky or not, makes me happy :P, but a lot are poor attempts aswell. And as of that I leave it where it is and will review this conversation in a year or so too see how silly I was. Ty for your patience green dragon.--[[User:Crashpilot|Crashpilot]] 18:57, 2 March 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Battlemage_(3.5e_Class)</id>
		<title>Talk:Battlemage (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Battlemage_(3.5e_Class)"/>
				<updated>2011-03-03T00:04:16Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
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&lt;div&gt;== Class Feature Linking ==&lt;br /&gt;
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Have I done something wrong here putting class feature linking in? They won't go down to the class features like they're supposed to... I checked the coding, and it's the same as other pages where it DOES work, so what gives? -- [[User:Danzig Nyttafjell|Danzig]] 00:38, 18 January 2010 (UTC)&lt;br /&gt;
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:Never mind. It works now, for some unfathomable reason. -- [[User:Danzig Nyttafjell|Danzig]] 00:41, 18 January 2010 (UTC)&lt;br /&gt;
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== This Class is Finished ==&lt;br /&gt;
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So, if anybody pays attention to these things, this class is finished and ready for play. I intended this to be a replacement for Complete Arcane's warmage, which I always thought was unbelievably kife. Especially the MAD going on between Intelligence and Charisma, and the ridiculous spontaneous spellcasting, which coming from a class that trains in their spells, doesn't make any sense.  --[[User:Danzig Nyttafjell|Danzig]] 03:15, 18 January 2010 (UTC)&lt;br /&gt;
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:I find this to be overpowered.  This is much better then the wizard.  Same spell types, same amount of bonus feats (if selected - I think).  and other special abilities which are arguably better then bonus magic-related feats.  I don't know.  Maybe you could decrease the spell-levels gained and if one really wants them standard they can increase them with the special ability?  Your thoughts?  Also this needs an example NPC.  --[[User:Green Dragon|Green Dragon]] 04:35, 20 January 2010 (UTC)&lt;br /&gt;
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::To be blunt, barring five schools means the base wizard owns this seven ways from Sunday. That said, the class abilities here are far too loquacious. The wall of text under braided spell is positively soporific. -- [[User:Jota|Jota]] 08:41, 20 January 2010 (UTC)&lt;br /&gt;
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:::Try not to use big words to try to sound smarter when you're not even using the words correctly....  Its an old internet argument staple and it doesn't fool anyone.  Lets keep to the topic at hand. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 13:17, 20 January 2010 (UTC)&lt;br /&gt;
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::::Jota, in response to your statement about the class features being too loquacious, the original source for these features was from an OGL publication by Mongoose publishing, and was explained so thoroughly I decided to keep it.. I happened to work it into my class's description so as to take the original idea (a prestige class) and turn it into a base class (sans ''mortis harness''), much like how WoTC took the Soulknife from 3.0 and revised it for 3.5. Also, Jota, it's supposed to be owned by the wizard, like you said. Focus can bring power, but at the expense of a lot of standard magical knowledge. That said, a small party of these can operate much like a magical version of G.I. Joe, that is, a small unit comprised of specialists. And, I'll have a look at maybe delaying access to higher-level spells, GD. -- [[User:Danzig Nyttafjell|Danzig]] 23:28, 20 January 2010 (UTC)&lt;br /&gt;
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:::::First, to Hooper: online dictionaries are free. If you cannot understand what I type (as inferred from your statement about using words incorrectly), you can keep your bafflement to yourself. My use of Brobdignian adjectives is my prerogative (although I admit sometimes accessibility is a preferable); you can mind your own business. That said, loquacious and soporific are not 'big words' from my perspective, merely moderately sized. If I perplexed you, I am truly sorry, and will reduce my diction to one- and two- syllable vernacular in any further correspondences we might have.&lt;br /&gt;
:::::To Danzig, if that's the case, that's fine. It's just intimidating at a glance to the casual reader, and especially with homebrew material there's the worry of overcomplicating things. As far as the balance is compared to a wizard, I was only making my disagreement with Green Dragon's previous statement known; I was not condemning or judging the class in any way. -- [[User:Jota|Jota]] 01:37, 21 January 2010 (UTC)&lt;br /&gt;
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::::::Please remain civil or warnings will be issued.  To reply I did not actually read further then &amp;quot;casts like a wizard&amp;quot; and assumed the rest.  Having one given school and two more allowed could balance this - however still their are still so many spells and since they are wizard like it only costs money to get more.  Dunno.  I still feel the spells should be lowered a bit (consider, for example, a wizard who specializes in a school).  Who knows.  What are your thoughts?  --[[User:Green Dragon|Green Dragon]] 02:05, 21 January 2010 (UTC)&lt;br /&gt;
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:::::::I'd be fine with the class's features and the theme of its abilities if it was sort of magic demolition man. But if it's supposed to be on a battlefield...well, there's other features to consider. Maybe I'm too spoiled by all weird stuff I encounter, but I saw a Warmage class which had Create Water at-will and Create Food (creates one pound of whatever Murlynd's Spoon creates per class level), likewise at-will and was struck by how ''obvious'' that is. War isn't just the battlefield. Provisions and shelter come into war, too. Also, I'm with Jota on Braided Spell. It's a wall of dense text which is daunting to go through, with inheritance and qualifiers read like something from a contract that I don't want to sort out right now. I'd break it down to its big points/features, put those as bullet points, and then throw in an example paragraph (citing rules and so on) below to show how it's used normally. The current version is indeed soporific (I hate to say it, Hooper, but ''soporific'' does mean &amp;quot;inducing drowsiness or sleep&amp;quot; and the length and density of Braided Spell in return for the payoff gained from understanding it ''does'' make the adjective applicable.) Also, clarify if the save-boost options from Special Ability stack. If they do, okay. If not, you may want to go on and make them a +3 bonus. Otherwise, you might as well say &amp;quot;Get Great Fortitude/Iron Will/Lighting Reflexes&amp;quot; and let the people get the benefits of having the feats for whatever PrCs they want to do later. --[[User:Genowhirl|Genowhirl]] 05:02, 21 January 2010 (UTC)&lt;br /&gt;
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::::::::Okay, to clarify, Geno, it says in the text that the Special Ability save bonuses do stack with the save boost feats. The reason why (to my understanding) the original entry for braided spell was so long was likely to be crystal-clear on the mechanics, so as to discourage munchkinly misuse of the feature, hence the dense wall of text. However, I can most certainly try to condense the text into something shorter. As for Green's suggestion, I do have one avenue I can attempt, but it will only drop acquisistion of 2nd-level spells to 4th rather than 3rd level. In practice, the 5-school ban for a battlemage means that unlike a wizard, they DON'T have a spell for precisely every occaision, which is pretty balanced. Also, I dropped Bonus Feats from this class's features. It honestly wouldn't need them, and is not truly about making magic items. In regards to the whole &amp;quot;Provisions and shelter&amp;quot; I believe there actually are certain spells which can meet such ends, such as ''Mordenkainen's Secure Billet'', but a lot of that can be handled through Craft and Profesion skills, such as Craft (structural) and Profession (Cook). For tonight, I believe I will get a good sleep, and then address everybody's concerns on my class's page. -- [[User:Danzig Nyttafjell|Danzig]] 06:51, 21 January 2010 (UTC)&lt;br /&gt;
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:::::::::Good morning. Or...whenever you see this. Yes, simplify, simplify! If nothing else, just break the paragraphs up. A bulleted list might be the best for easy reading, but I'm depressingly certain that there are players out there who ''would'' find a way to wring unexpected uses out of Braided Spell, no matter how many nips and tucks and conditions were laid on it. Anyway, my point about the Create Food/Water ability for a Warmage is that it's an honest-to-goodness out-of-combat utility ability that changes how a class approaches the world, and those don't pop up much in writeups. &lt;br /&gt;
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:::::::::Looking at your class made me remember it, and it's got me thinking about how there aren't enough game mechanics which make a character approach things differently from anyone else. The other one I can think of is the Changeling's at-will ''disguise self'' that happens to be a physical alteration. Being able to do that completely changes how a character would see the world, as opposed to having it a couple times a day. I'll think about this --[[User:Genowhirl|Genowhirl]] 08:45, 21 January 2010 (UTC)&lt;br /&gt;
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::::::::::I didn't think that Braided Spell was difficult to understand at all. It merely states what needs to be stated about the feature.--Laucian 16:26, 24 January 2010 (UTC)&lt;br /&gt;
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== Rating ==  &lt;br /&gt;
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'''Power - 4/5''' I give this class a 4 out of 5 because this class is alot more powerful than other spellcasting and martial classes. I would only allow it in a high-power campaign. Eliminating some of the class features might make a a more on-par class.   --Laucian 16:17, 24 January 2010 (UTC)&lt;br /&gt;
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'''Wording - 5/5''' I give this class a 5 out of 5 because the text is well worded and well done.  --Laucian 16:17, 24 January 2010 (UTC)&lt;br /&gt;
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because it meets all my expectations for a class and is well formated. --Laucian 16:17, 24 January 2010 (UTC)&lt;br /&gt;
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'''Flavor - 5/5''' I give this class a 5 out of 5 because the text is very descriptive and thought out.  --Laucian 16:17, 24 January 2010 (UTC)&lt;br /&gt;
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== Power Level ==&lt;br /&gt;
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On par with what?&lt;br /&gt;
How is having a slightly higher hit die and slightly higher BAB, plus a couple tricks, overpowered? If you note, the Battlemage does have the same casting progression as a wizard, but with no bonus feats, no familiar, no scribe scroll, and he also has to forgo 5 schools of magic to boot. As I recall, the Warmage from Complete Arcane had more spells and a higher hit die than the wizard, not to mention spontaneous casting. Also at each level of new spells he learned them all at once, rather than having to dole them out like a prepared caster. Hell, you could argue the Beguiler and the Dread Necromancer are overpowered by the same logic. So, I think it's a pretty fair tradeoff to up the BAB a bit and ban 5 schools, and make it a preparatory caster. The other class features are supposed to be self-regulating, something not often seen in 3.5. That said, feel free to drop certain features in your own campaign, or use WoTC's warmage... Nobody's forcing you to use this. -- [[User:Danzig Nyttafjell|Danzig]] 03:17, 25 January 2010 (UTC)&lt;br /&gt;
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== Linked, Braided and Reignited Spells ==&lt;br /&gt;
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A special note: These three class features were designed to be used with the mechanic that spellcasting is a kind of exertion (like combat) that one will get tired from. For instance, every two rounds of casting in series would up the DC of a save against being dazed, and the stamina lost would go up. Braiding spells not only counts for the spells being braided, but for the actual casting, which is roughly one half the stamina cost for the spells themselves. Reigniting spells not only takes stamina as if you had cast the spell twice, but could leave the caster dazed, or even stunned. You could also apply stunned as a result of braiding, and in extreme cases, excessive linking. Any ideas on a decent mechanic for this kind of casting? I could always just ask cousin Tim, he suggested &amp;quot;combat and caster fatigue&amp;quot; to me, so he might have a good answer. -- [[User:Danzig Nyttafjell|Danzig]] 05:42, 28 January 2010 (UTC)&lt;br /&gt;
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:Some of the mechanics on braiding spells worry me. Mostly, actually, just this one &amp;quot;A braid can be countered by any spell in the braid, or their antithesis.&amp;quot; Does that mean if you have a 4 spell braid including reduce person, the entire braid can be undone by Enlarge person? Then you've got some Battlemage who has waisted 4 rounds in combat trying to cast some uber-braid, but got screwed over by a first level sorcerer who happened to prepare &amp;quot;Enlarge Person&amp;quot; that morning. Also, does failing your concentration check to &amp;quot;hold&amp;quot; the braid trigger ever spell in the braid, or just the ones you had &amp;quot;cast&amp;quot; to that point? If it is the latter, do you have to predetermine the order in which your spells effect the target? Seeing as a decent wizard would max out concentration, can he walk around with his braid on a hair-trigger? That is to say, can he &amp;quot;cast&amp;quot; all the spells and then make concentration checks to keep holding it, or does he have to shoot it when it is ready? With a 4 spell braid, with a 3rd level spell being the highest the Concentration check is 6. At 5th level he's got 8 ranks in Concentration, so he'd never fail. --[[User:Badger|Badger]] 18:34, 24 May 2010 (UTC)&lt;br /&gt;
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::First of all, yes to the first one. If you had a braid with ''reduce person'' in it, the braid can be countered by ''enlarge person''. Them's the breaks, though. However, it is a '''''lot''''' harder to counter than just each spell alone. As for failing a hold check, obviously any spell not yet braided in will not be cast. Simple as that. Holding a braid from round to round requires a Concentration check each round to maintain the hold, with a natural 1 always considered a failure. A failed braid (logically) affects the target in the order they were braided in. Also, if a natural 1 is rolled, the braid detonates targeted at the caster who braided it. Therein lies the beauty and the danger that is battle magic. Sure, you can do some powerful things, better than most wizards, but you could seriously get hurt or killed by being reckless or irresponsible. -- [[User:Danzig Nyttafjell|Danzig]] 19:31, 24 May 2010 (UTC)&lt;br /&gt;
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:::Ah, Ok. I was under the impression &amp;quot;braiding&amp;quot; took place during spell prep in the morning, and after that all of those spells were tied together for the day. &lt;br /&gt;
:::Time to get munchkin on spell braiding: How many spells constitutes a braid? What's to stop you from saying &amp;quot;I'm braiding Reduce Person. Just Reduce Person. By itself.&amp;quot; There is no penalty to increase spellcasting time. It's essentially a +10 to the DC of Spellcraft, counterspelling, and dispelling checks for free. Also, if it turns out you only needed 2 of 3 spells to kill the enemy, you didn't waste the other one just because it was in the braid. With no limit on braid-able spells per day I see no reason why you wouldn't &amp;quot;braid&amp;quot; every spell to itself, and nothing more. Imagine spending 3 rounds to cast your braid (thereby effectively standing around doing nothing), then the fighter who goes right before you drops the enemy. Suddenly you spent 3 rounds prepping spells you can't use. &lt;br /&gt;
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:::The benefits of increasing the DC of a low level spell by tacking it on a higher level braid seems to be overpowered by the fact that you can lose the high level spell just because of your low level one. Also, I would include that rolling a 1 on a concentration check means failing in the body of the article somewhere. Rolling a 1 on a Skill check doesn't mean auto-fail, it means you rolled a 1 (likewise, a 20 doesn't mean auto-success, it means you rolled a 20). Personally, I'm not actually sure this stronger than a well-played wizard. My first inclination is to say this is dramatically weaker. --[[User:Badger|Badger]] 21:57, 24 May 2010 (UTC)&lt;br /&gt;
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::::For starters, you can't braid one spell by itself, it just doesn't work. But, the only upper limit is time. As for being weaker than a wizard, when it comes to breadth of knowledge, absolutely. But for damage potential, if played well, it can be through the roof. Also, if you look, the HD of a battlemage is slightly higher, as is the BAB. Battlemages are expected to contribute more than just spells to a fight, or otherwise they'd be entirely useless when the spells ran out. -- [[User:Danzig Nyttafjell|Danzig]] 14:03, 25 May 2010 (UTC)&lt;br /&gt;
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:::::I would include &amp;quot;a braid most consist of at least 2 spells&amp;quot; in the description, if that is the case. As for increased damage potential, I don't see how 2 rounds of nothing followed by a third round of triple damage is any better than 3 consecutive rounds of regular damage. Can you back up &amp;quot;damage potential, if played well, it can be through the roof&amp;quot; with some numbers? He has access to the same spells as wizards do (I've not read through every spell on the battlemage list, but most don't look that much better than other on-level spells). I don't see how he can do more damage in a day than a wizard, considering he has the same number of spells per day (which makes no sense). I see that he's got an average BAB and d6 hit dice, but at level 8 and beyond I don't think the extra 1d6+2 longsword twice a round will be of any help once he runs out of spells. He's not going to be a tank, or even a mid range attacker, like a rogue. Finally, saying that &amp;quot;Spells in a braid must all have the same target&amp;quot; implies that no spell that affects an area can be used (or at least, they don't effect anyone but the target), which would dramatically reduce potential overall damage of certain spells. --[[User:Badger|Badger]] 21:25, 25 May 2010 (UTC)&lt;br /&gt;
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::::::So, you wanted something blatantly overpowered and you're upset that I didn't deliver? What good would playing a wizard be if I did that? This is a wizard-type variant expressly geared toward combat. He's not a tank, but he can hold his own against attackers passably on his own. He just can't do anything stupid like running into a horde of 20 enemies at low levels and expect to walk away unscathed. As for more damage, haven't you even read the part on Battlemage Edge? That edge works for every damage-dealing spell, even ones in a braid. You get enough Intelligence, and enough spells into a braid, and you can end a battle in one hit. Also, there's the special abilities, like Channeling, Linking, Reigniting, and Economic Metamagic. Wizards don't have those either. I don't know about you, but they beat the hell out of the Sudden metamagic feats the old warmage got. And by the way, you have it completely wrong about aiming a braid. Spells that affect an area can and are used in braids, it just means the center/endpoint of any area effect must hit the same target. The area still fills the same space it did. Sorry if it isn't munchkined enough for you. But them's the breaks. -- [[User:Danzig Nyttafjell|Danzig]] 02:19, 26 May 2010 (UTC)&lt;br /&gt;
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:::::::Let me be very clear: I don't care how strong this class is designed to be. I don't care if a 1st level monk can sweep the floor with 10th level battlemage. However, in my opinion, when you promise &amp;quot;damage potential...through the roof&amp;quot;, I expect you to deliver. Adding Int modifier isn't going to do diddly against most monsters beyond level 5(the difference between 10d6 and 10d6+5 is almost negligible). I don't expect anything with a d6 HD and average BAB to be running around dealing serious damage (unless the word &amp;quot;rogue&amp;quot; is in the class name somewhere). You keep saying things akin to &amp;quot;you can end a battle in one hit&amp;quot;, but have yet to substantiate that claim. As best as I can tell, by &amp;quot;in one hit&amp;quot; you mean &amp;quot;in one hit, after spending three rounds failing your arms and doing no damage at all&amp;quot;. For the record, I've read the entire class; linking spells, reigniting, economic metamagic included. You'll get no complaints about linking, reigniting, or economic matamagic from me; I rather like those class features (which is why I've not complained about them yet). Maybe I'm the only one who feels this way, but you shouldn't claim you can end a combat in one round if it takes you 4 rounds to prep for that one. To sum it up, I don't care if the class is a munchkin or not, but be prepared to back up your claims. --[[User:Badger|Badger]] 05:00, 26 May 2010 (UTC)&lt;br /&gt;
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::::::::Fair enough. I'd make it more powerful, but that runs the risk of overpowering the whole thing. In truth, all this was supposed to be was a replacement for the Warmage in Complete Arcane. I never understood why a warmage would be a spontaneous caster if he had trained in his magic, nor why he would limit himself to a tiny fraction of the magic out there. This class was an attempt to address that issue. I fleshed it out by converting the rest over from a book from Mongoose Publishing, taking what was a prestige class and making it into a core class. From here on out, I will not make exorbitant claims regarding damage potential, if you like. Though, if everyone agrees, I might add something in to juice up the damage output. -- [[User:Danzig Nyttafjell|Danzig]] 19:13, 26 May 2010 (UTC)&lt;br /&gt;
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:::::::::The Warmage being a spontaneous caster makes sense to me. He knows a select range of spells, and without any prep he can throw any one of them as need be. Nothing sucks more than having your wizard prepare an array of fire spells, then finding out you're fighting something with fire immunity. A spontaneous caster can say &amp;quot;No worries, I'll use frost&amp;quot;. By the same token, he has restricted his knowledge to a small field, but has become a master of it. He needn't prepare spells because he knows how to do what few spells he can, by heart. As for making exorbitant claims regarding damage potential, try just making it flavor-text. Instead of saying &amp;quot;A battlemage can out-dpr a wizard&amp;quot;, say &amp;quot;A battlemage can let loose a barrage of five fireballs in a single round, decimating the opposing force, and reducing enemy ranks to charred masses on the field of battle&amp;quot;. See how those are different? One is a direct (and likely wrong) comparison of classes, and the other is a flavorful and accurate description (if only by omission) of what you might see a battlemage do in combat. Here is what has been bugging me most about all of this: Why does he have to release the braid/link after the rounds are up? Would you consider making it a full round action to release up to 4 spells in a braid, and then he has to &amp;quot;recover&amp;quot; for a few rounds afterwards? Rather than standing for 3 rounds, then killing for one, he'd be killing for one, and then recovering for 3. Make one concentration check (of a high DC, like # of spells*highest level spell used) just before he launches the braid, which if he fails hurts him, and then he spends however many rounds where he can only take non-strenuous move actions.--[[User:Badger|Badger]] 22:29, 26 May 2010 (UTC)&lt;br /&gt;
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::::::::::Why have to recover? Because having to recover really gimps him in the long run. If you have a high enough Concentration, you should be able to meet the DC anyway. Furthermore, why should it be a full-round action to release all that? Doing that only hurts his chances in the long run. Here's an idea I had, though. While the battlemage keeps a book and prepares spells, he prepares a small list per level as normal, but then of that list he can use whatever he prepared for the day as much as spells of that level last? It's more flexible than the array the warmage had to work with, but still allows a little spontaneity. I believe the Erudite did something like that, but with psionics. I just never understood why they had to limit what a battle magic user could cast, as if everybody used all the same weapons and equipment. The Soviets didn't use American gear, and even from one country to the next, everybody buys/makes different stuff, for different kinds of war. Sure, the old warmage got a lot of spells at each level to use, but it was all often pretty Mickey-Mouse, like those stupid Orb of whatever spells. However, I could always use improvements to the array of casting options and ways to pump the destructive potential. That kind of thing is this class's bread and butter. They just won't be able to do all of it all the time. But that's where tactics come in. -- [[User:Danzig Nyttafjell|Danzig]] 04:31, 27 May 2010 (UTC)&lt;br /&gt;
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:::::::::::You have officially lost me. Are we both talking about spell braiding? Let me try to address your points in order. He should have to recover because there should be some sort of penalty for releasing 4 spells in a single round. Meeting the Concentration DC should be reachable but not guaranteed, the idea being he hurts the enemy more than himself. He can over-extend himself (by putting too many spells, or too strong a spell) and it can blow up in his face (literally), though. I just made it a full round to release a braid because I figure if a fighter has to take a full round action to swing his axe 3 times, a wizard should have to take a full round to cast 3 spells. As for a spontaneous/prepared casting hybrid, I think I might like that idea, but I don't know how it would work power-wise (too strong, perhaps?). I have no idea what you were talking about with soviets using american weapons, or how that applies to spell braiding. --[[User:Badger|Badger]] 05:14, 27 May 2010 (UTC)&lt;br /&gt;
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::::::::::::You know what? This discussion is over. I'm not going to bother explaining myself anymore. If you don't understand the analogy about how the Soviets and the Americans used different weaponry and how that applies to how I approached spell acquisition, then that's your loss. I am ''not'' changing the mechanic for braiding spells, because that is the way that it was written in the source. If you have a problem with that, either write your own battle magic class, or take it up with Sam Witt. Braiding spells was originally one of his ideas. I, however, refuse to keep talking in circles about this hangup you have with it, nor am I going to limit the spell list and make it a spontaneous caster because you have a hangup with prepared casting. -- [[User:Danzig Nyttafjell|Danzig]] 02:38, 28 May 2010 (UTC)&lt;br /&gt;
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:::::::::::::I'm sorry, I didn't mean to come off as antagonistic. I'm sorry if you got the impression I was trying to force you to change core mechanics of your class. I was merely trying to work with you to create a better final product through (what I thought were) minor tweaks. Finally, I never asked you to limit the spell list more than you already have, nor did I ask you to consider making this a spontaneous caster (I was saying I understand why a ''Warmage'' was spontaneous, ''you'' were the one who brought up making a battlemage a spontaneous caster). I have no hang-ups about prepared casting whatsoever. As for the Soviet/America analogy, the extent of my Cold War military knowledge comes from Top Gun (a fine film, but by no means a documentary). --[[User:Badger|Badger]] 05:56, 28 May 2010 (UTC)&lt;br /&gt;
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{{Discussion Indentation Revert}}&lt;br /&gt;
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:Very well, now that we've both got the vitriol out of our systems, here are the reasons I did what I did with this class:&lt;br /&gt;
*Armor/Weapon Proficiencies/HD/BAB: Because you ought to be able to fight and not always have to cast. Or, for example, what happens when your spells run out?&lt;br /&gt;
*Prepared Casting: Because you can't swap out weapons you didn't train in or bring with you, and different armies/specialists use different weapons and tactics, therefore the battlemage is the same. Sure, a guy could acquire armor piercing bullets, or an MGV 176 submachine gun (.22-calber, but holds 176 rounds in a drum), but if he's not got them on his person (much like not having that spell prepared, then having found them would do him no good). That said, it can always be worked in that battlemages have a more flexible memorisation method and can freely cast from any spell they memorised for that level for that day. That is, they could memorise 4 different 1st-level spells once each, and then use whichever they wanted, as long as the spell slots for 1st-level spells held out. That may be too drastic of an improvement, and it might not. Like I said before, people use different weapons for different tasks, so obviously, limiting the list of spells you can choose like WoTC did with their warmage is asinine. What soldier passes up a different kind of weapon, if it's not standard-issue? In real battle, you use whatever is expedient at the time, be it a .45, an SMG, an assault rifle, grenade launcher, or even just a combat knife or your fist. Therefore, limited spell list goes bye-bye.&lt;br /&gt;
*Combat Casting: Defensive casting, which is a must.&lt;br /&gt;
*Linked Spells: Not my original idea, borrowed from Sam Witt, this allows for rapid fire magic. Not extreme rapid fire, but in a pitched battle, even a rate of 3 per 2 rounds can add up. Also, the feat Enhanced Linkage (which I have yet to post) allows a rate of 2 spells per round, which can get pretty badass facing casters who do not cast linked series.&lt;br /&gt;
*Braided Spells: Once again, I borrowed this from Sam Witt's work, and like Linked Spells, this was extensively playtested. What this is for is more for casting a bunch of spells into a pile, then releasing as a simultaneous concentrated attack (think Samus's charge-up beam in the Metroid series), which is harder to block or counter than the individual spells would have been. Braiding is supposed to be used against spell resistance, DR, and casters. where casting a conventional spell one after the other would not be wise. The reason it is released all at once after possibly being held for a few rounds (or many) is because they are all tied together and in effect become one single spell that does everything its components did, but is harder for the target to deal with because it has been altered so much by the act of braiding. There is a feat called Eldritch Knot, which I haven't posted yet either, that allows different schools of magic to be braided into one braid. As you know, there are some decent tactical advantages to being able to do this.&lt;br /&gt;
*Advanced Training: Self-explanatory in their descriptions. Just different and further ways to advance one's magical skill.&lt;br /&gt;
*Special Abilities: Similar to what the rogue has. Designed to represent talents above and beyond the call of duty. All are decent choices, even the save bonuses. Two of them allow casting of touch spells through weapon strikes, another two allow the ability to avoid area-effect damage, another to keep one's mind their own, and another to punish any enemy caster foolish enough to be counterspelled.&lt;br /&gt;
*Reignite Spells: Obviously, some people wish they could have cast the same spell again but didn't have it either memorised, or didn't have a spell slot to use. Or maybe they just want a convenient way to follow up with a free casting of the spell they just used. In effect, this allows for slightly more spells per day than a wizard has, and it disregards material components, which is handy sometimes.&lt;br /&gt;
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I think that covers everything? I will clarify the braiding mechanics I clarified here on the talk page over on the main article, so as to not have any confusion. -- [[User:Danzig Nyttafjell|Danzig]] 15:38, 28 May 2010 (UTC)&lt;br /&gt;
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::The only thing I have a problem with is spell braiding. Because all the spells are braided into a single uber-spell, they must all release at the same time. I can live with that, that makes sense. Why do we have to spend 4 rounds braiding the spell? I get the flavor argument for why that is, but in a situation most adventurers find themselves in, the first 3 rounds of combat are crucial (and shouldn't be spent making a braid, it should be spent releasing a braid). The only change I'm asking you to consider is making it so that a battlemage can use his braid in the first round of combat. Flavor-wise, you'd describe it as &amp;quot;with a sudden burst of arcane energy a battlemage puts every fiber of his being into this single blast, after which he is drained and must recover his strength&amp;quot; rather than the current set up which is more like &amp;quot;with careful decisions, several rounds of concentration, and planing a battlemage can construct a perfect storm of fire and death.&amp;quot; The mechanical change is, speaking in terms of rounds: BOOM-nothing-nothing-nothing as opposed to the current: nothing-nothing-nothing-BOOM.--[[User:Badger|Badger]] 23:53, 28 May 2010 (UTC)&lt;br /&gt;
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:::I understand your concern, but if you did something like what you said, the battlemage would kill just about anything in the first round. The braiding time exists for one reason: As a check on the first-round power of the battlemage. Otherwise, you could say that &amp;quot;Oh, I blast him into next week with 10 spells all at once in the first round, now I just wait around 10 rounds in a daze while he lies there, a smoking corpse&amp;quot;... Braiding is more for if you incapacitated an enemy for a few rounds, and want to finish them off in one shot. For more immediate concerns, there's things like casting in linked series, which is like having a burst/autofire setting on your casting. Throwing all that power into one action in the first round would make it far too easy for munchkins to abuse. This is the exact same reason the excessive front-loading was taken out of the Ranger class. You see my point? If you front-load the damage output, you could easily break the game. You'd actually be safer handing your party a buttload of rapid-fire grenade launchers, which as we all know, is preposterous. -- [[User:Danzig Nyttafjell|Danzig]] 22:45, 30 May 2010 (UTC)&lt;br /&gt;
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::::I totally understand the concern with front-loading the power on this class using my concept. I just think back to my games, where most combats take 4 or 5 rounds (and I've seen on-level encounters that end in 1 round when a wizard and rogue team up and get strategic). I'd feel bad for the battlemage who spends 4 rounds braiding. He may not get the chance to even use his braid. If his target dies/leaves combat, does the braid fail? That's my concern with braiding. I don't like the waiting. I agree dealing damage up front probably isn't the best solution, but I think dealing damage at the end of four rounds might be worse. Do you have any thoughts on how to make braiding more worthwhile; either by pumping up the damage to make it more worth the wait, or by changing the wait? --[[User:Badger|Badger]] 23:08, 30 May 2010 (UTC)&lt;br /&gt;
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:::::You could always have a mechanic where the battlemage could freely dismiss the braid, returning the uncast spells to his working memory. That was actually my concern too, and that addresses part of your query. As for braiding being either more dangerous, or a shorter wait time, maybe the first one, but definitely not the second. That infringes too much on the linked-series casting tactic. Maybe there'd be bonus damage based on the total spell levels in the braid, or something? The idea is not without merit. -- [[User:Danzig Nyttafjell|Danzig]] 07:30, 4 June 2010 (UTC)&lt;br /&gt;
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== Completion ==&lt;br /&gt;
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Other than having a sample NPC, this class has been entirely tweaked out to run properly. If you will note, under &amp;quot;Spells&amp;quot; it says one spell learned per level after first, as opposed to the wizard's two. Sure, you can get more with gold, and time, but it's gonna cost a load of both. More than a wizard would have to shell out, that's for sure. Also, as I noted, battlemages cannot multiclass as wizards, and vice versa, for obvious reasons... -- [[User:Danzig Nyttafjell|Danzig]] 07:03, 24 February 2010 (UTC)&lt;br /&gt;
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== Perfecting This... ==&lt;br /&gt;
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I was just thinking, this class may make a good featured article. Just have a quick run through for the power level, throw in a sample encounter and npc, revise a couple parts (I'm not saying you need to, but just in case), add a picture (which I can help with) and viola, you have yourself something in my mind that's deserving of featured article status. What do you think?--[[User:Vrail|Vrail]] 08:21, 23 May 2010 (UTC)&lt;br /&gt;
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:Featured Article status?  I'd be honored.  I can put in my iconic NPC Danzig (does an NPC need to have all levels in only the featured class?) and if you find a picture for the class, then we're all set.  -- [[User:Danzig Nyttafjell|Danzig]] 17:14, 23 May 2010 (UTC)&lt;br /&gt;
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::No, he doesn't have to only have levels in the specific class. I'll go looking for a suitable picture. I'll upload it then post the link on your page so you can check it out before I add it.  --[[User:Vrail|Vrail]] 17:23, 23 May 2010 (UTC)&lt;br /&gt;
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:::Then we have an NPC ready to be put on. I have hit a bit of a snag though as I got a virus on the laptop I use, and it needs to be cleaned and have Norton put on it. So I'm using my wife's computer, which has an extreme blue tint to the screen for some ungodly and unfixable reason. The two pictures are decent (especially the first), but if you find any others, we'll see how they stack up against the other two... Maybe we could even use more than one? I swear, I saw an article titled God, Christian Faith (3.5e Deity) which had 5 or so. Or is that overkill? I could always use the extras for the other pages related to battle magic, even. In advance, thanks for the solid, Vrail.  -- [[User:Danzig Nyttafjell|Danzig]] 14:27, 24 May 2010 (UTC)&lt;br /&gt;
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::::I agree that with an image, and NPC, and a little work this could become an FA.  Something I just noticed is that &amp;quot;''War. War never changes.''&amp;quot; but then in the next paragraph it says &amp;quot;''It was only a matter of time before magic was first applied to the battlefield.''&amp;quot; &amp;amp;mdash; so was is changed.  I would remove the contradictory nature. --[[User:Green Dragon|Green Dragon]] 15:57, 25 May 2010 (UTC)&lt;br /&gt;
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:::::I don't think this needs to be changed. This is because he is talking about war in the broader respect, war is destruction, war is killing. I my mind the excerpt &amp;quot;''It was only a matter of time before magic was first applied to the battlefield.''&amp;quot; only reinforces this as it is simply saying that the mentality  of war never changes, and we are always thinking of better ways to kill people and destroy. --[[User:Vrail|Vrail]] 20:41, 25 May 2010 (UTC)&lt;br /&gt;
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::::::&amp;quot;We are always thinking of better ways to kill and destroy&amp;quot;... That's ''exactly'' what I was referring to, Vrail. It's also an homage to the opening narration of the Fallout series. I figured, if you're talking about carnage and mayhem, why not that iconic phrase? -- [[User:Danzig Nyttafjell|Danzig]] 02:24, 26 May 2010 (UTC)&lt;br /&gt;
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:::::::Huh.  As soon as this has an NPC and you pick an image I will look over this for one.  --[[User:Green Dragon|Green Dragon]] 22:49, 30 May 2010 (UTC)&lt;br /&gt;
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== Rating ==&lt;br /&gt;
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'''Power - &amp;lt;&amp;lt;&amp;lt;5&amp;gt;&amp;gt;&amp;gt;/5''' I give this class a 5 out of 5 because it works well in all reguards.  --[[User:Vvdarknessvv|Vvdarknessvv]] 10:26, 20 November 2010 (MST)&lt;br /&gt;
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'''Wording - &amp;lt;&amp;lt;&amp;lt;5&amp;gt;&amp;gt;&amp;gt;/5''' I give this class a 5 out of 5 because it works well in all reguards.  --[[User:Vvdarknessvv|Vvdarknessvv]] 10:26, 20 November 2010 (MST)&lt;br /&gt;
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - &amp;lt;&amp;lt;&amp;lt;5&amp;gt;&amp;gt;/5''' I give this class a 5 out of 5 because it works well in all reguards.  --[[User:Vvdarknessvv|Vvdarknessvv]] 10:26, 20 November 2010 (MST)&lt;br /&gt;
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'''Flavor - &amp;lt;&amp;lt;&amp;lt;5&amp;gt;&amp;gt;&amp;gt;/5''' I give this class a 5 out of 5 because it works well in all reguards.  --[[User:Vvdarknessvv|Vvdarknessvv]] 10:26, 20 November 2010 (MST)&lt;br /&gt;
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== Rating ==  &lt;br /&gt;
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'''Power - 4/5''' I give this class a 4 out of 5 because the class has increased features like spellbraiding and spell linking that may be quite powerfull but not over the top at all, the fact that they are barred from a lot of schools does not imediatly outweigh my fear for unbalance on this class, and thety also receive bonus damage on most of them. The hit die is increased but I do not imedatly see why that is realy necesary. Eventhough it say's battle mage, 99% of all abilities are completely focused on spellcasting and not melee fighting meaning they should not have much problems fighting at a distance and I realy see no point of them ever going to need to be in close combat. The same goes for the BaB. Those are my reasons to give this class -1 on power.  --[[User:Crashpilot|Crashpilot]] 17:04, 2 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because no apparent mistakes in grammar except for a line here and there that seem to miss a word. But that may be intentional.  --[[User:Crashpilot|Crashpilot]] 17:04, 2 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' I give this class a 5 out of 5 because you did a great job formating the texts, it is clear in setup and a delight to read, &amp;quot;Applaud&amp;quot;, but it is still missing some items.  --[[User:Crashpilot|Crashpilot]] 17:04, 2 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a 5 out of 5 because the class is truly well written, a lot of fun remarks and little stories. Nice quotes, it has lore, in my eyes it has got quality. Having fleshed out rules does not scare me at all, infact I prefer it. It gives me the impression you have put a lot of thought and time in the skills and tried to keep them balanced, this class is of good quality. I want to try it some time but I already have so many classes that I want to try.  --[[User:Crashpilot|Crashpilot]] 17:04, 2 March 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Half-Dead_(3.5e_Template)</id>
		<title>Half-Dead (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Half-Dead_(3.5e_Template)"/>
				<updated>2011-03-02T22:59:32Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Creating a Half-Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub|Under construction, constructive edits and criticism welcome}}&lt;br /&gt;
== Half-Dead (Ready for functional reviewing) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Halfdead.jpg|thumb|border|right|300px|A Half-Dead knight wandering the darkness]]&amp;lt;!-- stub image, need time to design custom one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[3e Summary::Half-Dead are those that wander the worlds trying to fulfill their last purpose before finally being able to rest.]]&lt;br /&gt;
&lt;br /&gt;
'''Background:''' Half-dead are transmuted characters that have died at some point in life. A god, powerful cleric, sorcerer or wizard can bind the soul and the decaying body back together by means of an especially powerful transmutation. This transmutation must be performed within six days six hours and six minutes from his actual point of death or the transmutation will fail. Also the body must be largely intact containing at least a brain and a hart. During the transmutation the body will be restored in some of its functionality except for the parts that cannot be saved because they are missing or damaged beyond repair. His soul will be magically bound to this body and his skeleton will become animated giving the Half-Dead undead traits and appearance. A soul cannot be bound to his body if it is unwilling but may be tricked or forced to do so. For example a evil necromancer has children held hostage and threatens to kill them if he does not comply with his wishes. On the other hand there are those souls that accept the cursed half life of the half-dead in order to fulfill a last desire like murdering the person that has slain his family. A half-dead will always have a purpose when brought back to life.&lt;br /&gt;
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{{quote|Death, yet another path we must take to find our revenge|orig=Geraldo the wise, bard and loreseeker}}&lt;br /&gt;
&lt;br /&gt;
'''The tale of Herod, cleric of Westfall, commander of the first legions of King Theobold's empire'''&lt;br /&gt;
&lt;br /&gt;
“How has this come to be?”, Herod wonders. He looks around and sees a shadow play of soldiers running around in fear and disarray getting massacred by a ghostly enemy. “I have to get back up, I have to close the ranks, the enemy is upon us...” Herod, combat cleric and commander of the first legion tries to command his body back to its feet but a large and unknown force pressures down on his chest which seems to be pinning his body down to the ground. He tries to look at his feat but is unable to lift his head far enough up from the ground, hindered by his helmet. The only thing he can see is a long wooden stick standing right up into the sky. He rolls his head to the right. Next to him lies a horse sleeping calmly in a puddle of red sirup that seems to grow slowly by the second, then it occurred to him.... it was his own horse. “Did my horse get hit?”, “Did I fall to the ground?”. A stabbing pain shoots through his chest, compelling him to look back at the wooden stick. “That angle, the direction it sticks towards the ground ...”, More flashes of pain shoot through his chest. “Did I... get hit by a spear? How would that even possible? We were not close enough to the enemy to get hit by a spear. But the shape of the head, it looks all too familiar” Thoughts are flashing back and forward through his head while the pressure in his chest keeps building up and the flashes of pain shooting through his body seem to increase in frequency.&lt;br /&gt;
&lt;br /&gt;
Sounds of hoofs, a shadow of a man riding a horse approaches him from the left. He is calmly whispering his name repeatedly, with a voice that somehow sounds familiar. The apparent horseman maneuvers his steed to his side but Herod cannot command his eyes to fully focus on the man, he seems familiar by shape, does he know this man? “Impressive that you are still alive” the horseman whispers. “But your time has come Herod, these lands now belong to your enemy... Herod....”. Herod tries to speak but manages only to increase the pain in his chest while the only substance managing to exit his mouth is his own blood. “Your time is over... Herod..., but do not worry my dear friend I will take... care... of matters for you.”. A loud and sarcastic laugh fills the air while a faint shadow of a long object approaches him at great speed. &lt;br /&gt;
&lt;br /&gt;
More Pain...&lt;br /&gt;
&lt;br /&gt;
The pain is gone, everything is black, all is empty. It is clear to Herod that he has been betrayed, but by whom? The area around him seems dark and empty however he is obviously lying on something hard yet it seems to have no shape. A floor maybe?  Herod is filled with thoughts, questions that need answering, he crawls to his feet and starts to slowly wander the black space, unable to see anything but seems to have no end to it. How long has he been here anyway, the space seems to have no sense of time. An hour, day or maybe even years,  Herod cannot tell.&lt;br /&gt;
&lt;br /&gt;
A small dark figure suddenly appears on the horizon, yet the space that he now wanders has none, Herod can see his silhouette clearly yet the darkness  bears not even a single ray of light. The figure is breathing heavily as if someone has knotted a rope around his neck squeezing it partially shut. He appears to be far away, yet at the same time very close. What exactly is this place?&lt;br /&gt;
&lt;br /&gt;
Out of the blue a deep and unnatural voice fills the entire space what was supposed to be endless. The voice is loud yet so strong that it makes his whole head ring. “Do you fear death?” it asks calmly while it continues to walk towards him gaining size quickly. “Death? Herod wonders. “Who is he? Where am I? Am I dead?”, Herod is unable to focus his thoughts but the figure approaching him becomes clearer while growing in size even faster. It has the shape of a man, a very large man, wearing dark armor containing thousands of  razor sharp spikes that point in every direction. It is holding a massive flail which head drags over what acts like a floor yet is not there. Herod realizes that it must be as large as his own house!. &lt;br /&gt;
He screams his answer in the direction of the man: “Fear is for the weak!”. The dark figure responds, this time with a much softer voice almost as if he is whispering but the voice is still feels like it will make his ears explode at any time. “Excellent” he says in a slightly sarcastic voice. “Then maybe we can make an arrangement?”. &lt;br /&gt;
“An arrangement? What kind of arrangement?” Herod wonders.  As if the figure can read his mind it immediately replies onto his thought. “A very... good arrangement” the man replies that now seems to be slowing down in growth but is still marching slowly towards him. “I like you Herod, you were a good servant for a man like me. I will grant you this one chance to return to the world, return to the living and set things right”.  &lt;br /&gt;
“How long have I been here?” Herod asks the man,”Is there still time?”. The colossal man answers, “There is no time here, but eternity. However on the living side enough time has come to pass to allow the destruction of the town you so desperately tried to defend and every single man, woman and child within it”. The most horrible thoughts fill Herod's head only quickly to be replaced by bitter anger. He realizes that there is nothing to return for, no family or friends. The only thing worth returning for is to find that man that has betrayed him, that man that has betrayed him and destroyed it all, the man that he failed to recognize on the battlefield.&lt;br /&gt;
“Be careful with your decision though, if you were to fail, your soul will no longer belong to me.”.Belong to me? It doesn't take Herod long to realize that whom he is speaking to can only be Hextor, the god of war and destruction, his god that granted him his powers while riding into battle. &lt;br /&gt;
“Whom would it belong to then?” Herod replies calmly. A few seconds pass by before an answer billows through his head. “Death...” and the seemingly endless space around him fills with a dark but amused laugh. &lt;br /&gt;
“I accept...”.&lt;br /&gt;
Hextor lifts his massive flail from the ground and touches the head with his finger upon which it starts to glow dark green as if it were set on fire with poison. “This wont hurt...” as he sweeps the flail through the air directing the massive head directly towards him. “Me...”. &lt;br /&gt;
&lt;br /&gt;
More pain....&lt;br /&gt;
&lt;br /&gt;
Bright flashes, a narrow tunnel of light, the pain seems to lessen. Herod opens his eyes and carefully looks around, it is night and the air is filled with a penetrating foul smell of decaying flesh. He recognizes the distinct tree line and the mountains to the right. He recognizes it as the place where he staged his ambush upon the enemy, he must be back on the battlefield. &lt;br /&gt;
Herod wishes to stand up but notices foot steps and ruffling noises coming from behind, instead he closes his eyes again quickly playing dead. A voice sounds surprised and almost shouts out, “Look at that one, isn't that commander of the enemy forces?” it says with a surprised and pale and scruffy voice. A second and deeper voice joins the conversation “Yes it is, always remarkable how fast an army can crumble when its leader dies in front of them on the field. Better search him, he may still carry something of value”. &lt;br /&gt;
The two persons approach Herod slowly but in a steady pace not long for the pale voice to make itself heard again “This guy gives me the creeps somehow... Is he still breathing?.” upon which the other  voice replies, “Don't be such a coward, see that pointy thingy that is sticking out of his body? He has been dead for days” and laughs a bit, but not confident, they are close. &lt;br /&gt;
The two unknown persons kneel down beside him starting to ruffle though Herod's belongings searching for anything of good use upon which Herod opens his eyes and lifts his head up from the ground as far as he can looking right into two sets of terrified eyes, their bodies trembling from horror of what just had unfolded beneath them. A wide grin grows around Herod's face, given a macabre appearance by missing chunks of flesh around his cheeks. His voice penetrating the calm air with a deep sarcastic undertone. “Tell me gentleman... Do you fear death?” &lt;br /&gt;
&lt;br /&gt;
Screams of horror fill the air.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Half-Dead ===&lt;br /&gt;
&lt;br /&gt;
'''Half-dead''' should be combined with a normal living character race. The half-dead traits are then superimposed on top of his original character race and when any traits between the races conflict with each other the half-dead traits will be dominant. A half-dead will lose part of his [[SRD:Intelligence|intelligence]] and [[SRD:wisdom|wisdom]] due to unrecoverable damage to the brain and suffers a hit in [[SRD:charisma|charisma]] due to missing chunks in his body. Also he will loose the benefits from gaining or losing life from his [[SRD:Constitution|constitution]] score however he will benefit ( or be killed by) from his [[SRD:Constitution|constitution]] modifier. Also a half-dead will gain a small increase in power and [[SRD:Strength|strength]] (like most [[SRD:Undead Type|undead]]). The half-dead template gives a fun alternative on playing [[SRD|Alignment|evil aligned]] characters while still fitting into a group of adventurers, seeking to fulfill his goal. Make sure you do not set an unreachable or unlikely goal like “ridding the world from all the goblins” or “purging the world from good”. If a [[SRD:Paladin|paladin]] is part of the group he may support your presence if you formerly were a [[SRD:Alignment|good aligned]] person and do not intend to destroy all that is good, however he will still be naturally suspicious of you and you should be careful with your actions while in his presence.&lt;br /&gt;
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'''[[SRD:Cleric|Clerics and Priests]]:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead will automatically become evil and any [[SRD:Alignment|alignment]] dependent variable must be changed accordingly. Cure wounds spells will become inflict wounds spells and good spells cannot be cast anymore. In case of a [[SRD:Cleric|cleric]] he will continue to serve his original deity or may change religion if his Half-Dead life was granted by another god, possibly trying to convert that [[SRD:Cleric|cleric]]. If returned to life by a true resurrection spell he may revert back to his original deity and / or alignment, but will still have the urge to fulfill his purpose when he was Half-Dead.&lt;br /&gt;
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'''Role play:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Half-Dead is always filled with hatred and anger towards something or someone and is always [[SRD:Alignment|evil]] regardless of his [[SRD:Alignment|alignment]] of his past life. Also a Half-Dead must have a purpose to choose such a cursed half life and will pursue that purpose with dedication and will do anything within his power to reach his intended goal. However he has not become an [[SRD:Animal Type|animal]] and is not unreasonable unless the Half-Dead chooses to be so. Half-Dead still understand the concept of good and evil and may choose to help people if he was a good person before he became a Half-Dead, or incur great evil if he was evil in his past life. Whenever a Half-Dead reaches his goal the magical bond between body and soul are broken by the god of death and he will be able to rest in peace.&lt;br /&gt;
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'''Prerequisites''':&amp;lt;br /&amp;gt;&lt;br /&gt;
''Alignment:''   Any, but the character will become evil but otherwise will retain his other alignments (chaotic, neutral, lawfull).&amp;lt;br /&amp;gt;&lt;br /&gt;
''Class:''       All except a paladin (a paladin will never revert to evil, not even when pressured)&amp;lt;br /&amp;gt;&lt;br /&gt;
''Level:''       A character may become halfdead at any point during the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
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==== Size and Type ====&lt;br /&gt;
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Half-dead have the same size and bodily appearance that he or she had before becoming one. However his body mass has decreased slightly due to missing flesh and organs. Reduce the weight of a Half-Dead creature by 30% to accompas this effect. Half-Dead need half the food and water to stay alive while requiring half the sleep to combat fatigue. The act of sleeping will however not replenish hit points but his regeneration will continue while resting (also degeneration). Holding breath under water and similar skills work normally.&lt;br /&gt;
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Any race that becomes Half-Dead will gain the Half-Dead type next to his normal types. For example: A Human Barbarian that becomes Half-Dead will become a Human Half-Dead Barbarian.&lt;br /&gt;
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==== Hit Dice ====&lt;br /&gt;
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Whenever a character becomes Half-Dead he will become a bit stronger and more resistant to damage due to some undead properties that he or she will inherit. The person becoming Half-Dead loses all his hitdice and needs to roll again for each level according to the classes it posses. When re-rolling hitpoints every class gains a hitdice one size larger then normal. For example: A level 7 wizard would have 7d4 as hitdice. Remove them all and replace them with one dice size larger, that would be the d6. The newly formed wizard now has 7d6 hitdice. The increments in hit dice are:&amp;lt;br /&amp;gt;&lt;br /&gt;
     '''d4 to d6 to d8 to d10 to d12 to d14'''&lt;br /&gt;
Half-dead gain no life from a high constitution score nor do they lose life due to a low constitution score. Half-dead have a magical and unnatural fast rate of regeneration or degeneration. &lt;br /&gt;
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==== Speed ====&lt;br /&gt;
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The speed of a creature that has become Half-Dead does not change. Eventhough his physical properties may have changed a bit and has become a bit lighter then usual, this will not affect land based speed and the original speed must be preserved.&lt;br /&gt;
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==== Armor Class ====&lt;br /&gt;
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A Half-Dead will not receive any increase nor decrease in AC that was granted to him before he became Half-Dead.&lt;br /&gt;
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==== Attack ====&lt;br /&gt;
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Half-Dead will not gain or lose any new attacks that may be performed.&lt;br /&gt;
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==== Full Attack ====&lt;br /&gt;
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A full attack for a Half-Dead is dictated by his original race and/or class. In essence it does not chance.&lt;br /&gt;
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==== Special Attacks ====&lt;br /&gt;
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A Half-Dead will not lose nor gain any special ability attacks that it could perform before becomming a Half-Dead.&lt;br /&gt;
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==== Special Qualities ====&lt;br /&gt;
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'''Regeneration and degeneration( Living and Undead trait ):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead have a magical and unnatural fast rate of regeneration or degeneration. Each turn the half-dead will gain his constitution modifier as hit points if it is positive, or he will actually start to lose hit points if his constitution modifier is of a negative value. A constitution modifier of 0 will imply neither loss nor gain of hit points. There is no limit on how fast a half-dead looses hit points due to a negative modifier however he can never gain more hit points per turn then half his level. Having a high constitution score and keeping it high is extremely important for half-dead because you cannot be healed by normal means and must (mostly) rely on regeneration, therefor the constitution of a half-dead is a serious weak point.&lt;br /&gt;
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'''Critical strikes and sneak attacks(Living traits):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead can be the victim of sneak attacks and critical strikes because they still possess organs that function normally.&lt;br /&gt;
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'''Damage reduction(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Because a Half-Dead has less functioning organs then a normal living creature he gains a damage reduction equal to (Level / 2)/Bludgeoning with a maximum reduction of 7 at level 14. This damage reduction will '''replace any damage reduction provided by his original race or class''' but does stack with items and / or spells.&lt;br /&gt;
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'''Vision and travel(Living and undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead may walk the world during daylight but will feel uneasy while doing so, a half-dead gets a -2 attack penalty modifier while being subjected to full daylight or a spell that emulates / produces bright daylight. Standing inside a dusk bar will not impose any penalties while standing in an atrium made completely from glass will. Speed is not affected, while his vision is reversed, seeing perfectly and in color in darkness while being impaired to see by day (sunlight blinds you). Needles to say half-dead prefer to travel during the night and sleep or hide during the day. They are especially keen on investigating permanent dark places like catacombs and dungeons.&lt;br /&gt;
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'''Spells(Undead and Living trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half dead can always be the target of spells and abilities as if he were a undead or living creature. However when a spell has effects for both like the cure wounds spells both effects apply. Because the cure wounds spell heals living creatures and hurts undead creatures a half-dead cannot gain hit points from this heal. The same is also true for the inflict spells who damage living and heal the undead. Please note that losing hit points at any time even when restored immediately will inflict pain and counts as a successful attack. Any negative penalties from being hit apply normally, like concentration or some trigger effect when loosing / gaining hit points.&lt;br /&gt;
&lt;br /&gt;
If a spell only targets living or undead then the effects apply normally. For example a desecration spell will make undead stronger while consecration spells make them weaker. As both spells only target undead only the undead part of his body will hence forth be affected by it. The same is true for spells that specifically target living creatures.&lt;br /&gt;
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Half-dead can be the victim of turn / rebuke undead spells but gains (or loses) his constitution modifier as added hit dice. When under the effects of rebuke undead the half-dead is entitled to a will saving throw each turn in order to resist its effects. He must continue to throw will saves as long as the rebuking creature is alive possibly slipping in and out of its command multiple times.&lt;br /&gt;
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The bond between body and soul is magical and will show up as evil transmutation with detect magic spells. Also a half-dead has a strong and dark aura around him and will appear evil when subjected to discern alignment and detect evil spells. Magic may conceal these traits if it has obscuring properties. This bond cannot be the target of dispel magic and similar spells. The bond is governed by the god of death.&lt;br /&gt;
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'''Poisons and diseases(Undead and Living trait)''':&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead do not have much of a body left to be affected by poisons and diseases but still have a living part that can be targeted by them. All negative modifiers accompanying poisons and diseases apply normally except for those that alter constitution. Losing or gaining constitution will not affect hit points directly but do affect the constitution modifier. If this modifier is equal to 0 he will stop regenerating health and when it becomes negative his body will actually start to rot away dealing damage each turn until his constitution is restored to provide for a modifier of 0 or higher. This is a major weak spot of the half-dead and they are painfully  aware of it.&lt;br /&gt;
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'''Negative hit points and death(Undead and Living trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The soul that is magically bound to his body needs both his undead part and his living part to stay alive. If either where to be destroyed the bond is broken and the half-dead character will have truly died. Because half-dead are also living they will loose consciousness when dropping below 0 hit points just like a normal character would. A half-dead cannot be stabilized by heal skills but also do not lose hit points when dropped below 0 hit points. Instead his regeneration or degeneration will continue normally possible killing the half-dead faster or when his hit points reach 0 it will regain consciousness. Whenever a half-dead reaches -10 his body will be beyond repair and will die normally. He may be brought back to life with a resurrection spell but it must be performed before his body has fully decayed away. The time frame to do this is 4 plus (or minus) the constitution modifier at the point that he died. Natural decay will increase when having a low constitution modifier at the point of death while it will be decreased when having a high constitution modifier at the point of death. Spells like gentile repose can help delay the process. Once it is too late to save a half-dead his body will have decayed beyond repair and the bond between soul and body is broken. The half-dead will transform in a normal undead at this point and will have no recollection of past events and start to attack living creatures randomly or run away. At this point he can only be returned to life with a true resurrection spell.&lt;br /&gt;
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A true resurrection spell will return the character back to life with his normal body and as his normal race. If the half-dead is still alive he may refuse to be brought back to life if he does not wish to do so. A half-dead returned to life with a true resurrection spell will always loose this prestige race.&lt;br /&gt;
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'''Tongues of the dead(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
half-dead gain the abyssal or infernal language according to his alignment (chaotic or lawful). A half-dead may be neutrally evil and in this case he must choose one of the languages and cannot change this later in the game.&lt;br /&gt;
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==== Abilities ====&lt;br /&gt;
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Adjust the ability scores for a creature that has become Half-Dead by the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''STR''' +2, A Half-Dead will become stronger thanks to his animated skeleton gaining a +2 bonus to strength.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CON''' +2, A Half-Dead will gain a bonus to constitution, however constitution no longer influences hit points as per usual.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX''' +0, A Half-Dead will feel no change in how dexterous it is.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT''' -2, A Half-Dead will lose some intellect due to some unrecoverable damage to his brain.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''WIS''' -2, A Half-Dead will lose some of his wisdom, partially by brain damage but mostly by becoming slightly insane.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CHA''' -2, A Half-Dead will suffer a hit towards charisma due to missing chunks of flesh and bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==== Skills ====&lt;br /&gt;
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'''Uncharismatic(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead are naturally uncharismatic. No living creature shall fully trust a semi dead animated corpse but will be a bit intimidated by it. Instead of subtracting a negative charisma modifier add it to your total for Bluff and Intimidate checks when conversing with a living creature. Do the same for Diplomacy and Gather information when conversing with an Undead, Demon or Devil. If the charisma modifier is possitive then the apparent undead traits are less visible and may be confused with a disise or mutilation, or the missing flesh and bone may not be normally visible if it is covered up by clothing or armor. In this situation you should treat charisma modifiers as normal.&lt;br /&gt;
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&lt;br /&gt;
==== Feats ====&lt;br /&gt;
&lt;br /&gt;
A creature becoming Half-Dead will neither gain nor loose any feats.&lt;br /&gt;
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==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead do not have a specific enviroment where they live. Half-Dead are souls that wander the world in search of that one goal they whish to achieve. This makes their favoured location highly unpredictable and can show up litiraly anywhere in the world. However Half-Dead tend to avoid open sunlight as it makes them weaker and feel unconfortable. They usually will find or wander dark or shadowy places like catacombs, sewers systems, dense forests or other locations where the sunlight cannot hinder them much. However when nighttime falls they often leave such places in search for anything they need. This does not mean they cannot wander in daylight. A Half-Dead persuing his goal will have no problem leaving the comfort zones of darkness to achieve its goal.&lt;br /&gt;
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==== Organization ====&lt;br /&gt;
&lt;br /&gt;
Any living creature with a soul can become a Half-Dead. As such half dead can come from any organization or stature. It is however unlikely that they still feel part of such organizations as more often then not it will interfere with their goals at that point.&lt;br /&gt;
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==== Challenge Rating ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead gain some interesting features that resemble undead closely, however due to still having a partly functioning normal body the Half-Dead also gains some aditional weaknesses that will even it out as a whole. For this reason any Half-Dead should not be adjusted in challenge rating.&lt;br /&gt;
&lt;br /&gt;
CR: +0&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead can carry any form of treasure and even none altogether. Half-Dead beasts usually fight with their natural weapons and cary no armor while humanoids will often cary equipment with them to aid them in their quest. There is no absolute rule on what a Half-Dead could possibly cary. Likely items that humanoids will cary though are symbols and items revealing some, if not all,  details from his past life or the goal it now persues.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead will per difinition become evil. This doesn't mean that they do not understand the concept of good. Especially if a Half-Dead was a good creature in his past life he may be inclined to help other good people more easily, but will most likely do it in marcabre ways. A priviously evil creature may stop at nothing and hunt good just for some fun. Use the gained evil alignment more for roleplaying the Half-Dead instead of binding to it as an absolute rule. Any race or class enabled skills that have different outcomes wether being good or evil should be adjusted towards evil, unless there is some good reason not to do that.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
Any Half-Dead that gains a hit dice should do so according to the class level that it gains. However the hit dice size is increased by one step.&amp;lt;br /&amp;gt;&lt;br /&gt;
(See: Hit Dice)&lt;br /&gt;
&lt;br /&gt;
==== Level Adjustment ====&lt;br /&gt;
&lt;br /&gt;
The Half-Dead gains some strong features like damage reduction and regeneration, however a creature becomming a Half-Dead also gains some very strong disadvantages. For one its hitpoints cannot be restored by the usual cure and heal spells making them virtually unhealable. On the other hand Half-Dead can now also become victim to spells and effects that target undead only. Due to the balance between possitive and negative traits the level adjustment is neglectable.&lt;br /&gt;
&lt;br /&gt;
LA: +0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creature Templates Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes type insert it here--&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes subtype insert it here--&amp;gt; Subtype]]&lt;br /&gt;
[[Category:LA?]]&amp;lt;!--LA change this template entails.  If no change, put &amp;quot;0&amp;quot;, if this cannot be played by a PC put &amp;quot;-&amp;quot;, and if the LA increase changes with options the player can select put &amp;quot; Variable&amp;quot;.--&amp;gt;&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes alignment insert it here--&amp;gt; Alignment]]&amp;lt;!--, example [[Category:Neutral (Law-Chaos) Alignment]], [[Category:Evil Alignment]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;!----------DELETE ME--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Half-Dead_(3.5e_Template)</id>
		<title>Half-Dead (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Half-Dead_(3.5e_Template)"/>
				<updated>2011-03-02T22:54:30Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub|Under construction, constructive edits and criticism welcome}}&lt;br /&gt;
== Half-Dead (Ready for functional reviewing) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Halfdead.jpg|thumb|border|right|300px|A Half-Dead knight wandering the darkness]]&amp;lt;!-- stub image, need time to design custom one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[3e Summary::Half-Dead are those that wander the worlds trying to fulfill their last purpose before finally being able to rest.]]&lt;br /&gt;
&lt;br /&gt;
'''Background:''' Half-dead are transmuted characters that have died at some point in life. A god, powerful cleric, sorcerer or wizard can bind the soul and the decaying body back together by means of an especially powerful transmutation. This transmutation must be performed within six days six hours and six minutes from his actual point of death or the transmutation will fail. Also the body must be largely intact containing at least a brain and a hart. During the transmutation the body will be restored in some of its functionality except for the parts that cannot be saved because they are missing or damaged beyond repair. His soul will be magically bound to this body and his skeleton will become animated giving the Half-Dead undead traits and appearance. A soul cannot be bound to his body if it is unwilling but may be tricked or forced to do so. For example a evil necromancer has children held hostage and threatens to kill them if he does not comply with his wishes. On the other hand there are those souls that accept the cursed half life of the half-dead in order to fulfill a last desire like murdering the person that has slain his family. A half-dead will always have a purpose when brought back to life.&lt;br /&gt;
&lt;br /&gt;
{{quote|Death, yet another path we must take to find our revenge|orig=Geraldo the wise, bard and loreseeker}}&lt;br /&gt;
&lt;br /&gt;
'''The tale of Herod, cleric of Westfall, commander of the first legions of King Theobold's empire'''&lt;br /&gt;
&lt;br /&gt;
“How has this come to be?”, Herod wonders. He looks around and sees a shadow play of soldiers running around in fear and disarray getting massacred by a ghostly enemy. “I have to get back up, I have to close the ranks, the enemy is upon us...” Herod, combat cleric and commander of the first legion tries to command his body back to its feet but a large and unknown force pressures down on his chest which seems to be pinning his body down to the ground. He tries to look at his feat but is unable to lift his head far enough up from the ground, hindered by his helmet. The only thing he can see is a long wooden stick standing right up into the sky. He rolls his head to the right. Next to him lies a horse sleeping calmly in a puddle of red sirup that seems to grow slowly by the second, then it occurred to him.... it was his own horse. “Did my horse get hit?”, “Did I fall to the ground?”. A stabbing pain shoots through his chest, compelling him to look back at the wooden stick. “That angle, the direction it sticks towards the ground ...”, More flashes of pain shoot through his chest. “Did I... get hit by a spear? How would that even possible? We were not close enough to the enemy to get hit by a spear. But the shape of the head, it looks all too familiar” Thoughts are flashing back and forward through his head while the pressure in his chest keeps building up and the flashes of pain shooting through his body seem to increase in frequency.&lt;br /&gt;
&lt;br /&gt;
Sounds of hoofs, a shadow of a man riding a horse approaches him from the left. He is calmly whispering his name repeatedly, with a voice that somehow sounds familiar. The apparent horseman maneuvers his steed to his side but Herod cannot command his eyes to fully focus on the man, he seems familiar by shape, does he know this man? “Impressive that you are still alive” the horseman whispers. “But your time has come Herod, these lands now belong to your enemy... Herod....”. Herod tries to speak but manages only to increase the pain in his chest while the only substance managing to exit his mouth is his own blood. “Your time is over... Herod..., but do not worry my dear friend I will take... care... of matters for you.”. A loud and sarcastic laugh fills the air while a faint shadow of a long object approaches him at great speed. &lt;br /&gt;
&lt;br /&gt;
More Pain...&lt;br /&gt;
&lt;br /&gt;
The pain is gone, everything is black, all is empty. It is clear to Herod that he has been betrayed, but by whom? The area around him seems dark and empty however he is obviously lying on something hard yet it seems to have no shape. A floor maybe?  Herod is filled with thoughts, questions that need answering, he crawls to his feet and starts to slowly wander the black space, unable to see anything but seems to have no end to it. How long has he been here anyway, the space seems to have no sense of time. An hour, day or maybe even years,  Herod cannot tell.&lt;br /&gt;
&lt;br /&gt;
A small dark figure suddenly appears on the horizon, yet the space that he now wanders has none, Herod can see his silhouette clearly yet the darkness  bears not even a single ray of light. The figure is breathing heavily as if someone has knotted a rope around his neck squeezing it partially shut. He appears to be far away, yet at the same time very close. What exactly is this place?&lt;br /&gt;
&lt;br /&gt;
Out of the blue a deep and unnatural voice fills the entire space what was supposed to be endless. The voice is loud yet so strong that it makes his whole head ring. “Do you fear death?” it asks calmly while it continues to walk towards him gaining size quickly. “Death? Herod wonders. “Who is he? Where am I? Am I dead?”, Herod is unable to focus his thoughts but the figure approaching him becomes clearer while growing in size even faster. It has the shape of a man, a very large man, wearing dark armor containing thousands of  razor sharp spikes that point in every direction. It is holding a massive flail which head drags over what acts like a floor yet is not there. Herod realizes that it must be as large as his own house!. &lt;br /&gt;
He screams his answer in the direction of the man: “Fear is for the weak!”. The dark figure responds, this time with a much softer voice almost as if he is whispering but the voice is still feels like it will make his ears explode at any time. “Excellent” he says in a slightly sarcastic voice. “Then maybe we can make an arrangement?”. &lt;br /&gt;
“An arrangement? What kind of arrangement?” Herod wonders.  As if the figure can read his mind it immediately replies onto his thought. “A very... good arrangement” the man replies that now seems to be slowing down in growth but is still marching slowly towards him. “I like you Herod, you were a good servant for a man like me. I will grant you this one chance to return to the world, return to the living and set things right”.  &lt;br /&gt;
“How long have I been here?” Herod asks the man,”Is there still time?”. The colossal man answers, “There is no time here, but eternity. However on the living side enough time has come to pass to allow the destruction of the town you so desperately tried to defend and every single man, woman and child within it”. The most horrible thoughts fill Herod's head only quickly to be replaced by bitter anger. He realizes that there is nothing to return for, no family or friends. The only thing worth returning for is to find that man that has betrayed him, that man that has betrayed him and destroyed it all, the man that he failed to recognize on the battlefield.&lt;br /&gt;
“Be careful with your decision though, if you were to fail, your soul will no longer belong to me.”.Belong to me? It doesn't take Herod long to realize that whom he is speaking to can only be Hextor, the god of war and destruction, his god that granted him his powers while riding into battle. &lt;br /&gt;
“Whom would it belong to then?” Herod replies calmly. A few seconds pass by before an answer billows through his head. “Death...” and the seemingly endless space around him fills with a dark but amused laugh. &lt;br /&gt;
“I accept...”.&lt;br /&gt;
Hextor lifts his massive flail from the ground and touches the head with his finger upon which it starts to glow dark green as if it were set on fire with poison. “This wont hurt...” as he sweeps the flail through the air directing the massive head directly towards him. “Me...”. &lt;br /&gt;
&lt;br /&gt;
More pain....&lt;br /&gt;
&lt;br /&gt;
Bright flashes, a narrow tunnel of light, the pain seems to lessen. Herod opens his eyes and carefully looks around, it is night and the air is filled with a penetrating foul smell of decaying flesh. He recognizes the distinct tree line and the mountains to the right. He recognizes it as the place where he staged his ambush upon the enemy, he must be back on the battlefield. &lt;br /&gt;
Herod wishes to stand up but notices foot steps and ruffling noises coming from behind, instead he closes his eyes again quickly playing dead. A voice sounds surprised and almost shouts out, “Look at that one, isn't that commander of the enemy forces?” it says with a surprised and pale and scruffy voice. A second and deeper voice joins the conversation “Yes it is, always remarkable how fast an army can crumble when its leader dies in front of them on the field. Better search him, he may still carry something of value”. &lt;br /&gt;
The two persons approach Herod slowly but in a steady pace not long for the pale voice to make itself heard again “This guy gives me the creeps somehow... Is he still breathing?.” upon which the other  voice replies, “Don't be such a coward, see that pointy thingy that is sticking out of his body? He has been dead for days” and laughs a bit, but not confident, they are close. &lt;br /&gt;
The two unknown persons kneel down beside him starting to ruffle though Herod's belongings searching for anything of good use upon which Herod opens his eyes and lifts his head up from the ground as far as he can looking right into two sets of terrified eyes, their bodies trembling from horror of what just had unfolded beneath them. A wide grin grows around Herod's face, given a macabre appearance by missing chunks of flesh around his cheeks. His voice penetrating the calm air with a deep sarcastic undertone. “Tell me gentleman... Do you fear death?” &lt;br /&gt;
&lt;br /&gt;
Screams of horror fill the air.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Half-Dead ===&lt;br /&gt;
&lt;br /&gt;
'''Half-dead''' should be combined with a normal living character race. The half-dead traits are then superimposed on top of his original character race and when any traits between the races conflict with each other the half-dead traits will be dominant. A half-dead will lose part of his [[SRD:Intelligence|intelligence]] and [[SRD:wisdom|wisdom]] due to unrecoverable damage to the brain and suffers a hit in [[SRD:charisma|charisma]] due to missing chunks in his body. Also he will loose the benefits from gaining or losing life from his [[SRD:Constitution|constitution]] score however he will benefit ( or be killed by) from his [[SRD:Constitution|constitution]] modifier. Also a half-dead will gain a small increase in power and [[SRD:Strength|strength]] (like most [[SRD:Undead Type|undead]]). The half-dead template gives a fun alternative on playing [[SRD|Alignment|evil aligned]] characters while still fitting into a group of adventurers, seeking to fulfill his goal. Make sure you do not set an unreachable or unlikely goal like “ridding the world from all the goblins” or “purging the world from good”. If a [[SRD:Paladin|paladin]] is part of the group he may support your presence if you formerly were a [[SRD:Alignment|good aligned]] person and do not intend to destroy all that is good, however he will still be naturally suspicious of you and you should be careful with your actions while in his presence.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Cleric|Clerics and Priests]]:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead will automatically become evil and any [[SRD:Alignment|alignment]] dependent variable must be changed accordingly. Cure wounds spells will become inflict wounds spells and good spells cannot be cast anymore. In case of a [[SRD:Cleric|cleric]] he will continue to serve his original [[SRD:Deity|deity]] or may change religion if his Half-Dead life was granted by another god, possibly trying to convert that [[SRD:Cleric|cleric]]. If returned to life by a true resurrection spell he may revert back to his original deity and / or alignment, but will still have the urge to fulfill his purpose when he was half-dead.&lt;br /&gt;
&lt;br /&gt;
'''Role play:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead is always filled with hatred and anger towards something or someone and is always evil regardless of his alignment of his past life. Also a half-dead must have a purpose to choose such a cursed half life and will pursue that purpose with dedication and will do anything within his power to reach his intended goal. However he has not become an animal and is not unreasonable unless the Half-Dead chooses to be so. Half-dead still understand the concept of good and evil and may choose to help people if he was a good person before he became a half-dead, or incur great evil if he was evil in his past life. Whenever a half-dead reaches his goal the magical bond between body and soul are broken by the god of death and he will be able to rest in peace.&lt;br /&gt;
&lt;br /&gt;
'''Prerequisites''':&amp;lt;br /&amp;gt;&lt;br /&gt;
''Alignment:''   Any, but the character will become evil but otherwise will retain his other alignments (chaotic, neutral, lawfull).&amp;lt;br /&amp;gt;&lt;br /&gt;
''Class:''       All except a paladin (a paladin will never revert to evil, not even when pressured)&amp;lt;br /&amp;gt;&lt;br /&gt;
''Level:''       A character may become halfdead at any point during the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Size and Type ====&lt;br /&gt;
&lt;br /&gt;
Half-dead have the same size and bodily appearance that he or she had before becoming one. However his body mass has decreased slightly due to missing flesh and organs. Reduce the weight of a Half-Dead creature by 30% to accompas this effect. Half-Dead need half the food and water to stay alive while requiring half the sleep to combat fatigue. The act of sleeping will however not replenish hit points but his regeneration will continue while resting (also degeneration). Holding breath under water and similar skills work normally.&lt;br /&gt;
&lt;br /&gt;
Any race that becomes Half-Dead will gain the Half-Dead type next to his normal types. For example: A Human Barbarian that becomes Half-Dead will become a Human Half-Dead Barbarian.&lt;br /&gt;
&lt;br /&gt;
==== Hit Dice ====&lt;br /&gt;
&lt;br /&gt;
Whenever a character becomes Half-Dead he will become a bit stronger and more resistant to damage due to some undead properties that he or she will inherit. The person becoming Half-Dead loses all his hitdice and needs to roll again for each level according to the classes it posses. When re-rolling hitpoints every class gains a hitdice one size larger then normal. For example: A level 7 wizard would have 7d4 as hitdice. Remove them all and replace them with one dice size larger, that would be the d6. The newly formed wizard now has 7d6 hitdice. The increments in hit dice are:&amp;lt;br /&amp;gt;&lt;br /&gt;
     '''d4 to d6 to d8 to d10 to d12 to d14'''&lt;br /&gt;
Half-dead gain no life from a high constitution score nor do they lose life due to a low constitution score. Half-dead have a magical and unnatural fast rate of regeneration or degeneration. &lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
&lt;br /&gt;
The speed of a creature that has become Half-Dead does not change. Eventhough his physical properties may have changed a bit and has become a bit lighter then usual, this will not affect land based speed and the original speed must be preserved.&lt;br /&gt;
&lt;br /&gt;
==== Armor Class ====&lt;br /&gt;
&lt;br /&gt;
A Half-Dead will not receive any increase nor decrease in AC that was granted to him before he became Half-Dead.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead will not gain or lose any new attacks that may be performed.&lt;br /&gt;
&lt;br /&gt;
==== Full Attack ====&lt;br /&gt;
&lt;br /&gt;
A full attack for a Half-Dead is dictated by his original race and/or class. In essence it does not chance.&lt;br /&gt;
&lt;br /&gt;
==== Special Attacks ====&lt;br /&gt;
&lt;br /&gt;
A Half-Dead will not lose nor gain any special ability attacks that it could perform before becomming a Half-Dead.&lt;br /&gt;
&lt;br /&gt;
==== Special Qualities ====&lt;br /&gt;
&lt;br /&gt;
'''Regeneration and degeneration( Living and Undead trait ):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead have a magical and unnatural fast rate of regeneration or degeneration. Each turn the half-dead will gain his constitution modifier as hit points if it is positive, or he will actually start to lose hit points if his constitution modifier is of a negative value. A constitution modifier of 0 will imply neither loss nor gain of hit points. There is no limit on how fast a half-dead looses hit points due to a negative modifier however he can never gain more hit points per turn then half his level. Having a high constitution score and keeping it high is extremely important for half-dead because you cannot be healed by normal means and must (mostly) rely on regeneration, therefor the constitution of a half-dead is a serious weak point.&lt;br /&gt;
&lt;br /&gt;
'''Critical strikes and sneak attacks(Living traits):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead can be the victim of sneak attacks and critical strikes because they still possess organs that function normally.&lt;br /&gt;
&lt;br /&gt;
'''Damage reduction(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Because a Half-Dead has less functioning organs then a normal living creature he gains a damage reduction equal to (Level / 2)/Bludgeoning with a maximum reduction of 7 at level 14. This damage reduction will '''replace any damage reduction provided by his original race or class''' but does stack with items and / or spells.&lt;br /&gt;
&lt;br /&gt;
'''Vision and travel(Living and undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead may walk the world during daylight but will feel uneasy while doing so, a half-dead gets a -2 attack penalty modifier while being subjected to full daylight or a spell that emulates / produces bright daylight. Standing inside a dusk bar will not impose any penalties while standing in an atrium made completely from glass will. Speed is not affected, while his vision is reversed, seeing perfectly and in color in darkness while being impaired to see by day (sunlight blinds you). Needles to say half-dead prefer to travel during the night and sleep or hide during the day. They are especially keen on investigating permanent dark places like catacombs and dungeons.&lt;br /&gt;
&lt;br /&gt;
'''Spells(Undead and Living trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half dead can always be the target of spells and abilities as if he were a undead or living creature. However when a spell has effects for both like the cure wounds spells both effects apply. Because the cure wounds spell heals living creatures and hurts undead creatures a half-dead cannot gain hit points from this heal. The same is also true for the inflict spells who damage living and heal the undead. Please note that losing hit points at any time even when restored immediately will inflict pain and counts as a successful attack. Any negative penalties from being hit apply normally, like concentration or some trigger effect when loosing / gaining hit points.&lt;br /&gt;
&lt;br /&gt;
If a spell only targets living or undead then the effects apply normally. For example a desecration spell will make undead stronger while consecration spells make them weaker. As both spells only target undead only the undead part of his body will hence forth be affected by it. The same is true for spells that specifically target living creatures.&lt;br /&gt;
&lt;br /&gt;
Half-dead can be the victim of turn / rebuke undead spells but gains (or loses) his constitution modifier as added hit dice. When under the effects of rebuke undead the half-dead is entitled to a will saving throw each turn in order to resist its effects. He must continue to throw will saves as long as the rebuking creature is alive possibly slipping in and out of its command multiple times.&lt;br /&gt;
&lt;br /&gt;
The bond between body and soul is magical and will show up as evil transmutation with detect magic spells. Also a half-dead has a strong and dark aura around him and will appear evil when subjected to discern alignment and detect evil spells. Magic may conceal these traits if it has obscuring properties. This bond cannot be the target of dispel magic and similar spells. The bond is governed by the god of death.&lt;br /&gt;
&lt;br /&gt;
'''Poisons and diseases(Undead and Living trait)''':&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead do not have much of a body left to be affected by poisons and diseases but still have a living part that can be targeted by them. All negative modifiers accompanying poisons and diseases apply normally except for those that alter constitution. Losing or gaining constitution will not affect hit points directly but do affect the constitution modifier. If this modifier is equal to 0 he will stop regenerating health and when it becomes negative his body will actually start to rot away dealing damage each turn until his constitution is restored to provide for a modifier of 0 or higher. This is a major weak spot of the half-dead and they are painfully  aware of it.&lt;br /&gt;
&lt;br /&gt;
'''Negative hit points and death(Undead and Living trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The soul that is magically bound to his body needs both his undead part and his living part to stay alive. If either where to be destroyed the bond is broken and the half-dead character will have truly died. Because half-dead are also living they will loose consciousness when dropping below 0 hit points just like a normal character would. A half-dead cannot be stabilized by heal skills but also do not lose hit points when dropped below 0 hit points. Instead his regeneration or degeneration will continue normally possible killing the half-dead faster or when his hit points reach 0 it will regain consciousness. Whenever a half-dead reaches -10 his body will be beyond repair and will die normally. He may be brought back to life with a resurrection spell but it must be performed before his body has fully decayed away. The time frame to do this is 4 plus (or minus) the constitution modifier at the point that he died. Natural decay will increase when having a low constitution modifier at the point of death while it will be decreased when having a high constitution modifier at the point of death. Spells like gentile repose can help delay the process. Once it is too late to save a half-dead his body will have decayed beyond repair and the bond between soul and body is broken. The half-dead will transform in a normal undead at this point and will have no recollection of past events and start to attack living creatures randomly or run away. At this point he can only be returned to life with a true resurrection spell.&lt;br /&gt;
&lt;br /&gt;
A true resurrection spell will return the character back to life with his normal body and as his normal race. If the half-dead is still alive he may refuse to be brought back to life if he does not wish to do so. A half-dead returned to life with a true resurrection spell will always loose this prestige race.&lt;br /&gt;
&lt;br /&gt;
'''Tongues of the dead(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
half-dead gain the abyssal or infernal language according to his alignment (chaotic or lawful). A half-dead may be neutrally evil and in this case he must choose one of the languages and cannot change this later in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Adjust the ability scores for a creature that has become Half-Dead by the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''STR''' +2, A Half-Dead will become stronger thanks to his animated skeleton gaining a +2 bonus to strength.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CON''' +2, A Half-Dead will gain a bonus to constitution, however constitution no longer influences hit points as per usual.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX''' +0, A Half-Dead will feel no change in how dexterous it is.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT''' -2, A Half-Dead will lose some intellect due to some unrecoverable damage to his brain.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''WIS''' -2, A Half-Dead will lose some of his wisdom, partially by brain damage but mostly by becoming slightly insane.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CHA''' -2, A Half-Dead will suffer a hit towards charisma due to missing chunks of flesh and bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
'''Uncharismatic(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead are naturally uncharismatic. No living creature shall fully trust a semi dead animated corpse but will be a bit intimidated by it. Instead of subtracting a negative charisma modifier add it to your total for Bluff and Intimidate checks when conversing with a living creature. Do the same for Diplomacy and Gather information when conversing with an Undead, Demon or Devil. If the charisma modifier is possitive then the apparent undead traits are less visible and may be confused with a disise or mutilation, or the missing flesh and bone may not be normally visible if it is covered up by clothing or armor. In this situation you should treat charisma modifiers as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Feats ====&lt;br /&gt;
&lt;br /&gt;
A creature becoming Half-Dead will neither gain nor loose any feats.&lt;br /&gt;
&lt;br /&gt;
==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead do not have a specific enviroment where they live. Half-Dead are souls that wander the world in search of that one goal they whish to achieve. This makes their favoured location highly unpredictable and can show up litiraly anywhere in the world. However Half-Dead tend to avoid open sunlight as it makes them weaker and feel unconfortable. They usually will find or wander dark or shadowy places like catacombs, sewers systems, dense forests or other locations where the sunlight cannot hinder them much. However when nighttime falls they often leave such places in search for anything they need. This does not mean they cannot wander in daylight. A Half-Dead persuing his goal will have no problem leaving the comfort zones of darkness to achieve its goal.&lt;br /&gt;
&lt;br /&gt;
==== Organization ====&lt;br /&gt;
&lt;br /&gt;
Any living creature with a soul can become a Half-Dead. As such half dead can come from any organization or stature. It is however unlikely that they still feel part of such organizations as more often then not it will interfere with their goals at that point.&lt;br /&gt;
&lt;br /&gt;
==== Challenge Rating ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead gain some interesting features that resemble undead closely, however due to still having a partly functioning normal body the Half-Dead also gains some aditional weaknesses that will even it out as a whole. For this reason any Half-Dead should not be adjusted in challenge rating.&lt;br /&gt;
&lt;br /&gt;
CR: +0&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead can carry any form of treasure and even none altogether. Half-Dead beasts usually fight with their natural weapons and cary no armor while humanoids will often cary equipment with them to aid them in their quest. There is no absolute rule on what a Half-Dead could possibly cary. Likely items that humanoids will cary though are symbols and items revealing some, if not all,  details from his past life or the goal it now persues.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead will per difinition become evil. This doesn't mean that they do not understand the concept of good. Especially if a Half-Dead was a good creature in his past life he may be inclined to help other good people more easily, but will most likely do it in marcabre ways. A priviously evil creature may stop at nothing and hunt good just for some fun. Use the gained evil alignment more for roleplaying the Half-Dead instead of binding to it as an absolute rule. Any race or class enabled skills that have different outcomes wether being good or evil should be adjusted towards evil, unless there is some good reason not to do that.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
Any Half-Dead that gains a hit dice should do so according to the class level that it gains. However the hit dice size is increased by one step.&amp;lt;br /&amp;gt;&lt;br /&gt;
(See: Hit Dice)&lt;br /&gt;
&lt;br /&gt;
==== Level Adjustment ====&lt;br /&gt;
&lt;br /&gt;
The Half-Dead gains some strong features like damage reduction and regeneration, however a creature becomming a Half-Dead also gains some very strong disadvantages. For one its hitpoints cannot be restored by the usual cure and heal spells making them virtually unhealable. On the other hand Half-Dead can now also become victim to spells and effects that target undead only. Due to the balance between possitive and negative traits the level adjustment is neglectable.&lt;br /&gt;
&lt;br /&gt;
LA: +0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creature Templates Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes type insert it here--&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes subtype insert it here--&amp;gt; Subtype]]&lt;br /&gt;
[[Category:LA?]]&amp;lt;!--LA change this template entails.  If no change, put &amp;quot;0&amp;quot;, if this cannot be played by a PC put &amp;quot;-&amp;quot;, and if the LA increase changes with options the player can select put &amp;quot; Variable&amp;quot;.--&amp;gt;&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes alignment insert it here--&amp;gt; Alignment]]&amp;lt;!--, example [[Category:Neutral (Law-Chaos) Alignment]], [[Category:Evil Alignment]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;!----------DELETE ME--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Half-Dead_(3.5e_Template)</id>
		<title>Half-Dead (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Half-Dead_(3.5e_Template)"/>
				<updated>2011-03-02T22:48:31Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub|Under construction, constructive edits and criticism welcome}}&lt;br /&gt;
== Half-Dead (Ready for functional reviewing) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Halfdead.jpg|thumb|border|right|300px|A Half-Dead knight wandering the darkness]]&amp;lt;!-- stub image, need time to design custom one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[3e Summary::Half-Dead are those that wander the worlds trying to fulfill their last purpose before finally being able to rest.]]&lt;br /&gt;
&lt;br /&gt;
'''Background:''' Half-dead are transmuted characters that have died at some point in life. A god, powerful cleric, sorcerer or wizard can bind the soul and the decaying body back together by means of an especially powerful transmutation. This transmutation must be performed within six days six hours and six minutes from his actual point of death or the transmutation will fail. Also the body must be largely intact containing at least a brain and a hart. During the transmutation the body will be restored in some of its functionality except for the parts that cannot be saved because they are missing or damaged beyond repair. His soul will be magically bound to this body and his skeleton will become animated giving the Half-Dead undead traits and appearance. A soul cannot be bound to his body if it is unwilling but may be tricked or forced to do so. For example a evil necromancer has children held hostage and threatens to kill them if he does not comply with his wishes. On the other hand there are those souls that accept the cursed half life of the half-dead in order to fulfill a last desire like murdering the person that has slain his family. A half-dead will always have a purpose when brought back to life.&lt;br /&gt;
&lt;br /&gt;
{{quote|Death, yet another path we must take to find our revenge|orig=Geraldo the wise, bard and loreseeker}}&lt;br /&gt;
&lt;br /&gt;
'''The tale of Herod, cleric of Westfall, commander of the first legions of King Theobold's empire'''&lt;br /&gt;
&lt;br /&gt;
“How has this come to be?”, Herod wonders. He looks around and sees a shadow play of soldiers running around in fear and disarray getting massacred by a ghostly enemy. “I have to get back up, I have to close the ranks, the enemy is upon us...” Herod, combat cleric and commander of the first legion tries to command his body back to its feet but a large and unknown force pressures down on his chest which seems to be pinning his body down to the ground. He tries to look at his feat but is unable to lift his head far enough up from the ground, hindered by his helmet. The only thing he can see is a long wooden stick standing right up into the sky. He rolls his head to the right. Next to him lies a horse sleeping calmly in a puddle of red sirup that seems to grow slowly by the second, then it occurred to him.... it was his own horse. “Did my horse get hit?”, “Did I fall to the ground?”. A stabbing pain shoots through his chest, compelling him to look back at the wooden stick. “That angle, the direction it sticks towards the ground ...”, More flashes of pain shoot through his chest. “Did I... get hit by a spear? How would that even possible? We were not close enough to the enemy to get hit by a spear. But the shape of the head, it looks all too familiar” Thoughts are flashing back and forward through his head while the pressure in his chest keeps building up and the flashes of pain shooting through his body seem to increase in frequency.&lt;br /&gt;
&lt;br /&gt;
Sounds of hoofs, a shadow of a man riding a horse approaches him from the left. He is calmly whispering his name repeatedly, with a voice that somehow sounds familiar. The apparent horseman maneuvers his steed to his side but Herod cannot command his eyes to fully focus on the man, he seems familiar by shape, does he know this man? “Impressive that you are still alive” the horseman whispers. “But your time has come Herod, these lands now belong to your enemy... Herod....”. Herod tries to speak but manages only to increase the pain in his chest while the only substance managing to exit his mouth is his own blood. “Your time is over... Herod..., but do not worry my dear friend I will take... care... of matters for you.”. A loud and sarcastic laugh fills the air while a faint shadow of a long object approaches him at great speed. &lt;br /&gt;
&lt;br /&gt;
More Pain...&lt;br /&gt;
&lt;br /&gt;
The pain is gone, everything is black, all is empty. It is clear to Herod that he has been betrayed, but by whom? The area around him seems dark and empty however he is obviously lying on something hard yet it seems to have no shape. A floor maybe?  Herod is filled with thoughts, questions that need answering, he crawls to his feet and starts to slowly wander the black space, unable to see anything but seems to have no end to it. How long has he been here anyway, the space seems to have no sense of time. An hour, day or maybe even years,  Herod cannot tell.&lt;br /&gt;
&lt;br /&gt;
A small dark figure suddenly appears on the horizon, yet the space that he now wanders has none, Herod can see his silhouette clearly yet the darkness  bears not even a single ray of light. The figure is breathing heavily as if someone has knotted a rope around his neck squeezing it partially shut. He appears to be far away, yet at the same time very close. What exactly is this place?&lt;br /&gt;
&lt;br /&gt;
Out of the blue a deep and unnatural voice fills the entire space what was supposed to be endless. The voice is loud yet so strong that it makes his whole head ring. “Do you fear death?” it asks calmly while it continues to walk towards him gaining size quickly. “Death? Herod wonders. “Who is he? Where am I? Am I dead?”, Herod is unable to focus his thoughts but the figure approaching him becomes clearer while growing in size even faster. It has the shape of a man, a very large man, wearing dark armor containing thousands of  razor sharp spikes that point in every direction. It is holding a massive flail which head drags over what acts like a floor yet is not there. Herod realizes that it must be as large as his own house!. &lt;br /&gt;
He screams his answer in the direction of the man: “Fear is for the weak!”. The dark figure responds, this time with a much softer voice almost as if he is whispering but the voice is still feels like it will make his ears explode at any time. “Excellent” he says in a slightly sarcastic voice. “Then maybe we can make an arrangement?”. &lt;br /&gt;
“An arrangement? What kind of arrangement?” Herod wonders.  As if the figure can read his mind it immediately replies onto his thought. “A very... good arrangement” the man replies that now seems to be slowing down in growth but is still marching slowly towards him. “I like you Herod, you were a good servant for a man like me. I will grant you this one chance to return to the world, return to the living and set things right”.  &lt;br /&gt;
“How long have I been here?” Herod asks the man,”Is there still time?”. The colossal man answers, “There is no time here, but eternity. However on the living side enough time has come to pass to allow the destruction of the town you so desperately tried to defend and every single man, woman and child within it”. The most horrible thoughts fill Herod's head only quickly to be replaced by bitter anger. He realizes that there is nothing to return for, no family or friends. The only thing worth returning for is to find that man that has betrayed him, that man that has betrayed him and destroyed it all, the man that he failed to recognize on the battlefield.&lt;br /&gt;
“Be careful with your decision though, if you were to fail, your soul will no longer belong to me.”.Belong to me? It doesn't take Herod long to realize that whom he is speaking to can only be Hextor, the god of war and destruction, his god that granted him his powers while riding into battle. &lt;br /&gt;
“Whom would it belong to then?” Herod replies calmly. A few seconds pass by before an answer billows through his head. “Death...” and the seemingly endless space around him fills with a dark but amused laugh. &lt;br /&gt;
“I accept...”.&lt;br /&gt;
Hextor lifts his massive flail from the ground and touches the head with his finger upon which it starts to glow dark green as if it were set on fire with poison. “This wont hurt...” as he sweeps the flail through the air directing the massive head directly towards him. “Me...”. &lt;br /&gt;
&lt;br /&gt;
More pain....&lt;br /&gt;
&lt;br /&gt;
Bright flashes, a narrow tunnel of light, the pain seems to lessen. Herod opens his eyes and carefully looks around, it is night and the air is filled with a penetrating foul smell of decaying flesh. He recognizes the distinct tree line and the mountains to the right. He recognizes it as the place where he staged his ambush upon the enemy, he must be back on the battlefield. &lt;br /&gt;
Herod wishes to stand up but notices foot steps and ruffling noises coming from behind, instead he closes his eyes again quickly playing dead. A voice sounds surprised and almost shouts out, “Look at that one, isn't that commander of the enemy forces?” it says with a surprised and pale and scruffy voice. A second and deeper voice joins the conversation “Yes it is, always remarkable how fast an army can crumble when its leader dies in front of them on the field. Better search him, he may still carry something of value”. &lt;br /&gt;
The two persons approach Herod slowly but in a steady pace not long for the pale voice to make itself heard again “This guy gives me the creeps somehow... Is he still breathing?.” upon which the other  voice replies, “Don't be such a coward, see that pointy thingy that is sticking out of his body? He has been dead for days” and laughs a bit, but not confident, they are close. &lt;br /&gt;
The two unknown persons kneel down beside him starting to ruffle though Herod's belongings searching for anything of good use upon which Herod opens his eyes and lifts his head up from the ground as far as he can looking right into two sets of terrified eyes, their bodies trembling from horror of what just had unfolded beneath them. A wide grin grows around Herod's face, given a macabre appearance by missing chunks of flesh around his cheeks. His voice penetrating the calm air with a deep sarcastic undertone. “Tell me gentleman... Do you fear death?” &lt;br /&gt;
&lt;br /&gt;
Screams of horror fill the air.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Half-Dead ===&lt;br /&gt;
&lt;br /&gt;
'''Half-dead''' should be combined with a normal living character race. The half-dead traits are then superimposed on top of his original character race and when any traits between the races conflict with each other the half-dead traits will be dominant. A half-dead will lose part of his [[SRD:Intelligence|intelligence]] and [[SRD:wisdom|wisdom]] due to unrecoverable damage to the brain and suffers a hit in [[SRD:charisma|charisma]] due to missing chunks in his body. Also he will loose the benefits from gaining or losing life from his constitution score however he will benefit ( or be killed by) from his constitution modifier. Also a half-dead will gain a small increase in power and strength (like most undead). The half-dead prestige template gives a fun alternative on playing evil aligned characters while still fitting into a group of adventurers, seeking to fulfill his goal. Make sure you do not set an unreachable or unlikely goal like “ridding the world from all the goblins” or “purging the world from good”. If a paladin is part of the group he may support your presence if you formerly were a good aligned person and do not intend to destroy all that is good however he will still be naturally suspicious of you and you should be careful with your actions while in his presence.&lt;br /&gt;
&lt;br /&gt;
'''Clerics and Priests:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead will automatically become evil and any alignment dependent variable must be changed accordingly. Cure wounds spells will become inflict wounds spells and good spells cannot be cast anymore. In case of a cleric he will continue to serve his original deity or may change religion if his Half-Dead life was granted by another god, possibly trying to convert that cleric. If returned to life by a true resurrection spell he may revert back to his original deity and / or alignment, but will still have the urge to fulfill his purpose when he was half-dead.&lt;br /&gt;
&lt;br /&gt;
'''Role play:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead is always filled with hatred and anger towards something or someone and is always evil regardless of his alignment of his past life. Also a half-dead must have a purpose to choose such a cursed half life and will pursue that purpose with dedication and will do anything within his power to reach his intended goal. However he has not become an animal and is not unreasonable unless the Half-Dead chooses to be so. Half-dead still understand the concept of good and evil and may choose to help people if he was a good person before he became a half-dead, or incur great evil if he was evil in his past life. Whenever a half-dead reaches his goal the magical bond between body and soul are broken by the god of death and he will be able to rest in peace.&lt;br /&gt;
&lt;br /&gt;
'''Prerequisites''':&amp;lt;br /&amp;gt;&lt;br /&gt;
''Alignment:''   Any, but the character will become evil but otherwise will retain his other alignments (chaotic, neutral, lawfull).&amp;lt;br /&amp;gt;&lt;br /&gt;
''Class:''       All except a paladin (a paladin will never revert to evil, not even when pressured)&amp;lt;br /&amp;gt;&lt;br /&gt;
''Level:''       A character may become halfdead at any point during the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Size and Type ====&lt;br /&gt;
&lt;br /&gt;
Half-dead have the same size and bodily appearance that he or she had before becoming one. However his body mass has decreased slightly due to missing flesh and organs. Reduce the weight of a Half-Dead creature by 30% to accompas this effect. Half-Dead need half the food and water to stay alive while requiring half the sleep to combat fatigue. The act of sleeping will however not replenish hit points but his regeneration will continue while resting (also degeneration). Holding breath under water and similar skills work normally.&lt;br /&gt;
&lt;br /&gt;
Any race that becomes Half-Dead will gain the Half-Dead type next to his normal types. For example: A Human Barbarian that becomes Half-Dead will become a Human Half-Dead Barbarian.&lt;br /&gt;
&lt;br /&gt;
==== Hit Dice ====&lt;br /&gt;
&lt;br /&gt;
Whenever a character becomes Half-Dead he will become a bit stronger and more resistant to damage due to some undead properties that he or she will inherit. The person becoming Half-Dead loses all his hitdice and needs to roll again for each level according to the classes it posses. When re-rolling hitpoints every class gains a hitdice one size larger then normal. For example: A level 7 wizard would have 7d4 as hitdice. Remove them all and replace them with one dice size larger, that would be the d6. The newly formed wizard now has 7d6 hitdice. The increments in hit dice are:&amp;lt;br /&amp;gt;&lt;br /&gt;
     '''d4 to d6 to d8 to d10 to d12 to d14'''&lt;br /&gt;
Half-dead gain no life from a high constitution score nor do they lose life due to a low constitution score. Half-dead have a magical and unnatural fast rate of regeneration or degeneration. &lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
&lt;br /&gt;
The speed of a creature that has become Half-Dead does not change. Eventhough his physical properties may have changed a bit and has become a bit lighter then usual, this will not affect land based speed and the original speed must be preserved.&lt;br /&gt;
&lt;br /&gt;
==== Armor Class ====&lt;br /&gt;
&lt;br /&gt;
A Half-Dead will not receive any increase nor decrease in AC that was granted to him before he became Half-Dead.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead will not gain or lose any new attacks that may be performed.&lt;br /&gt;
&lt;br /&gt;
==== Full Attack ====&lt;br /&gt;
&lt;br /&gt;
A full attack for a Half-Dead is dictated by his original race and/or class. In essence it does not chance.&lt;br /&gt;
&lt;br /&gt;
==== Special Attacks ====&lt;br /&gt;
&lt;br /&gt;
A Half-Dead will not lose nor gain any special ability attacks that it could perform before becomming a Half-Dead.&lt;br /&gt;
&lt;br /&gt;
==== Special Qualities ====&lt;br /&gt;
&lt;br /&gt;
'''Regeneration and degeneration( Living and Undead trait ):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead have a magical and unnatural fast rate of regeneration or degeneration. Each turn the half-dead will gain his constitution modifier as hit points if it is positive, or he will actually start to lose hit points if his constitution modifier is of a negative value. A constitution modifier of 0 will imply neither loss nor gain of hit points. There is no limit on how fast a half-dead looses hit points due to a negative modifier however he can never gain more hit points per turn then half his level. Having a high constitution score and keeping it high is extremely important for half-dead because you cannot be healed by normal means and must (mostly) rely on regeneration, therefor the constitution of a half-dead is a serious weak point.&lt;br /&gt;
&lt;br /&gt;
'''Critical strikes and sneak attacks(Living traits):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead can be the victim of sneak attacks and critical strikes because they still possess organs that function normally.&lt;br /&gt;
&lt;br /&gt;
'''Damage reduction(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Because a Half-Dead has less functioning organs then a normal living creature he gains a damage reduction equal to (Level / 2)/Bludgeoning with a maximum reduction of 7 at level 14. This damage reduction will '''replace any damage reduction provided by his original race or class''' but does stack with items and / or spells.&lt;br /&gt;
&lt;br /&gt;
'''Vision and travel(Living and undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead may walk the world during daylight but will feel uneasy while doing so, a half-dead gets a -2 attack penalty modifier while being subjected to full daylight or a spell that emulates / produces bright daylight. Standing inside a dusk bar will not impose any penalties while standing in an atrium made completely from glass will. Speed is not affected, while his vision is reversed, seeing perfectly and in color in darkness while being impaired to see by day (sunlight blinds you). Needles to say half-dead prefer to travel during the night and sleep or hide during the day. They are especially keen on investigating permanent dark places like catacombs and dungeons.&lt;br /&gt;
&lt;br /&gt;
'''Spells(Undead and Living trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half dead can always be the target of spells and abilities as if he were a undead or living creature. However when a spell has effects for both like the cure wounds spells both effects apply. Because the cure wounds spell heals living creatures and hurts undead creatures a half-dead cannot gain hit points from this heal. The same is also true for the inflict spells who damage living and heal the undead. Please note that losing hit points at any time even when restored immediately will inflict pain and counts as a successful attack. Any negative penalties from being hit apply normally, like concentration or some trigger effect when loosing / gaining hit points.&lt;br /&gt;
&lt;br /&gt;
If a spell only targets living or undead then the effects apply normally. For example a desecration spell will make undead stronger while consecration spells make them weaker. As both spells only target undead only the undead part of his body will hence forth be affected by it. The same is true for spells that specifically target living creatures.&lt;br /&gt;
&lt;br /&gt;
Half-dead can be the victim of turn / rebuke undead spells but gains (or loses) his constitution modifier as added hit dice. When under the effects of rebuke undead the half-dead is entitled to a will saving throw each turn in order to resist its effects. He must continue to throw will saves as long as the rebuking creature is alive possibly slipping in and out of its command multiple times.&lt;br /&gt;
&lt;br /&gt;
The bond between body and soul is magical and will show up as evil transmutation with detect magic spells. Also a half-dead has a strong and dark aura around him and will appear evil when subjected to discern alignment and detect evil spells. Magic may conceal these traits if it has obscuring properties. This bond cannot be the target of dispel magic and similar spells. The bond is governed by the god of death.&lt;br /&gt;
&lt;br /&gt;
'''Poisons and diseases(Undead and Living trait)''':&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead do not have much of a body left to be affected by poisons and diseases but still have a living part that can be targeted by them. All negative modifiers accompanying poisons and diseases apply normally except for those that alter constitution. Losing or gaining constitution will not affect hit points directly but do affect the constitution modifier. If this modifier is equal to 0 he will stop regenerating health and when it becomes negative his body will actually start to rot away dealing damage each turn until his constitution is restored to provide for a modifier of 0 or higher. This is a major weak spot of the half-dead and they are painfully  aware of it.&lt;br /&gt;
&lt;br /&gt;
'''Negative hit points and death(Undead and Living trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The soul that is magically bound to his body needs both his undead part and his living part to stay alive. If either where to be destroyed the bond is broken and the half-dead character will have truly died. Because half-dead are also living they will loose consciousness when dropping below 0 hit points just like a normal character would. A half-dead cannot be stabilized by heal skills but also do not lose hit points when dropped below 0 hit points. Instead his regeneration or degeneration will continue normally possible killing the half-dead faster or when his hit points reach 0 it will regain consciousness. Whenever a half-dead reaches -10 his body will be beyond repair and will die normally. He may be brought back to life with a resurrection spell but it must be performed before his body has fully decayed away. The time frame to do this is 4 plus (or minus) the constitution modifier at the point that he died. Natural decay will increase when having a low constitution modifier at the point of death while it will be decreased when having a high constitution modifier at the point of death. Spells like gentile repose can help delay the process. Once it is too late to save a half-dead his body will have decayed beyond repair and the bond between soul and body is broken. The half-dead will transform in a normal undead at this point and will have no recollection of past events and start to attack living creatures randomly or run away. At this point he can only be returned to life with a true resurrection spell.&lt;br /&gt;
&lt;br /&gt;
A true resurrection spell will return the character back to life with his normal body and as his normal race. If the half-dead is still alive he may refuse to be brought back to life if he does not wish to do so. A half-dead returned to life with a true resurrection spell will always loose this prestige race.&lt;br /&gt;
&lt;br /&gt;
'''Tongues of the dead(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
half-dead gain the abyssal or infernal language according to his alignment (chaotic or lawful). A half-dead may be neutrally evil and in this case he must choose one of the languages and cannot change this later in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Adjust the ability scores for a creature that has become Half-Dead by the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''STR''' +2, A Half-Dead will become stronger thanks to his animated skeleton gaining a +2 bonus to strength.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CON''' +2, A Half-Dead will gain a bonus to constitution, however constitution no longer influences hit points as per usual.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX''' +0, A Half-Dead will feel no change in how dexterous it is.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT''' -2, A Half-Dead will lose some intellect due to some unrecoverable damage to his brain.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''WIS''' -2, A Half-Dead will lose some of his wisdom, partially by brain damage but mostly by becoming slightly insane.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CHA''' -2, A Half-Dead will suffer a hit towards charisma due to missing chunks of flesh and bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
'''Uncharismatic(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead are naturally uncharismatic. No living creature shall fully trust a semi dead animated corpse but will be a bit intimidated by it. Instead of subtracting a negative charisma modifier add it to your total for Bluff and Intimidate checks when conversing with a living creature. Do the same for Diplomacy and Gather information when conversing with an Undead, Demon or Devil. If the charisma modifier is possitive then the apparent undead traits are less visible and may be confused with a disise or mutilation, or the missing flesh and bone may not be normally visible if it is covered up by clothing or armor. In this situation you should treat charisma modifiers as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Feats ====&lt;br /&gt;
&lt;br /&gt;
A creature becoming Half-Dead will neither gain nor loose any feats.&lt;br /&gt;
&lt;br /&gt;
==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead do not have a specific enviroment where they live. Half-Dead are souls that wander the world in search of that one goal they whish to achieve. This makes their favoured location highly unpredictable and can show up litiraly anywhere in the world. However Half-Dead tend to avoid open sunlight as it makes them weaker and feel unconfortable. They usually will find or wander dark or shadowy places like catacombs, sewers systems, dense forests or other locations where the sunlight cannot hinder them much. However when nighttime falls they often leave such places in search for anything they need. This does not mean they cannot wander in daylight. A Half-Dead persuing his goal will have no problem leaving the comfort zones of darkness to achieve its goal.&lt;br /&gt;
&lt;br /&gt;
==== Organization ====&lt;br /&gt;
&lt;br /&gt;
Any living creature with a soul can become a Half-Dead. As such half dead can come from any organization or stature. It is however unlikely that they still feel part of such organizations as more often then not it will interfere with their goals at that point.&lt;br /&gt;
&lt;br /&gt;
==== Challenge Rating ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead gain some interesting features that resemble undead closely, however due to still having a partly functioning normal body the Half-Dead also gains some aditional weaknesses that will even it out as a whole. For this reason any Half-Dead should not be adjusted in challenge rating.&lt;br /&gt;
&lt;br /&gt;
CR: +0&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead can carry any form of treasure and even none altogether. Half-Dead beasts usually fight with their natural weapons and cary no armor while humanoids will often cary equipment with them to aid them in their quest. There is no absolute rule on what a Half-Dead could possibly cary. Likely items that humanoids will cary though are symbols and items revealing some, if not all,  details from his past life or the goal it now persues.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead will per difinition become evil. This doesn't mean that they do not understand the concept of good. Especially if a Half-Dead was a good creature in his past life he may be inclined to help other good people more easily, but will most likely do it in marcabre ways. A priviously evil creature may stop at nothing and hunt good just for some fun. Use the gained evil alignment more for roleplaying the Half-Dead instead of binding to it as an absolute rule. Any race or class enabled skills that have different outcomes wether being good or evil should be adjusted towards evil, unless there is some good reason not to do that.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
Any Half-Dead that gains a hit dice should do so according to the class level that it gains. However the hit dice size is increased by one step.&amp;lt;br /&amp;gt;&lt;br /&gt;
(See: Hit Dice)&lt;br /&gt;
&lt;br /&gt;
==== Level Adjustment ====&lt;br /&gt;
&lt;br /&gt;
The Half-Dead gains some strong features like damage reduction and regeneration, however a creature becomming a Half-Dead also gains some very strong disadvantages. For one its hitpoints cannot be restored by the usual cure and heal spells making them virtually unhealable. On the other hand Half-Dead can now also become victim to spells and effects that target undead only. Due to the balance between possitive and negative traits the level adjustment is neglectable.&lt;br /&gt;
&lt;br /&gt;
LA: +0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creature Templates Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes type insert it here--&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes subtype insert it here--&amp;gt; Subtype]]&lt;br /&gt;
[[Category:LA?]]&amp;lt;!--LA change this template entails.  If no change, put &amp;quot;0&amp;quot;, if this cannot be played by a PC put &amp;quot;-&amp;quot;, and if the LA increase changes with options the player can select put &amp;quot; Variable&amp;quot;.--&amp;gt;&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes alignment insert it here--&amp;gt; Alignment]]&amp;lt;!--, example [[Category:Neutral (Law-Chaos) Alignment]], [[Category:Evil Alignment]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;!----------DELETE ME--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Half-Dead_(3.5e_Template)</id>
		<title>Half-Dead (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Half-Dead_(3.5e_Template)"/>
				<updated>2011-03-02T22:30:16Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Creating a Half-Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Half-Dead (Ready for functional reviewing) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Halfdead.jpg|thumb|border|right|300px|A Half-Dead knight wandering the darkness]]&amp;lt;!-- stub image, need time to design custom one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[3e Summary::Half-Dead are those that wander the worlds trying to fulfill their last purpose before finally being able to rest.]]&lt;br /&gt;
&lt;br /&gt;
'''Background:''' Half-dead are transmuted characters that have died at some point in life. A god, powerful cleric, sorcerer or wizard can bind the soul and the decaying body back together by means of an especially powerful transmutation. This transmutation must be performed within six days six hours and six minutes from his actual point of death or the transmutation will fail. Also the body must be largely intact containing at least a brain and a hart. During the transmutation the body will be restored in some of its functionality except for the parts that cannot be saved because they are missing or damaged beyond repair. His soul will be magically bound to this body and his skeleton will become animated giving the Half-Dead undead traits and appearance. A soul cannot be bound to his body if it is unwilling but may be tricked or forced to do so. For example a evil necromancer has children held hostage and threatens to kill them if he does not comply with his wishes. On the other hand there are those souls that accept the cursed half life of the half-dead in order to fulfill a last desire like murdering the person that has slain his family. A half-dead will always have a purpose when brought back to life.&lt;br /&gt;
&lt;br /&gt;
{{quote|Death, yet another path we must take to find our revenge|orig=Geraldo the wise, bard and loreseeker}}&lt;br /&gt;
&lt;br /&gt;
'''The tale of Herod, cleric of Westfall, commander of the first legions of King Theobold's empire'''&lt;br /&gt;
&lt;br /&gt;
“How has this come to be?”, Herod wonders. He looks around and sees a shadow play of soldiers running around in fear and disarray getting massacred by a ghostly enemy. “I have to get back up, I have to close the ranks, the enemy is upon us...” Herod, combat cleric and commander of the first legion tries to command his body back to its feet but a large and unknown force pressures down on his chest which seems to be pinning his body down to the ground. He tries to look at his feat but is unable to lift his head far enough up from the ground, hindered by his helmet. The only thing he can see is a long wooden stick standing right up into the sky. He rolls his head to the right. Next to him lies a horse sleeping calmly in a puddle of red sirup that seems to grow slowly by the second, then it occurred to him.... it was his own horse. “Did my horse get hit?”, “Did I fall to the ground?”. A stabbing pain shoots through his chest, compelling him to look back at the wooden stick. “That angle, the direction it sticks towards the ground ...”, More flashes of pain shoot through his chest. “Did I... get hit by a spear? How would that even possible? We were not close enough to the enemy to get hit by a spear. But the shape of the head, it looks all too familiar” Thoughts are flashing back and forward through his head while the pressure in his chest keeps building up and the flashes of pain shooting through his body seem to increase in frequency.&lt;br /&gt;
&lt;br /&gt;
Sounds of hoofs, a shadow of a man riding a horse approaches him from the left. He is calmly whispering his name repeatedly, with a voice that somehow sounds familiar. The apparent horseman maneuvers his steed to his side but Herod cannot command his eyes to fully focus on the man, he seems familiar by shape, does he know this man? “Impressive that you are still alive” the horseman whispers. “But your time has come Herod, these lands now belong to your enemy... Herod....”. Herod tries to speak but manages only to increase the pain in his chest while the only substance managing to exit his mouth is his own blood. “Your time is over... Herod..., but do not worry my dear friend I will take... care... of matters for you.”. A loud and sarcastic laugh fills the air while a faint shadow of a long object approaches him at great speed. &lt;br /&gt;
&lt;br /&gt;
More Pain...&lt;br /&gt;
&lt;br /&gt;
The pain is gone, everything is black, all is empty. It is clear to Herod that he has been betrayed, but by whom? The area around him seems dark and empty however he is obviously lying on something hard yet it seems to have no shape. A floor maybe?  Herod is filled with thoughts, questions that need answering, he crawls to his feet and starts to slowly wander the black space, unable to see anything but seems to have no end to it. How long has he been here anyway, the space seems to have no sense of time. An hour, day or maybe even years,  Herod cannot tell.&lt;br /&gt;
&lt;br /&gt;
A small dark figure suddenly appears on the horizon, yet the space that he now wanders has none, Herod can see his silhouette clearly yet the darkness  bears not even a single ray of light. The figure is breathing heavily as if someone has knotted a rope around his neck squeezing it partially shut. He appears to be far away, yet at the same time very close. What exactly is this place?&lt;br /&gt;
&lt;br /&gt;
Out of the blue a deep and unnatural voice fills the entire space what was supposed to be endless. The voice is loud yet so strong that it makes his whole head ring. “Do you fear death?” it asks calmly while it continues to walk towards him gaining size quickly. “Death? Herod wonders. “Who is he? Where am I? Am I dead?”, Herod is unable to focus his thoughts but the figure approaching him becomes clearer while growing in size even faster. It has the shape of a man, a very large man, wearing dark armor containing thousands of  razor sharp spikes that point in every direction. It is holding a massive flail which head drags over what acts like a floor yet is not there. Herod realizes that it must be as large as his own house!. &lt;br /&gt;
He screams his answer in the direction of the man: “Fear is for the weak!”. The dark figure responds, this time with a much softer voice almost as if he is whispering but the voice is still feels like it will make his ears explode at any time. “Excellent” he says in a slightly sarcastic voice. “Then maybe we can make an arrangement?”. &lt;br /&gt;
“An arrangement? What kind of arrangement?” Herod wonders.  As if the figure can read his mind it immediately replies onto his thought. “A very... good arrangement” the man replies that now seems to be slowing down in growth but is still marching slowly towards him. “I like you Herod, you were a good servant for a man like me. I will grant you this one chance to return to the world, return to the living and set things right”.  &lt;br /&gt;
“How long have I been here?” Herod asks the man,”Is there still time?”. The colossal man answers, “There is no time here, but eternity. However on the living side enough time has come to pass to allow the destruction of the town you so desperately tried to defend and every single man, woman and child within it”. The most horrible thoughts fill Herod's head only quickly to be replaced by bitter anger. He realizes that there is nothing to return for, no family or friends. The only thing worth returning for is to find that man that has betrayed him, that man that has betrayed him and destroyed it all, the man that he failed to recognize on the battlefield.&lt;br /&gt;
“Be careful with your decision though, if you were to fail, your soul will no longer belong to me.”.Belong to me? It doesn't take Herod long to realize that whom he is speaking to can only be Hextor, the god of war and destruction, his god that granted him his powers while riding into battle. &lt;br /&gt;
“Whom would it belong to then?” Herod replies calmly. A few seconds pass by before an answer billows through his head. “Death...” and the seemingly endless space around him fills with a dark but amused laugh. &lt;br /&gt;
“I accept...”.&lt;br /&gt;
Hextor lifts his massive flail from the ground and touches the head with his finger upon which it starts to glow dark green as if it were set on fire with poison. “This wont hurt...” as he sweeps the flail through the air directing the massive head directly towards him. “Me...”. &lt;br /&gt;
&lt;br /&gt;
More pain....&lt;br /&gt;
&lt;br /&gt;
Bright flashes, a narrow tunnel of light, the pain seems to lessen. Herod opens his eyes and carefully looks around, it is night and the air is filled with a penetrating foul smell of decaying flesh. He recognizes the distinct tree line and the mountains to the right. He recognizes it as the place where he staged his ambush upon the enemy, he must be back on the battlefield. &lt;br /&gt;
Herod wishes to stand up but notices foot steps and ruffling noises coming from behind, instead he closes his eyes again quickly playing dead. A voice sounds surprised and almost shouts out, “Look at that one, isn't that commander of the enemy forces?” it says with a surprised and pale and scruffy voice. A second and deeper voice joins the conversation “Yes it is, always remarkable how fast an army can crumble when its leader dies in front of them on the field. Better search him, he may still carry something of value”. &lt;br /&gt;
The two persons approach Herod slowly but in a steady pace not long for the pale voice to make itself heard again “This guy gives me the creeps somehow... Is he still breathing?.” upon which the other  voice replies, “Don't be such a coward, see that pointy thingy that is sticking out of his body? He has been dead for days” and laughs a bit, but not confident, they are close. &lt;br /&gt;
The two unknown persons kneel down beside him starting to ruffle though Herod's belongings searching for anything of good use upon which Herod opens his eyes and lifts his head up from the ground as far as he can looking right into two sets of terrified eyes, their bodies trembling from horror of what just had unfolded beneath them. A wide grin grows around Herod's face, given a macabre appearance by missing chunks of flesh around his cheeks. His voice penetrating the calm air with a deep sarcastic undertone. “Tell me gentleman... Do you fear death?” &lt;br /&gt;
&lt;br /&gt;
Screams of horror fill the air.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Half-Dead ===&lt;br /&gt;
&lt;br /&gt;
'''Half-dead''' should be combined with a normal living character race. The half-dead traits are then superimposed on top of his original character race and when any traits between the races conflict with each other the half-dead traits will be dominant. A half-dead will lose part of his [[SRD:Intelligence|intelligence]] and [[SRD:wisdom|wisdom]] due to unrecoverable damage to the brain and suffers a hit in [[SRD:charisma|charisma]] due to missing chunks in his body. Also he will loose the benefits from gaining or losing life from his constitution score however he will benefit ( or be killed by) from his constitution modifier. Also a half-dead will gain a small increase in power and strength (like most undead). The half-dead prestige template gives a fun alternative on playing evil aligned characters while still fitting into a group of adventurers, seeking to fulfill his goal. Make sure you do not set an unreachable or unlikely goal like “ridding the world from all the goblins” or “purging the world from good”. If a paladin is part of the group he may support your presence if you formerly were a good aligned person and do not intend to destroy all that is good however he will still be naturally suspicious of you and you should be careful with your actions while in his presence.&lt;br /&gt;
&lt;br /&gt;
'''Clerics and Priests:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead will automatically become evil and any alignment dependent variable must be changed accordingly. Cure wounds spells will become inflict wounds spells and good spells cannot be cast anymore. In case of a cleric he will continue to serve his original deity or may change religion if his Half-Dead life was granted by another god, possibly trying to convert that cleric. If returned to life by a true resurrection spell he may revert back to his original deity and / or alignment, but will still have the urge to fulfill his purpose when he was half-dead.&lt;br /&gt;
&lt;br /&gt;
'''Role play:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead is always filled with hatred and anger towards something or someone and is always evil regardless of his alignment of his past life. Also a half-dead must have a purpose to choose such a cursed half life and will pursue that purpose with dedication and will do anything within his power to reach his intended goal. However he has not become an animal and is not unreasonable unless the Half-Dead chooses to be so. Half-dead still understand the concept of good and evil and may choose to help people if he was a good person before he became a half-dead, or incur great evil if he was evil in his past life. Whenever a half-dead reaches his goal the magical bond between body and soul are broken by the god of death and he will be able to rest in peace.&lt;br /&gt;
&lt;br /&gt;
'''Prerequisites''':&amp;lt;br /&amp;gt;&lt;br /&gt;
''Alignment:''   Any, but the character will become evil but otherwise will retain his other alignments (chaotic, neutral, lawfull).&amp;lt;br /&amp;gt;&lt;br /&gt;
''Class:''       All except a paladin (a paladin will never revert to evil, not even when pressured)&amp;lt;br /&amp;gt;&lt;br /&gt;
''Level:''       A character may become halfdead at any point during the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Size and Type ====&lt;br /&gt;
&lt;br /&gt;
Half-dead have the same size and bodily appearance that he or she had before becoming one. However his body mass has decreased slightly due to missing flesh and organs. Reduce the weight of a Half-Dead creature by 30% to accompas this effect. Half-Dead need half the food and water to stay alive while requiring half the sleep to combat fatigue. The act of sleeping will however not replenish hit points but his regeneration will continue while resting (also degeneration). Holding breath under water and similar skills work normally.&lt;br /&gt;
&lt;br /&gt;
Any race that becomes Half-Dead will gain the Half-Dead type next to his normal types. For example: A Human Barbarian that becomes Half-Dead will become a Human Half-Dead Barbarian.&lt;br /&gt;
&lt;br /&gt;
==== Hit Dice ====&lt;br /&gt;
&lt;br /&gt;
Whenever a character becomes Half-Dead he will become a bit stronger and more resistant to damage due to some undead properties that he or she will inherit. The person becoming Half-Dead loses all his hitdice and needs to roll again for each level according to the classes it posses. When re-rolling hitpoints every class gains a hitdice one size larger then normal. For example: A level 7 wizard would have 7d4 as hitdice. Remove them all and replace them with one dice size larger, that would be the d6. The newly formed wizard now has 7d6 hitdice. The increments in hit dice are:&amp;lt;br /&amp;gt;&lt;br /&gt;
     '''d4 to d6 to d8 to d10 to d12 to d14'''&lt;br /&gt;
Half-dead gain no life from a high constitution score nor do they lose life due to a low constitution score. Half-dead have a magical and unnatural fast rate of regeneration or degeneration. &lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
&lt;br /&gt;
The speed of a creature that has become Half-Dead does not change. Eventhough his physical properties may have changed a bit and has become a bit lighter then usual, this will not affect land based speed and the original speed must be preserved.&lt;br /&gt;
&lt;br /&gt;
==== Armor Class ====&lt;br /&gt;
&lt;br /&gt;
A Half-Dead will not receive any increase nor decrease in AC that was granted to him before he became Half-Dead.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead will not gain or lose any new attacks that may be performed.&lt;br /&gt;
&lt;br /&gt;
==== Full Attack ====&lt;br /&gt;
&lt;br /&gt;
A full attack for a Half-Dead is dictated by his original race and/or class. In essence it does not chance.&lt;br /&gt;
&lt;br /&gt;
==== Special Attacks ====&lt;br /&gt;
&lt;br /&gt;
A Half-Dead will not lose nor gain any special ability attacks that it could perform before becomming a Half-Dead.&lt;br /&gt;
&lt;br /&gt;
==== Special Qualities ====&lt;br /&gt;
&lt;br /&gt;
'''Regeneration and degeneration( Living and Undead trait ):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead have a magical and unnatural fast rate of regeneration or degeneration. Each turn the half-dead will gain his constitution modifier as hit points if it is positive, or he will actually start to lose hit points if his constitution modifier is of a negative value. A constitution modifier of 0 will imply neither loss nor gain of hit points. There is no limit on how fast a half-dead looses hit points due to a negative modifier however he can never gain more hit points per turn then half his level. Having a high constitution score and keeping it high is extremely important for half-dead because you cannot be healed by normal means and must (mostly) rely on regeneration, therefor the constitution of a half-dead is a serious weak point.&lt;br /&gt;
&lt;br /&gt;
'''Critical strikes and sneak attacks(Living traits):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A half-dead can be the victim of sneak attacks and critical strikes because they still possess organs that function normally.&lt;br /&gt;
&lt;br /&gt;
'''Damage reduction(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Because a Half-Dead has less functioning organs then a normal living creature he gains a damage reduction equal to (Level / 2)/Bludgeoning with a maximum reduction of 7 at level 14. This damage reduction will '''replace any damage reduction provided by his original race or class''' but does stack with items and / or spells.&lt;br /&gt;
&lt;br /&gt;
'''Vision and travel(Living and undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead may walk the world during daylight but will feel uneasy while doing so, a half-dead gets a -2 attack penalty modifier while being subjected to full daylight or a spell that emulates / produces bright daylight. Standing inside a dusk bar will not impose any penalties while standing in an atrium made completely from glass will. Speed is not affected, while his vision is reversed, seeing perfectly and in color in darkness while being impaired to see by day (sunlight blinds you). Needles to say half-dead prefer to travel during the night and sleep or hide during the day. They are especially keen on investigating permanent dark places like catacombs and dungeons.&lt;br /&gt;
&lt;br /&gt;
'''Spells(Undead and Living trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half dead can always be the target of spells and abilities as if he were a undead or living creature. However when a spell has effects for both like the cure wounds spells both effects apply. Because the cure wounds spell heals living creatures and hurts undead creatures a half-dead cannot gain hit points from this heal. The same is also true for the inflict spells who damage living and heal the undead. Please note that losing hit points at any time even when restored immediately will inflict pain and counts as a successful attack. Any negative penalties from being hit apply normally, like concentration or some trigger effect when loosing / gaining hit points.&lt;br /&gt;
&lt;br /&gt;
If a spell only targets living or undead then the effects apply normally. For example a desecration spell will make undead stronger while consecration spells make them weaker. As both spells only target undead only the undead part of his body will hence forth be affected by it. The same is true for spells that specifically target living creatures.&lt;br /&gt;
&lt;br /&gt;
Half-dead can be the victim of turn / rebuke undead spells but gains (or loses) his constitution modifier as added hit dice. When under the effects of rebuke undead the half-dead is entitled to a will saving throw each turn in order to resist its effects. He must continue to throw will saves as long as the rebuking creature is alive possibly slipping in and out of its command multiple times.&lt;br /&gt;
&lt;br /&gt;
The bond between body and soul is magical and will show up as evil transmutation with detect magic spells. Also a half-dead has a strong and dark aura around him and will appear evil when subjected to discern alignment and detect evil spells. Magic may conceal these traits if it has obscuring properties. This bond cannot be the target of dispel magic and similar spells. The bond is governed by the god of death.&lt;br /&gt;
&lt;br /&gt;
'''Poisons and diseases(Undead and Living trait)''':&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead do not have much of a body left to be affected by poisons and diseases but still have a living part that can be targeted by them. All negative modifiers accompanying poisons and diseases apply normally except for those that alter constitution. Losing or gaining constitution will not affect hit points directly but do affect the constitution modifier. If this modifier is equal to 0 he will stop regenerating health and when it becomes negative his body will actually start to rot away dealing damage each turn until his constitution is restored to provide for a modifier of 0 or higher. This is a major weak spot of the half-dead and they are painfully  aware of it.&lt;br /&gt;
&lt;br /&gt;
'''Negative hit points and death(Undead and Living trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The soul that is magically bound to his body needs both his undead part and his living part to stay alive. If either where to be destroyed the bond is broken and the half-dead character will have truly died. Because half-dead are also living they will loose consciousness when dropping below 0 hit points just like a normal character would. A half-dead cannot be stabilized by heal skills but also do not lose hit points when dropped below 0 hit points. Instead his regeneration or degeneration will continue normally possible killing the half-dead faster or when his hit points reach 0 it will regain consciousness. Whenever a half-dead reaches -10 his body will be beyond repair and will die normally. He may be brought back to life with a resurrection spell but it must be performed before his body has fully decayed away. The time frame to do this is 4 plus (or minus) the constitution modifier at the point that he died. Natural decay will increase when having a low constitution modifier at the point of death while it will be decreased when having a high constitution modifier at the point of death. Spells like gentile repose can help delay the process. Once it is too late to save a half-dead his body will have decayed beyond repair and the bond between soul and body is broken. The half-dead will transform in a normal undead at this point and will have no recollection of past events and start to attack living creatures randomly or run away. At this point he can only be returned to life with a true resurrection spell.&lt;br /&gt;
&lt;br /&gt;
A true resurrection spell will return the character back to life with his normal body and as his normal race. If the half-dead is still alive he may refuse to be brought back to life if he does not wish to do so. A half-dead returned to life with a true resurrection spell will always loose this prestige race.&lt;br /&gt;
&lt;br /&gt;
'''Tongues of the dead(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
half-dead gain the abyssal or infernal language according to his alignment (chaotic or lawful). A half-dead may be neutrally evil and in this case he must choose one of the languages and cannot change this later in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Adjust the ability scores for a creature that has become Half-Dead by the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''STR''' +2, A Half-Dead will become stronger thanks to his animated skeleton gaining a +2 bonus to strength.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CON''' +2, A Half-Dead will gain a bonus to constitution, however constitution no longer influences hit points as per usual.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX''' +0, A Half-Dead will feel no change in how dexterous it is.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT''' -2, A Half-Dead will lose some intellect due to some unrecoverable damage to his brain.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''WIS''' -2, A Half-Dead will lose some of his wisdom, partially by brain damage but mostly by becoming slightly insane.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CHA''' -2, A Half-Dead will suffer a hit towards charisma due to missing chunks of flesh and bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
'''Uncharismatic(Undead trait):'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Half-dead are naturally uncharismatic. No living creature shall fully trust a semi dead animated corpse but will be a bit intimidated by it. Instead of subtracting a negative charisma modifier add it to your total for Bluff and Intimidate checks when conversing with a living creature. Do the same for Diplomacy and Gather information when conversing with an Undead, Demon or Devil. If the charisma modifier is possitive then the apparent undead traits are less visible and may be confused with a disise or mutilation, or the missing flesh and bone may not be normally visible if it is covered up by clothing or armor. In this situation you should treat charisma modifiers as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Feats ====&lt;br /&gt;
&lt;br /&gt;
A creature becoming Half-Dead will neither gain nor loose any feats.&lt;br /&gt;
&lt;br /&gt;
==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead do not have a specific enviroment where they live. Half-Dead are souls that wander the world in search of that one goal they whish to achieve. This makes their favoured location highly unpredictable and can show up litiraly anywhere in the world. However Half-Dead tend to avoid open sunlight as it makes them weaker and feel unconfortable. They usually will find or wander dark or shadowy places like catacombs, sewers systems, dense forests or other locations where the sunlight cannot hinder them much. However when nighttime falls they often leave such places in search for anything they need. This does not mean they cannot wander in daylight. A Half-Dead persuing his goal will have no problem leaving the comfort zones of darkness to achieve its goal.&lt;br /&gt;
&lt;br /&gt;
==== Organization ====&lt;br /&gt;
&lt;br /&gt;
Any living creature with a soul can become a Half-Dead. As such half dead can come from any organization or stature. It is however unlikely that they still feel part of such organizations as more often then not it will interfere with their goals at that point.&lt;br /&gt;
&lt;br /&gt;
==== Challenge Rating ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead gain some interesting features that resemble undead closely, however due to still having a partly functioning normal body the Half-Dead also gains some aditional weaknesses that will even it out as a whole. For this reason any Half-Dead should not be adjusted in challenge rating.&lt;br /&gt;
&lt;br /&gt;
CR: +0&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead can carry any form of treasure and even none altogether. Half-Dead beasts usually fight with their natural weapons and cary no armor while humanoids will often cary equipment with them to aid them in their quest. There is no absolute rule on what a Half-Dead could possibly cary. Likely items that humanoids will cary though are symbols and items revealing some, if not all,  details from his past life or the goal it now persues.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
&lt;br /&gt;
Half-Dead will per difinition become evil. This doesn't mean that they do not understand the concept of good. Especially if a Half-Dead was a good creature in his past life he may be inclined to help other good people more easily, but will most likely do it in marcabre ways. A priviously evil creature may stop at nothing and hunt good just for some fun. Use the gained evil alignment more for roleplaying the Half-Dead instead of binding to it as an absolute rule. Any race or class enabled skills that have different outcomes wether being good or evil should be adjusted towards evil, unless there is some good reason not to do that.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
Any Half-Dead that gains a hit dice should do so according to the class level that it gains. However the hit dice size is increased by one step.&amp;lt;br /&amp;gt;&lt;br /&gt;
(See: Hit Dice)&lt;br /&gt;
&lt;br /&gt;
==== Level Adjustment ====&lt;br /&gt;
&lt;br /&gt;
The Half-Dead gains some strong features like damage reduction and regeneration, however a creature becomming a Half-Dead also gains some very strong disadvantages. For one its hitpoints cannot be restored by the usual cure and heal spells making them virtually unhealable. On the other hand Half-Dead can now also become victim to spells and effects that target undead only. Due to the balance between possitive and negative traits the level adjustment is neglectable.&lt;br /&gt;
&lt;br /&gt;
LA: +0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creature Templates Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes type insert it here--&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes subtype insert it here--&amp;gt; Subtype]]&lt;br /&gt;
[[Category:LA?]]&amp;lt;!--LA change this template entails.  If no change, put &amp;quot;0&amp;quot;, if this cannot be played by a PC put &amp;quot;-&amp;quot;, and if the LA increase changes with options the player can select put &amp;quot; Variable&amp;quot;.--&amp;gt;&lt;br /&gt;
[[Category:&amp;lt;!--if the template changes alignment insert it here--&amp;gt; Alignment]]&amp;lt;!--, example [[Category:Neutral (Law-Chaos) Alignment]], [[Category:Evil Alignment]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;!----------DELETE ME--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:3.5e_Base_Classes</id>
		<title>Talk:3.5e Base Classes</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:3.5e_Base_Classes"/>
				<updated>2011-03-02T22:09:55Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Druid Protector doesn't appear ==&lt;br /&gt;
&lt;br /&gt;
The Druid Protector class I just added doesn't appear here, although it does on the other two index screens. Did I mess up the description format? --''[[User:Cuthalion|Cúthalion]] 11:57, 6 February 2007 (MST)''&lt;br /&gt;
&lt;br /&gt;
:Yes.  You used the NPC description template instead of the Base Class Description Template.  Also you did not make the &amp;quot;Balance&amp;quot; template correct.  I have fixed the problems and I hope it is better.  --[[User:Green Dragon|Green Dragon]] 12:55, 6 February 2007 (MST)&lt;br /&gt;
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:: Oops. Thanks. --''[[User:Cuthalion|Cúthalion]] 12:59, 6 February 2007 (MST)''&lt;br /&gt;
&lt;br /&gt;
:::No problem.  However, this discussion should have taken place on Talk of Druid Protector and not here.  No worries however.  --[[User:Green Dragon|Green Dragon]] 11:50, 7 February 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
== Mouser? ==&lt;br /&gt;
&lt;br /&gt;
Is that just a typo? --[[User:Pwsnafu|Pwsnafu]] 22:25, 7 March 2007 (MST)&lt;br /&gt;
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''Update'' Wait a sec, there's also Yocham. Could this be a progamming bug? --[[User:Pwsnafu|Pwsnafu]] 22:28, 7 March 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
:Must be: the pages seem to have the right dpl tags and categories. I'll leave Blue Dragon an MoI.  &amp;amp;mdash;[[User:EldritchNumen|EldritchNumen]] 01:11, 8 March 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
:: The noinclude tags just need to be moved around a bit in the NPC pages.  &amp;amp;mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 08:27, 8 March 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
:::It was just a problem with the fact that [[DnD NPCs]] and [[DnD Classes]] both use DLPC's.  The [[DnD NPCs]] DPLC's were transfering over to this page by way of the &amp;lt;nowiki&amp;gt;{{:ARTICLENAME}}&amp;lt;/nowiki&amp;gt;.  Sledged fixed it, and thanks for telling us about this problem.  --[[User:Green Dragon|Green Dragon]] 09:47, 9 March 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
== Crap Crap Crap Crap! ==&lt;br /&gt;
&lt;br /&gt;
The classes still need to enter the rating total, until I can figure out how to get the DPL to add them up in the list page.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:56, 21 February 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
:Could you grab the four other categories and then do the calculations?  --[[User:Aarnott|Aarnott]] 14:31, 21 February 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
::I can, but I want to do it and have it only display the overall rating (unless it's desired that all the component ratings are displayed, too).  There's a number of limitations with DPL's custom output formatting mechanism, but I now have a couple of ideas for work-arounds.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:18, 21 February 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
:::Found a serviceable work-around.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:06, 21 February 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
::::Looks good!  --[[User:Green Dragon|Green Dragon]] 21:55, 21 February 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
== Five main types? ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't 'skilled' be a main type? It's doesn't really fit into any of the other categories and yet there are a ton of classes that are primarily 'skilled' over something like 'bad guy' or 'combat-focused.' -- [[User:Jota|Jota]] 17:44, 30 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
:I agree, '''skilled''' really should be one of the main groups, though I also think there should be at least a few sub-types in each type, you know in case someones looking for a paticular class with a paticular style, for example: ''Aggressive Combat-focused'', ''Defensive Combat-focused'', ''Agile Combat-focused'', ''Unarmed Combat-focused'' could be the sub-categories of '''Combat-focused''', and there ought to be a category labelled '''special''' for everyone who wants to add classes with unusual themes (IMO of course) &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;small&amp;gt; [[User talk:Rithaniel|''&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;'']]&amp;lt;/small&amp;gt; 17:54, 30 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
:: Nowaday there too many types to even list. unique abilities, martial adept, incarnum user etc. --[[User:Lord Dhazriel|Lord Dhazriel]] 12:36, 18 March 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Splitting The Page==&lt;br /&gt;
&lt;br /&gt;
The  page need to be splitted, I say each letter should get it own page. Splitting them by type would require every classes to have a listed type (some don't making job a bit harder) and many classes have multiple types, listing many twice. --[[User:Lord Dhazriel|Lord Dhazriel]] 12:36, 18 March 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Improving Quality of the Wiki ==&lt;br /&gt;
&lt;br /&gt;
I suggest we have a separate page for rated classes and unrated classes. Try adding &amp;quot;|category=Rated&amp;quot; to the dpl code on this page and click preview to see what I mean. We could also find a way to split the classes by letter. --[[User:Aarnott|Aarnott]] 11:20, 14 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, but then do you think the non-rated ones would still be viewed?  And do you think people would add fake ratings to get theirs into the &amp;quot;rated&amp;quot; section?  --[[User:Green Dragon|Green Dragon]] 12:17, 14 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::People tend to read any comments to talk pages (even if it doesn't really apply to them). Fake ratings would probably be disputed (and perhaps prompt people to add real ratings). Would the non-rated ones be viewed? Probably not. This would encourage users to actually rate classes and get their classes rated. I've noticed that when classes get rated, they often get improved soon after. Encouraging rating like this would seem to be beneficial. --[[User:Aarnott|Aarnott]] 12:22, 14 April 2009 (MDT)&lt;br /&gt;
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::Want to keep this discussion going.  Is anyone opposed to trying this out? We can always revert if it doesn't work out well. --[[User:Aarnott|Aarnott]] 11:10, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I think we should so it. Or at least try it out. --[[User:Lord Dhazriel|Lord Dhazriel]] 11:13, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::I really like this idea, ive been having the idea for awhile for a &amp;quot;Mass rate everything&amp;quot; project, maybe in the end we can sort articles by rating, havin a special &amp;quot;elite&amp;quot; section.[[User:Summerscythe|Summerscythe]] 12:15, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::I have implemented the change. Take a look at [[DnD Classes]]. I like this a lot more. There may only be like 20 rated classes, but at least I know what I'm getting into when I look for a class (ie. I would completely ignore the White base class as it is written now). --[[User:Aarnott|Aarnott]] 15:13, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::Somebody want to rate the Tome classes in [[:Category:Tome]]? I feel it's almost criminal for them to not show up, and I really can't rate them myself as I uploaded the pages. [[User:Surgo|Surgo]] 17:12, 15 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::I will tomorrow. Since you didn't write them, I wouldn't see why it would be a problem for you to rate them, however. --[[User:Aarnott|Aarnott]] 17:28, 15 April 2009 (MDT)&lt;br /&gt;
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::::::::I changed it to work using the [[Meta Pages#Improving, Reviewing, and Removing Articles|improving, reviewing, or removing]] templates.  --[[User:Green Dragon|Green Dragon]] 03:15, 30 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Some Rating Nonsense Needs to Stop ==&lt;br /&gt;
&lt;br /&gt;
Classes need to stop being rated down in formatting, flavor, whatever because they strip out the bottom parts of the preload (&amp;quot;X in the world&amp;quot; etc.). That crap was added in to books by Wizards halfway through the 3.5 life cycle to increase page count without increasing effort. That means if you look through the first half of the Complete series, ''they won't even have that crap''! It really should be up to the author whether they include those bullshit redundant sections or not, and pages should not be rated down if they do not. It's possible to have good flavor ''without putting it in those retarded sections!'' [[User:Surgo|Surgo]] 19:05, 16 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Also: In the time it takes to rate Formatting down for not having interwiki links, those interwiki links can be added instead. When I make classes, I put interwiki links where I feel they are appropriate. If you think more are necessary in a page, you should add them. Nobody will object, and it will take the same amount of time as reading the class to find the missing interwiki links in the first place. [[User:Surgo|Surgo]] 19:14, 16 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::They are not adhering to D&amp;amp;D Wiki's formatting standards and they need to.  As such they are getting rated within the mindset of conforming to D&amp;amp;D Wiki's base class formatting and flavor standards.  If it is really bothering you, you can add this pages' dpl to the Frank and K Sourcebook class pages and just exclude the flavor and formatting ratings.  Also, all in all, not using the preload is only bringing them down 4 ratings point (three in formatting and one in flavor; and then one again in the flavor section for no NPC).  --[[User:Green Dragon|Green Dragon]] 21:52, 16 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::If you were to use a letter grading system, bringing down four points is two letter grades. But I have three questions, then:&lt;br /&gt;
:::* Why does having or not having an example NPC impact flavor at all?&lt;br /&gt;
:::* If religiously sticking to the preload is a requirement for a good rating in formatting, why is it even a preload instead of a form?&lt;br /&gt;
:::* Why is that part of the formatting standards in the first place? Both options are valid formatting options used by Wizards of the Coast.&lt;br /&gt;
:::So, yeah. Those are my questions about this (and my implied problems with it). [[User:Surgo|Surgo]] 22:14, 16 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::You may have noticed I rate a lot of classes. Yes, I could go in and fix all the formatting problems with them as I rate them, but then I will be cleaning up after people who make these classes forever. If I instead let the author know, &amp;quot;Hey, your formatting is a bit off.&amp;quot;, they may, in the future, not make the same mistakes. In regards to the pre-loads, It is a guideline, not a stencil, you have many options with all of the pre-loads, and I feel we would lose many options if it were instead turned into a form. --[[User:Ganre|Ganre]] 01:59, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Hmmph, well Surgo, the requirement for a good rating in formatting isn't &amp;quot;religiously sticking to the preload,&amp;quot; as you so thickly put it, but rather, that you try and make the page look good, and, on D&amp;amp;D Wiki, a good looking page has at least some flavor related text at the bottom of the page. Flavor is a rating on whether or not the page is a good read (for me at least), and that includes class features and how they work back into the feel of the class. I've been rating the Frank &amp;amp; K classes generously in regard to flavor, since the idea behind each one seems unique and interesting. Now then, to cap. Power is the balance of the '''class'''. Wording is how the '''page''' reads and how easily it is understood, Formatting is how good the '''page''' looks. Flavor is the general idea behind the '''class'''. 2 for for the page, 2 for what the page is about, seems like a decent way to rate an entry on a wiki, doesn't it? (Also, I agree with Ganre, making the class preload into a form would erase a good sized list of options available to people who make classes) &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 11:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::Power is how well the class in question compares to WotC's most balanced classes (or creatures of the appropriate level when appropriate).&lt;br /&gt;
::::::Wording is how well it adheres to the English grammar guidelines.&lt;br /&gt;
::::::Formatting is how well it adheres to D&amp;amp;D Wiki's formatting guidlines (as laid out in the preload).  If one has a problem with the preload it should be brought up on its corresponding talk page.&lt;br /&gt;
::::::Flavor is the general spirit of the article (but the example NPC does fall under flavor since one is not reading the class for the NPC, but rather reading the NPC for an example of the class.  Aka a bit of flavor added onto the class).&lt;br /&gt;
::::::Or does someone have a different idea as to how we should have each section be organized?  --[[User:Green Dragon|Green Dragon]] 16:14, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Again I ask then: if we need to religiously stick to the preload to get a good formatting rating, why is it a preload and not a form? [[User:Surgo|Surgo]] 10:40, 21 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::So people learn wiki-syntax and people have more freedom when editing (one does not ''have'' to follow the preload - only if one wants a good formatting rating).  --[[User:Green Dragon|Green Dragon]] 12:07, 22 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::One merely needs to look at about half of the classes uploaded here to see that the idea of people learning wiki-syntax from the preload is a complete failure. But I guess now is a great time to bring up the other point: why is this considered &amp;quot;D&amp;amp;D Wiki's formatting guidelines&amp;quot;? I maintain that those bottom sections that I always strip out are retarded and should not be required. [[User:Surgo|Surgo]] 13:05, 22 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::Two points:&lt;br /&gt;
::::::::::#As far as people learning wiki-syntax--some people are just stupid or lazy. In the first case it is unlikely they will learn, and the latter they could learn but are unlikely to. I think people who can learn probably review other classes ahead of time and get the gist of things. When someone starts off horribly it is probably an indication of what to expect from that person.&lt;br /&gt;
::::::::::#About the formatting:&lt;br /&gt;
::::::::::##For the epic level table, the table and the title always overlap for me, so I put in an extra break. Does this happen to anyone else?&lt;br /&gt;
::::::::::##The ''EL whatever:''... what does that even mean? I would assume it is Encounter Level but then why is whatever left of the colon or why is there a colon at all?&lt;br /&gt;
::::::::::-- [[User:Jota|Jota]] 15:37, 22 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::People will learn wiki-syntax.  If we had used forms all along no one would understand wiki-syntax like they possibly do today.  And I changed the EL area on the preload.  Finally, what exactly do you mean by an extra line break in the epic level table?  --[[User:Green Dragon|Green Dragon]] 07:45, 1 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::::I mean that when I load a page the epic table and the epic table's title overlap so that the title is in the background of the table within the table. Does that make sense? -- [[User:Jota|Jota]] 12:00, 1 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::::Makes sense to me (considering it also happens to me as well). I use Safari (on a mac), if that info helps for sorting this out.--[[User:Ganteka|Ganteka]] 12:17, 1 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Half-Bear-Polar (3.5e Race)?==&lt;br /&gt;
Why is Half-Bear-Polar (3.5e Race) linked to this page? ([[User:Kildairem|Kildairem]] 12:39, 16 July 2009 (MDT))&lt;br /&gt;
&lt;br /&gt;
== Massive list of unfinished classes ==&lt;br /&gt;
&lt;br /&gt;
Hi there, I was looking at some of the unfinished or problemed classes and I wondered why there are so many that never come&lt;br /&gt;
to completion. A lot of classes are set up but never finished and have not been touched in year(s). Personally I would delete&lt;br /&gt;
the awefully formatted or described ones that have been abandoned long ago while trying to salvage as many as one can. How and &lt;br /&gt;
what guidelines would you suggest to follow in order to rank classes for deletion or salvation? Also there are so many classes&lt;br /&gt;
(and that's a good thing) but it may be time to place them catagorized. [[User:Crashpilot|Crashpilot]] 17:04, 28 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:Do you have interest in helping the section?  This is good to know so we can see if anything, other than the ordinary, can be done.  Ordinarily (e.g. currently) the [[Meta Pages#Improving, Reviewing, and Removing Articles]] method is used to improve, review, and the remove articles (of course, deletion should only happen if the page cannot be played &amp;amp;mdash; not just &amp;quot;have not been touched in year(s)&amp;quot;, as an example).  --[[User:Green Dragon|Green Dragon]] 19:48, 28 February 2011 (MST)&lt;br /&gt;
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::I deleted my original statement here and came to the conclusion that what I had in mind is not realisticly possible over an acceptable amount of time. Just after a mere 15 or so classes I realised that the wild-growth of unfinished classes whithout any serious attempt to make them work or test them has led to the total desintegration of quality to the class page alone let alone other pages. I understand that wiki has an natural disposition to imperfection but normally they do enjoy a very large active community that adresses these problems. D&amp;amp;D (And I realy want to be positive because I love the game!) sadly does not enjoy such a massive community. There seems to be no quality control over anything written by members and there is no incentive placed to make sure sandboxed classes actually get finished but are published anyway. The result: 100+ classes that are not up to standard and (seriously) the majority will never ever come there unless by fortune someone whishes to adjust them. D&amp;amp;D is not common knowledge that is described in encyclopedia but artisticly self induced media to append a fantasy based game. People will naturally not be inticed to finish someone else's fantasy but will prefer to design his own perception to matters unlike the true description of the functionality of a nuclear reactor that has a set function and known evolution resulting in a page which has 90% unfinished ideas. Baseline I want to place here: What where you thinking? I see a wiki here with loads of, if not, brilliant input on a popular fantasy game while being surrounded by utter garbage and lazy attempts or ignorence for quality. I understand that managing such sites takes hard and dedicated work (thumbs up) but the lack of governed quality on user input that will not always be clearly be understood by others, following a lot of personal views and rules that, again, is not the intulectual property of their own while being fantasy in the first place will ultimatly secure the downfall of the site. My cry towards you, please for the love of god, do not just accept anything that is not near finished (if not finished) regardlessly. Instead create a sandbox that allows people to play around in, and those that are serious about publishing their work will actually make effort to do so!. I mean what would you rather do? Take a nice picture that someone else has created and erase the imperfections and finish it not clearly understanding it's meaning, or create your own perspective of that picture and show that to that person? If you were to finish it in the first place to begin with. As the gamers have nicely put: Argue on! --[[User:Crashpilot|Crashpilot]] 11:20, 1 March 2011 (MST).&lt;br /&gt;
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:::I would like to mention to make sure you are looking at the situation in all regards.  People will improve things too.  My personal examples?  I have many.  You may want to take a look at the [[Blood Knight (3.5e Prestige Class)]].  [[4e Races]] has quite a few examples if you really look.  You are right that many of the classes here are in the lower section, which many may not use.  But in all regards, that is not to say that the articles have no future or use.  Others may only care about the game rules (table and class features) or idea and re-balance things anyway to fit it into their game (in the processes using all classes).&lt;br /&gt;
::::You are right, first I appoligise couse I may have been intimidated by the mere 550 entries below I may have also have misunderstood the intentions of this site. I realize now that I accedently confused quality with quantity which is more important, any of those rules slapped together can be used in a campaign regardlessly I agree and given an unlimited amount of time that will even happen. I will never deny that you, or many others may I add, have done their upmost best to fix items and articles and all praises to you and them!. Now I also want to help, I also want to fix imperfections so this site may grow to be the best DnD reference site in the world, but I will not do it with the knowledge that it is just trying to mop the floor dry while some 80 firetrucks outside that are hosing my floor wet.--[[User:Crashpilot|Crashpilot]] 15:09, 2 March 2011 (MST)&lt;br /&gt;
:::The [[Sandbox]] exists, and can be used for what you mention above.  Also, many users use personal sandboxes attached to their namespace.  You have a point that maybe userspace's snadboxes should be less on a &amp;quot;find and copy basis&amp;quot; but explained somewhere.&lt;br /&gt;
::::You missed my point there, I suggested a page where people can post their sandboxed classes &amp;gt;before&amp;lt; placing them on the main page. There a reviewing template may be added by the user that created something and you, me, or anyone else with dedication to the site can inspect it quickly, not on balance but on functionality and completion and ask the one that created it nicely if he or she whishes to improve or include missing items or someone with interrest may, before the reviewer will move it to class to the page to be rated uppon. Cinse 3.5 is dead and no more changes will occur it is safe to say that any user whishing to contribute can clearly finish his or her class with or without help. Anyone that doesn't care and abandones his class will atleast do so with the knowledge that his unfinished class will probably never see full potential and may be deleted over time. That's what psychcollogists call, insentive.--[[User:Crashpilot|Crashpilot]] 15:09, 2 March 2011 (MST)&lt;br /&gt;
:::A lot of the classes are in the lower section.  To help them out, you could add starting packages to each of them.  Thoughts on this idea?  --[[User:Green Dragon|Green Dragon]] 17:06, 1 March 2011 (MST)&lt;br /&gt;
::::Yes I got some ideas, first off force new contributors to be complete, its beter to prevent then cure, then fixing the below makes sense and I would be more then glad to help. I am not familliar with wiki syntax for admins and such so I have no clue if there even is an mechanic that may automatically add missing stuff. But I do realize that every class is different and before just adding something the class needs to be inspected and starting packages can be added accordingly. I do not see some clear way other then getting in there personally and operate by hand. --15:09, 2 March 2011 (MST)&lt;br /&gt;
::::I am not angry or something even remotely close to that, this site is full of good and even brilliant articles that will help anyone that loves the game. And will be an inspiration to many. But honoust is honoust, I have to wade ten miles, knee deep through sewer material before reaching such items and it can be so easily be avoided with just some very basic control. Again this is not a site where milions of hobby or educated electronical engineers are trying to discribe a capacitor but a site of personal intellectual property that mostly will end in interest at the point where the author will lose interrest. Will it ever be used? Sure, so are the the random generators at many sites to think up for character names, encounters, loot and other items, being essentially a bunch of computer rules slapped together and even that is atleast carefully thought out of. Is that reeeaaaly a good argument for an article to exist?, in my opinion, no. Then again that is just my opinion. If you want I can write you a program that will slap together any amount of rules, skills, and abilities in the manual and i'll let the community come up with names for the 1 billion combinations of classes.And more importantly, they will get used at some point :P. However it will take some time to create something like that, a database, mhh maybe some relational tables that actually intergrates abilities, it may have potential you know... come to think of it, one billion classes, no other site would have that! (I hope you catch my point there)&lt;/div&gt;</summary>
		<author><name>Crashpilot</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Battle_Shinigami_(3.5e_Class)</id>
		<title>Talk:Battle Shinigami (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Battle_Shinigami_(3.5e_Class)"/>
				<updated>2011-03-01T20:12:38Z</updated>
		
		<summary type="html">&lt;p&gt;Crashpilot: /* Rating */&lt;/p&gt;
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&lt;div&gt;== Rating ==  &lt;br /&gt;
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'''Power - 2/5''' I give this class a 2 out of 5 because it appears to have moderate power, but it gets full base attack progression, two good saves, and pretty darn good spells that though being from a slightly smaller list, are much, much better than a paladin's or ranger's (almost every 2nd-level spell is a level 3 sorc/wizard spell), most notably because many of them are arcane and not at the appropriate spell level. The method by which these are cast is the &amp;quot;spells known sorceror/bard method&amp;quot;; this combined with 0-level spells (and in my opinion, the best of every level-0 spell) make this class's ability to cast spells much better than the other &amp;quot;sorta-casters&amp;quot; - the ranger and paladin. To top it all off, he has access to fighter-only feats and a slew of awesomely powerful abilities. The main reason that I gave this a 2 is because there's almost no reason to pick a paladin (and maybe even a fighter, barbarian or ranger) over this class. It seems to me that this class is trading the paladin's turning and  healing/defence abilites for a level of casting and attack power that is absurd for a paladin. &lt;br /&gt;
:as a side note, if someone wants to use that power-checker thing to prove me right or wrong, please do so.   --[[User:Fydorian|Fydorian]] 04:55, 18 August 2008 (MDT)&lt;br /&gt;
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'''Wording - 4/5''' I give this class a 4 out of 5 because despite my being able to understand everything, it has more than a few minor grammar/spelling mistakes that made it slightly more difficult than it had to be to comprehend.  --[[User:Fydorian|Fydorian]] 04:55, 18 August 2008 (MDT)&lt;br /&gt;
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4/5''' I give this class a 4 out of 5 because even though there are links, I could definitely see there being more, and (yeah I know it's knit-picky) the spells aren't italicized.  --[[User:Fydorian|Fydorian]] 04:55, 18 August 2008 (MDT)&lt;br /&gt;
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'''Flavor - 3.5/5''' I give this class a 3.5 out of 5 because despite being in what my opinion is a &amp;quot;fan-boy&amp;quot; class, it's still got it's merits role-play wise, though I believe it could have been fleshed out more.   --[[User:Fydorian|Fydorian]] 04:55, 18 August 2008 (MDT)&lt;br /&gt;
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==Balance==&lt;br /&gt;
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In my ever-present quest to find balance, I seek assistance.  Last chance was making a bonus a competence bonus (since it shows the synergy of sword and user), and likewise it should be a typed bonus for balance reasons.  It's strong enough as is.  Assistance is desired. -- [[User:Eiji|Eiji]] 14:17, 2 September 2008 (MDT)&lt;br /&gt;
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:I would call it a competence bonus, yes.  But it seems to me that, as some obviously strong shinigami didn't have bankai, perhaps that should be an epic level ability?--[[User:70.157.61.200|70.157.61.200]] 23:05, 3 September 2008 (MD