True Adventurer (Pathfinder Class)

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True Adventurer[edit]

You have traveled and picked up things along the way.

Making a True Adventurer[edit]

you can do it.

Abilities: Nothing you are just an adventurer.

Races: Any Humanoid

Alignment: any alignment.

Starting Gold: 10d4×10 gp (150 gp).

Starting Age: As fighter

Table: The True Adventurer

Hit Die: d6

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

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

Class Features[edit]

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

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

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

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