| Adept Prestige Class |
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Venturer |
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| d20 home | bestiary | grimoire | organizations | prestige | open gaming license | ||
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From acrobats and suave renegades, to witty swordsmen and daredevils, there are some whose flair for grace and charm meld perfectly with their martial prowess. These are the venturers, and those who cross paths with them—whether cruel tyrant or damsel in distress—are certain to remember the experience. Being a venturer is much less a discipline than it is a state of mind. There is no favored weapon, no favored style, yet there remains a few key attributes that are constant. They all have a confidence and a flair for the dramatic. They often place themselves into dangerous situations, assured that their skills and abilities will keep them from harm. And, above all, they have a charismatic presence that they flaunt with abandon. The venturer prestige class is designed not as a career path in and of itself, but rather as a series of complimentary abilities that weave together with skills and abilities that a character has already established. Warrior classes of all types can benefit from the venturer’s abilities, though its Weapon Finesse requirement will likely rule out those who prefer a more direct approach to combat (barbarians are much less likely to pursue such a route). Bards and rogues mesh extraordinarily well with the venturer motif, and find that many of their own abilities are further accentuated by the class. While spellcasters are less likely to become venturers, they can certainly benefit from the class abilities which, if nothing else, allow them to avoid injury in dangerous situations. Hit Dice: d10. RequirementsTo qualify to become a venturer, a character must fulfill all the following criteria.
Class SkillsThe venturer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. |
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Class FeaturesWeapon and Armor Proficiency: The venturer is proficient with all simple and marital weapons, and light armor. The only shield they are proficient with is the buckler. Acrobatic Defense (Ex): When not wearing armor and carrying no more than a light load, venturers gain a +1 Dodge bonus to their Armor Class for each level of venturer they take. If the venturer is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. Graceful Descent (Sp): Luck abounds where the venturer is concerned, and he possesses the ability to land safely from nearly any height. He can cast feather fall as a spell-like ability once per day for each level of venturer he has gained. Tread Gracefully (Ex): A 2nd level venturer gains a +10 competence bonus to Balance and Move Silently checks when not wearing armor (or wearing armor with no Dex penalty) and carrying no more than a light load. In addition, a venturer can always choose to take 10 on Balance or Move Silently checks, even when circumstances would normally prevent him from doing so. Fleet-footed (Ex): Upon reaching 2nd level, the venturer’s base speed increases by +10 feet when not wearing armor (or wearing armor with no Dex penalty) and carrying no more than a light load. This bonus increases to +20 feet at 5th level. Savvy (Ex): At 3rd level, the venturer’s natural grace and charm come to the fore, and everything he does is marked with confidence. He gains a +5 competence bonus to all Charisma-based skill checks. Move Gracefully (Ex): A 4th level venturer gains a +10 competence bonus to Climb, Jump, and Tumble checks when not wearing armor (or wearing armor with no Dex penalty) and carrying no more than a light load. In addition, a venturer can always choose to take 10 on a Climb, Jump, or Tumble check, even when circumstances would normally prevent him from doing so. Uncanny Step (Ex): A 5th level venturer can take part of one of his move actions on a wall or other vertical surface so long as he begins and ends his movement on a horizontal surface. If he does not end his movement on a horizontal surface, a venturer falls, taking damage appropriate to his height above the ground. Treat the vertical surface as normal floor for the purposes of measuring movement. Passing the boundary from vertical to horizontal is equivalent to 5 feet of movement on a normal floor. Opponents on the floor still get attacks of opportunity if the venturer moves through areas they threaten. The venturer can take other move actions in conjunction with the uncanny step. For example, the venturer could use the Spring Attack feat and the Tumble and Jump skills, but he cannot charge a foe. |
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