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Class record

Adventurer

Utility / Striker

Tier
1
Difficulty
1 / 5
Main role
Utility
Secondary role
Striker

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on any non crafting skill. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Cunning, Reason, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Legends have it that Fayto Zhelti was the first true adventurer, a spirited young girl from a humble town in the Kingdom of Alpinum.  Her Father was an explorer and Fayto dreamed of following in his footsteps.

Yet, as childhood began to fade away, a painful realization crawled within her heart:  the incredibly physical feats of strength her father effortlessly performed always lay just beyond grasp.  No amount of blood, sweat or tears could overcome the anguish of her physical reality.  She watched her younger brothers surpass her in strength, joining their father on this expeditions she yearned for.  Loneliness began to infect her heart that ached for adventure, but fate had cruelly denied her that path.

Still she persisted, even in her pain... tirelessly striking the same tree day after day for years.

Humans barely had the lifespan to master the arcane arts—which at the time were incredibly complex without shortcuts.  Her Mother, an arcane practitioner, taught her daughter the methods of utilizing magic for mundane tasks:  heating water kettles and stirring up a gentle whirlpool to do laundry.  While practicing these humble homecrafts, Fayto remembered that feeling, the tingling surge that ran through her limbs.

One day, as she swung her dulled blade against that ancient tree, she poured every ounce of her yearning and willpower into her strike.  The familiar surge ran through her as the explosive energy flooded her body, exactly as it had done alongside her Mother.  In a thunderous crash, the mighty tree toppled.

From that day forward, she pursued that elusive feeling.  She trained relentlessly until she mastered the art of "internal magic" which would be known later as ki.  Soon after that she joined her father's adventures at last, growing and developing until she embarked on her own journeys, making a name for herself wherever she went "Fayto, the female adventurer."

To this day, adventurers still practice the skills Fayto Zhelti perfected long ago—a martial art born of determination and control of ones self, leveling the playing field for all who practice it.  Following Fayto's example, Adventurers continue to train—leaping to extraordinary heights, molding mana to extend their reach, projecting their aura like iron... all while maintaining perfect composure.   Although the ancient martial art remains nameless, its teaches are diligently passed down to every aspiring adventurer, serving as a solid foundation for future development.

Tactical guidance

Playing Adventurer

The adventurer is a generalist class that has a bit of everything. One of the main draws of the adventurer is their options in picking their proficiencies, being the only tier 1 class that can choose a specialized weapon and heavy armor.

Power Jump is an anti-air tool that lets you hit enemies in the air even if you only have melee weapons. It is even better if you can fly, as you can use power jump as a cheap way to gain altitude.

Mana Razor gives you increased range on your attacks. If you're using a melee weapon with this, you'll need to be aware that turning your attacks into ranged attacks does mean you'll provoke attacks of opportunity. It only affects your basic melee attacks, but you can still use your abilities on enemies within your normal range.

Steel Aura is a defensive tool that can be very powerful when attacked by a large group of grunts. With 3 additional guard, you will most likely take only 1 damage from light attacks from those enemies, though you'll still need to be wary of heavy attacks.

Your Secret Art: Efficient Spirit Control is a simple mana reduction ability. If you do not have any other secret arts yet, then don't be afraid to use this whenever you would spend 2 or more mana on something.

Adventurer

Class features

Abilities unlocked

Complete rules for every ability granted by Adventurer.

Class feature

Benefit 1

You gain proficiency in 1 common weapon group. In addition, you gain proficiency in 1 common or specialized weapon groups.

Benefit 2

You gain proficiency in 1 armor category of your choosing. Alternatively, you may pick the shield or greatshield.

Benefit 3

You may use Presence Concealment.

Ability

Power Jump

0 AP1 MP
Range
Self
Keywords
Jump,Circuit

You jump up to 60ft vertically straight up into the air.  You can additionally move 5ft horizontally afterwards.  Unless flying, you automatically land straight down from your position at the end of your turn or for 0 AP, this falling movement does not provoke attacks of opportunity and you don’t take fall damage from it. If you land inside an occupied square, you are shunted 5ft into an empty square (your original one if possible).

You cannot make any non-teleport movement actions while in the air unless you’re flying, but can still take other actions (such as attacking) while airborne.

Ability

Mana Razor

0 AP
Range
Self

Until the end of your turn you gain Mana Razor granting your basic melee attacks an additional 30ft range. Augmenting melee attacks with this ability makes them into ranged attacks. If using a Two-Handed melee weapon with Mana Razor, gain an additional 45ft range instead.

Overcharge: You may spend 1 mana to have this also affect basic ranged attacks and to remove the Quick keyword from it.

Ability

Steel Aura

0 RP2 MP
Range
Self
Keywords
Aura,Rage,Circuit

You gain Steel Aura, granting you 3 additional guard, but you can no longer use any RP actions besides Block and actions with the Rage keyword. You can end this effect at any time for 0 RP. This effect ends at the start of your next turn.

0 RP
Range
Self
Keywords
Secret Art

You reduce the cost of your next non-healing keyword action by 2 mana. This cannot reduce the mana cost below 0.

Also resets your Circuits, allowing abilities with the Circuit keyword to be used for their reduced mana cost once more.