Adventurer
Lvl XP Hit Dice Combat
Bonus
Saving
Throw
Specialism
Bonus
Spell Tier
1 2 3 4 5
1 0 1 +0 5+ +1 - - - - -
2 2,000 * * * * * * * * *
3 4,000 * * * * * * * * *
4 8,000 * * * * * * * * *
5 16,000 * * * * * * * * *
6 32,000 * * * * * * * * *
7 64,000 * * * * * * * * *
8 128,000 * * * * * * * * *
9 256,000 * * * * * * * * *
10 512,000 * * * * * * * * *

Weapons & Armour

Adventurers have no restrictions on weapons or armour.

Skilled

The Adventurer may – with the referee’s agreement – choose an area of expertise (such as thievery, ancient lore, wilderness travel, etc). For any relevant actions requiring a challenge roll or saving throw, they may add their Specialism Bonus to the d6.

Flexible Learning

At each increase in level the Adventurer may improve two of their class stats by one point - i.e. they may increase their number of Hit Dice, increase their Combat Bonus, lower their Save, or increase their Specialism Bonus. These increases may also be used to allow give the Adventurer spell slots - they must carry a spell book in which they may transcribe spells from any list. Each increase gives them an additional spell slot in any tier. Other than tier 1, a spell tier must always have fewer slots than the tier below it (i.e. an Adventurer may not have a Tier 2 spell slot until they have two Tier 1 slots).

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