Venturer

There are those who specialize in particular skills and talents and use those to meet the challenges of adventuring, then there is the Venturer. the Venturer prepares for all possible dangers and outcomes. A thrill seeker by nature, the Venturer prepares himself for the unexpected and expects to be surprised. As such, the Venturer is a literal jack-of-all-trades. The Venturer has to be stealthy, cunning, crafty, skillful, perceptive, armed for danger, ready for combat, knowledgeable in the arcane arts, able to pull tricks out of his sleeve, a worldly traveler, a master of languages and cultures, aware of religious fop-as and unbiased in faith. As such the Venturer demonstrates a little bit of talent from all other classes, an expert in all trades and master of none.

Descriptors:
Explorer, Opportunist, Pioneer, Globetrotter, Voyager, Wanderer, Fortune-Hunter, World Traveler

Role:

Alignment: Any.
Hit Die: d8
Class Skills: Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Handle Animal (Cha), Knowledge (All), Linguistics, Perception, Profession (Cartography, Librarian, Scribe and Sailor), Ride, Sense Motive, Spellcraft, Stealth, Swim, Survival and Use Magic Device.
Skill Ranks per Level: 8+Int modifier.

Table: Venturer (and Spells Per Day)

Level BAB Fort. Ref. Will. Special 0 1st 2nd 3rd 4th
1st +1 +2 +2 +2 Obscure Knowledge, Cantrips, Venturer's Talent 0
2nd +2 +3 +3 +3 Cautious Explorer 1
3rd +3 +3 +3 +3 Venturer's Talent 1
4th +4 +4 +4 +4 Lore Master I 1 0
5th +5 +4 +4 +4 Venturer's Talent 1 1
6th +6/+1 +5 +5 +5 Intuitive Explorer 2 1
7th +7/+2 +5 +5 +5 Venturer's Talent 2 1 0
8th +8/+3 +6 +6 +6 Lore Master x2 2 1 1
9th +9/+4 +6 +6 +6 Venturer's Talent 2 2 1
10th +10/+5 +7 +7 +7 Experienced Explorer 3 2 1 0
11th +11/+6/+1 +7 +7 +7 Advanced Venturer's Talents, Venturer's Talent 3 2 1 1
12th +12/+7/+2 +8 +8 +8 Lore Master x3 3 2 2 1
13th +13/+8/+3 +8 +8 +8 Venturer's Talent 3 3 2 1 0
14th +14/+9/+4 +9 +9 +9 Intrepid Explorer 4 3 2 1 1
15th +15/+10/+5 +9 +9 +9 Venturer's Talent 4 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +10 Lore Master x4 4 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +10 Venturer's Talent 4 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +11 Arcane Explorer 5 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +11 Venturer's Talent 5 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +12 Grand Venturer 5 4 4 3 3

Class Features:
All of the following are class features for the Venturer.

Weapon and Armor Proficiency: The Venturer is proficient with all simple, martial and exotic weapons and with light armor and light shields. The Venturer's access to exotic weapons is due to his training and study in foreign cultures. When training for fighting, a Venturer is taught about the various combat forms of other cultures. As such, no weapon is beyond their ken, even if they can't master any weapon.
A Venturer can cast arcane spells while wearing light armor or a light shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Venturer wearing medium armor, heavy armor, or large shields incurs a chance of arcane spell failure if the spell in question has a somatic component (see Arcane Spells and Armor). A multiclass Venturer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Cantrips: Venturers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: "Venturer Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A Venturer begins knowing only two cantrips; read magic), Detect Magic. He can learn new cantrips as he encounters them. See "Learn Spells" for details.

Arcane Spell Casting: A Venturer can casts arcane spells, but has no spell list. Instead the Venturer picks up spells as he explores and adventures. The Venturer can learn spells he discovers on scrolls or in spell books. A Venturer must choose and prepare his spells ahead of time. To learn or cast a spell, a Venturer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Venturer's spell is 10 + the spell level + the Venturer's Intelligence modifier. His base daily spell allotment is given on Table: Venturer Spells per day. In addition, he receives bonus spells per day if he has a high Intelligence score.

Learn Spells:
The Venturer's selection of spells is whatever he can get his hands onto and understand. A Venturer can learn spells from spellbooks and scrolls. He must find spells or convince other spell casters to teach him spells. A Venturer does not gain more new spells as he goes up in levels.
To learn a spell the Venturer must study the spell for 1 day per spell level or, if being trained, for 1 hour per spell level. The Venturer must have an Intelligence score equal to at least 10 + the spell level. Then the Venturer must make an Intelligence Check DC 10 + Spell Level, to determine if he learns the spell. If he fails he may not attempt to learn this spell from this spell book again until he gains another level. If he succeeds he transcribes the book into his own spell book and may prepare it thereafter. Attempting to learn a spell from a scroll causes the scroll to be consumed, and as such failure means the scroll cannot be learned from again. With great difficulty a Venturer may even be able to learn spells from other arcane sources (but not divine), such as bardic music and alchemist's formulae. The base difficulty for learning from these sources is much higher: bardic music (DC 14), alchemists formulae (DC 17). When a spell is learned from these sources it is always at the spell level that the spell would be for a wizard.

Spellbooks: A Venturer does not begin with a spell book. Instead he must obtain one in his journeys. He may use any other spellcaster's spellbook to prepare spells from, but it takes him 1.5 times as long to prepare the spells. A venturer must study his spellbook (or a spell book with the spells he knowns) each day to prepare his spells. He cannot prepare any spell not recorded the spellbook he is using to prepare his spells, except for read magic and detect magic, which all Venturers can prepare from memory. In some cases a Venturer might not have access to an actual spell "book", and instead have to keep scrolls, parchments, tablets and other such forms of magical writing. He can use these in lieu of a spell book. When a Venturer learns a spell from a scroll, the spell is consumed but the writings remain and so the Venturer can use this expended scroll to prepare that spell daily.

A Venturer begins knowing two 0-level spells, Read Magic and Detect Magic; both of which the Venturer can prepare from memory. Thereafter he does not automatically add any spells to his spell book. Instead he must attain these spells through discovery and study. The Venturer cannot create new spells. A Venturer can add spells found in other Venturer's or Wizards' spellbooks to his own (see Learn Spells). To do so he must learn the spell, which is not automatic (See Learn Spells).

Obscure Knowledge (Ex): A Venturer adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained. When there isn't an appropriate knowledge skill the Venturer may make an Intelligence Check + 1/2 his level, to see if he knows something about any topic.

Cautious Explorer (Ex) : At 2nd level, a Venturer has honed his natural senses and intuition to perceive that which others normally can't see. When within 10' of a hidden object, secret door or trap or within 100' of an ambush, he may sense the hidden danger or passage with a simple perception check. The GM may give the player the chance to roll, or just set a base difficulty and assume the player is taking ten. Detecting a trap ahead of time prevents the character from falling into traps and as such gives him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Detecting an ambush means the character will not be surprised (flat-footed) and knowing there is a threat ahead may allow him to plan something else.

Lore Master (Ex): At 4th level, the Venturer becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A venturer can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every four levels he possesses beyond 4th, to a maximum of four times per day at 16th level.

Intuitive Explorer: Upon reaching 6th level, the Venturer gains a +2 intuition bonus to perception checks when trying to detect secret doors, traps and ambushes. What more, the Venturer can now begin to sense objects hidden by magic (invisibility or illusion) when within 10', with a basic perception check. A successful perception check means the Venturer can see such invisible creatures or objects as translucent shapes, allowing the Venturer to easily discern the difference between visible, invisible, and ethereal creatures. A successful perception check against an illusion means the Venturer doubts the reality of the illusion, because he senses that there is something hidden within or behind it.

Experienced Explorer: When he reaches 10th level, the Venturer's Intuition bonus increases to a +4 to perception checks when trying to detect secret doors, traps and ambushes, and increases to +2 when detecting creatures or objects invisible or hidden by illusions.

Intrepid Explorer: When he reaches 14th level, the Venturer can automatically sense hidden dangers and passages. When within 10' of a hidden object, secret door or trap or when within 100' of an ambush, the Venturer automatically senses them. Also, the Venturer's Intuition bonus increases to +4 when detecting creatures or objects invisible or hidden by illusions.

Arcane Explorer: At 18th level, The Venturer is able to automatically detect hidden objects, secret doors and traps when within 20' of them. When within 200' of an ambush, he automatically senses the hidden danger. He also automatically senses objects hidden by magic (invisibility or illusion) when within 10'. He can see such invisible creatures or objects as translucent shapes, allowing the Venturer to easily discern the difference between visible, invisible, and ethereal creatures. The Venturer automatically doubts the reality of any illusion that is hiding objects or creatures, because he automatically senses that there is something hidden within or behind it.

Venturer's Talents

Every odd level a Venturer may select a new Venturer's Talent. These represent the wide variety of experiences the Venturer attains along his travels. A Venturer selects from the following list of talents and if a talent requires a prerequisite that talent must be taken first. Unless otherwise noted in the Talent's description, he can't take a Venturer's Talent more than once. Alternatively, the Venturer may use his Venturer Talent to take any feat he has the prerequisites for in the feat list, but he may do this no more than 4 times.

-Arcane Intuition
-Evasion (min 3rd level)
-Fast Movement
-Familiar
-Heraldic Knowledge
-Hide Tracks
-Jack-of-all-trades I (min 9th level)
-Keen Senses
-Polyglot
-Quick Disable
-Streetsmarts
-Track
-Trailblazer (min 5th level)
-Trap Sense (min 3rd level)
-Trapfinding
-Uncanny Dodge (min 5th level)
-World Traveler (min 5th level)

Arcane Intuition (Ex): The character gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as magic aura, misdirection, and nondetection).

Bravery (Ex): The character gains a +1 morale bonus on Will saves against fear. If taken multiple times this bonus stacks.

Evasion (Ex): The character can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the character is wearing light armor or no armor. A helpless character does not gain the benefit of evasion. The Venturer must be at least 3rd level to take this talent.

Familiar (Ex): The character has acquired an exotic pet, a faithful companion that has become his closest friend and ally. This could be a monkey, maccaw, or any other such exotic creature. The animal gains abilities as a wizard's familiar, using the Venturer's level as his wizard level.

Fast Movement (Ex): The character's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the character's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the character's land speed.

Heraldic Knowledge (Ex): The venturer has spent time in a culture that depends on heraldry. As such he gains a +1 bonus on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks. Also, once per day per 4 levels he can reroll a check against one of these skills, though he must take the result of the second roll even if it is worse.

Hide Tracks (Ex): The character has learned to obscure his trail in natural surroundings and terrain where he may leave a track (dust, mud, etc…). He applies half his Venturer level as a penalty to the person attempting to track him.

Jack-of-All-Trades I (Ex): The Venturer can use any skill, even if the skill normally requires him to be trained. The Venturer must be at least 9th level to take this Talent.

Keen Senses (Ex): The character gains a bonus equal to half his Venturer class level on Perception checks. He can take 10 on perception checks, even if distracted or endangered. This ability stacks with similar abilities from other classes.

Polyglot (Ex): The Venturer spends his time traveling foreign lands and trying to decipher ancient dialects. He has learned to decipher obscure texts and long lost languages. As such he adds half his Venturer level to all linguistics checks.

Quick Disable (Ex): The character can disable intricate and complex devices using the Disable Device Skill in half the normal amount of time (minimum 1 round) and open a lock as a standard action.

Scribe Scroll (Ex): The Venturer gains Scribe Scroll as a bonus feat.

Streetsmarts (Ex): Every city has its back alleys, black markets, gangs and players. This character has learned to identify these and gains a bonus equal to half his Venturer level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1). This ability only applies once the Venturer has spent at least three days exploring the streets of the city and becoming familiar with its people and places. This must only be done again if there have been significant changes the city since the last time the character was there.

Track (Ex): The character adds half his Venturer level (minimum 1) to Survival skill checks made to follow tracks.

Trailblazer (Ex): The character knows how to move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him. The Venturer must be at least 5th level to take this talent.

Trapfinding (Ex): The Venturer adds 1/2 his Venturer level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). The Venturer can disable magical traps with a Disable Device skill check.

Trapsense (Ex): The Venturer gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. If this talent is taken a consecutive time, these bonuses stack up to a maximum of +6. Trap sense bonuses gained from multiple classes stack. The Venturer must be at least 3rd level to take this talent.

Uncanny Dodge (Ex): The character can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Venturer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a Venturer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead. The venturer must be at least 5th level to take this talent.

World Traveler (Ex): A Venturer who is a world traveler gains an additional +1 on all Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. Also, once per day per 4 levels he can reroll a check against one of these skills per day, but must take the result of the second roll even if it is worse. The Venturer must be at least 5th level to take this talent.

Advanced Venturer Talents: Starting at 11th level a Venturer gains access to the following additional Venturer Talents:

-Defensive Roll
-Improved Evasion
-Improved Uncanny Dodge
-Jack-of-all-Trades II
-Jack-of-all-Trades III

Defensive Roll (Ex): The Venturer can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Venturer can attempt to roll with the damage. To use this ability, the Venturer must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Venturer’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability requires the Venturer to have Evasion. This ability works like evasion, except that while the Venturer still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Venturer does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): The Venturer must have Uncanny Dodge to take this ability. The Venturer can no longer be flanked. This defense denies a rogue the ability to sneak attack the Venturer by flanking her, unless the attacker has at least four more rogue levels than the target has Venturer levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Jack-of-All-Trades II (Ex): The Venturer considers all skills to be class skills. The Venturer must already have taken Jack-of-All-Trades I.

Jack-of-All-Trades III (Ex): The Venturer can take 10 on any skill check, even if it is not normally allowed. The Venturer must bmust already have taken Jack-of-All-Trades II.

Grand Venturer: At 20th level, the Venturer …

Archetypes:

Duervan Treasure Hunter:

Gold and silver. Mithril and platinum. Rare gemstones. These things are only of material value. It is the works of art crafted by their ancestors that hold the Duervan Treasure Hunter in awe. Be they finely crafted armor, ancient weapons, intricately engraved jewelry or gem-encrusted chalices, true works of art are worth hundreds, even thousands of times the material costs put into them. And their cultural value is truly priceless. A seemingly endless number of such items have been lost in the countless cataclysms and wars that have rocked the world of Naeja. And it is the re-acquisition of these lost items that is the domain of the Treasure Hunter. He will go to any length to retrieve them, if not for their deep history, then for the sheer love he holds for their exquisite craftsmanship and his lust to hold them in his own hands.
Duervan Treasure Hunters combine a vast knowledge of lore, both ancient and modern, an understanding of elemental magics and a deep experience in delving into dungeons and lost ruins to achieve their goals. They are held in the highest of regard among their fellow duervar, for it is they who carry on the rich history and traditions of their people.

Role: Duervan Treasure Hunters are capable fighters, but their preference for light armors leaves them vulnerable in battle. They have access to a number of elemental arcane spells, though their diverse training prevents them from excelling as spellcasters. Where a Treasure Hunter really shines is in his ability to detect and disarm duervan traps, avoid pitfalls, and find his way around duervan ruins.

Abilities:
The Duervan Treasure Hunter gives up his ability to learn spells from multiple sources of magic and his ability to scribe scrolls in exchange for learning Duervan Rune Magic and being able to cast such arcane magic in any armor.

Dwarven Rune Magic: Duervan Treasure Hunters learn spells through duervan runes. Duervan magic depends upon secret runes etched in rare gems, stones, and metals, and invoked with ancient words of power. As such all somatic components are replaced with the displaying of a rune, all material components are replaced with runic talismans, and all verbal components are replaced with words of power. This means the Duervan Treasure Hunter can cast duervan rune magic while wearing any armor and using a shield without incurring the normal arcane spell failure chance. A multiclass duervan treasurer hunter still incurs the normal arcane spell failure chance for arcane spells received from other classes. The downside is that the Duervan Treasure Hunter can only learn magic from Duervan Runes. They cannot learn spells from any other source.

Runes: A Duervan Treasure Hunter does not have a spell book, but instead must have a rune prepared for each spell he can cast. He must prepare his spells with these runes each day, spending time focusing arcane energies into them and practicing his invocations. Only two spells do not require a rune, read magic and detect magic, which all Venturers can prepare from memory.

like other Duervan arcane casters, the character must engrave runes into a suitable piece of armor, gem, jewelry or weapon. These runes are not destroyed upon use, but rather act as a focus. So long as the duervar is in contact with the focus and knows the invocation (if required), he may cast the spell associated with it (assuming he hasn’t used all of his allotted spells of that level for the day). If he loses it, he may not cast the spell associated with it until he creates a replacement. Replacing lost runes is a long, expensive and difficult process (see Stone Lore).

A Duervan Treasure Hunter begins play knowing 4 0-level spells (two of which must be Read Magic and Detect Magic). Thereafter he does not automatically learn new spells. Instead he must attain these spells (the runes and their invocations) through discovery and study. A Duervan Treasure Hunter cannot create new runes. A Duervan Treasure Hunter cannot learn spells from any other source. That is, they can only learn duervan runes.

Duervan Historian:

Venturer Talents:
Resiliency (Ex): Beginning at 4th level, once per day, a Treasure Hunter can gain a number of temporary hit points equal to the his level. Activating this ability is an immediate action that can only be performed when he is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the Treasure Hunter’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.

Chronicler

Role:

Chronicles: The character must keep a chronicle of their adventures on them at all times to be able to reference it as needed. Without this chronicle the player loses his Loremaster and Obscure Knowledge abilities. A character may have multiple copies of his chronicle, but should all of his copies be lost to him replacing it from memory takes 1 week per level of the Chronicler. The Chronicler benefits from reading his chronicles to refresh his memory of details from past experiences. As such the character must spend at least one hour each day reviewing his chronicles. If he does not he loses his special Chronicler abilities.

Abilities: The Chronicler gives up his Explorer's Intution and is required to keep and maintain a Chronicle in exchange for the ability to Learn from His Mistakes, Learn from books he has read, and scribe scrolls sooner.

No Intuition: The Chronicler does not gain the Explorer' Intuition abilities.

Learn from your Mistakes (Ex): The character can draw upon past mistakes to improve his chances at any action. If a Chronicler has failed at an action previously he may, after taking his notes in his chronicle and reviewing his mistakes for one full hour, attempt it again with a +1 bonus (or +5%). At least one hour must pass between the first and second attempt. The Chronicler may make additional attempts up to a number of times equal to his level. Each time he fails, the next attempt increases by +1 (+5%), to a limit equal to his level. However, after the second attempt, the Chronicler must wait a full day between each additional attempt. Once again, after making his notes in his chronicle and reviewing them for one full hour (the usual hour required of the Chronicler), he may attempt the action again with the stacked bonuses. Once the Chronicler succeeds the bonus resets to 0.

I read it in a book (Ex): The Chronicler has the unique ability to learn special skills and abilities just by reading about them. The Chronicler studies the text, contemplates the ability, and makes notes about it in his chronicle. Once per level he can attempt to learn any spell, skill, or character ability just by reading about it. That is, the book from which the character reads doesn't have to teach the ability, just describe it. The character could learn the lightning bolt spell just by reading a story about a wizard casting a lightning bolt. The chance to learn a spell is the same as normal. The chance to learn a skill requires an Intelligence check with a difficulty of 15. The character is considered to have learned the skill but must still spend a skill point on it to gain the skill. The character may also, if he so chooses, elect to fill a Venturer Talent slot with a special ability of another class, if he reads about it in a book. The ability must not be of a higher level than the character's level as a Venturer. If the ability increases in levels, the Venturer only gains the lowest level benefit of the ability. Learning higher level bonuses requires another use of a Venturer Talent. The Venturer must get the GM's approval for the ability to be taken. If it unclear if the Venturer is high enough level to take the ability, assume he is not, and therefore he cannot take it. The use of any of these spells, skills or abilities requires the Chronicler to have studied his chronicles that day.

Scribe Scrolls (Ex): At 1st level, a Chronicler gains Scribe Scroll as a bonus feat.

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