Adventurer (4e Theme)
By Quidamus [1] |
Adventurer
You are an Adventurer by nature, taking the world and experiencing life to it's fullest. You take big risks, but are willing to risk your life for the sake of adventure, and for moral and empathetic reasons, being driven by your desire to help others and your ambition to change the world. You want as much to take part of the wonderful things happening as you want to see them, being more than just a simple tourist but someone who feels destined to be a part of every major event. You are plucky, headstrong and motivated, with your own ambitions and goals, and you like to see justice be done fairly anywhere in the world. You are a natural born fighter, however you are also good at investigating.
Building
Any group may take the theme.
- Class Prerequisites
None
- Race Prerequisites
Any race.
Background
You are usually someone who's been around the block, working for an adventuring company, fought in a great war, or simple have been involved in many places in your travels. You have a lot of effort to give the world, and also enjoy the company of new people and new places, and like to see and be involved in the wonders of the world. You see yourself as a part of history in the making, and want to see the sights and fight evil wherever it may turn it's head. You are naturally gifted in traveling, exploring strange places such as dungeons and caverns, and are quickly perceptive and insightful. However you also are typically fairly well read on these issues, and thus keep track of things way may become problems for you.
Associated Skill: Perception, Insight, Dungeoneering
Starting Feature
Well Traveled
- Benefit
You are a naturally well traveled person. Your parents may have been traveling salesman, you may have been around the world on military campaigns, you may have been displaced due to a war or major crisis, or your family may have simply traveled a lot. You know a thing or two about surviving and living off grid, as well as meeting new people and strangers. You gain a +2 bonus to all skills. You also gain an extra action point at the start of each day. Once per encounter, you may end an ongoing effect on you that a save can end. In addition, you gain the "Experienced Traveler" power.
Additional Features
Level 5 Feature
Versatile Experience
- Benefit
You carry with you the ability at all times to converse and interact with random strangers far better than an ordinary person would. When making a diplomacy or bluff roll, you may roll twice and choose the highest of either result. When making any roll related to navigation, you may roll twice and choose the highest of either result. In addition, you gain another +1 bonus to all skills, and each ally within 10 squares of you gains a +1 bonus to any skillcheck.
Level 10 Feature
Veteran
- Benefit
You're a veteran adventurer and traveler, and have a few notches under your belt already. You can start each day with yet an additional action point (in addition to your previous one due to this theme). When you use an action point, you gain a +2 bonus to all rolls until the end of your next turn. Whenever you make a basic or opportunity attack, you gain a +1 bonus to the attack roll.
Optional Powers
Experienced Traveler | Theme Utility |
With a sudden breath of focus, you use your accrued knowledge and experience to aid you. | |
Encounter | |
Free Action | Personal |
Trigger: You make a roll. | |
Target: Self | |
Effect: You may add an extra 1d6 to the result. |
On guard | Theme Utility 6 |
Enemies are often taken aback by your brazen and wild style, which is designed to deliberately keep your enemies off balance. | |
Encounter | |
Free Action | Personal |
Trigger: You hit an enemy with an attack. | |
Target: Self | |
Effect: You may shift your speed in any direction, and the target takes a -2 penalty to all attack rolls and defenses until the end of your next turn. |
Inspiring Morale | Theme Utility 10 |
You are consistently able to perk up all of your allies, keeping them and your allies ready to fight any troubles which may come their way, and you gain a second wind in battle. | |
Daily | |
Minor Action | Personal |
Target: Self | |
Effect: You enter in to the "Inspiring Morale" stance. While in the stance, each ally within 20 squares of you gains a +1 bonus to all defenses and a +4 bonus against all saving throws. While you are in the stance, you gain a +1 bonus to all defenses and attack rolls, regeneration equal to your highest ability modifier, and deal a scaling 1d6/2d6/3d6 extra damage with each damage roll. |
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