New Class: The Adventuress

Xex

Mongoose
Hey all,

Here is a new class for the game, the Adventuress. Inspired by the character you meet in Fire on the Water, and the Adventuress in the Ragdaron tavern Brawl. Enjoy. :)

Adventuress

Unbound and unchained by ties to any land, an Adventuress is an adventurer, a warrior, a ne’er-do-well and a scoundrel. She roams the lands freely, sometimes fighting for a cause she believes in, other times travelling from one place to another for the simple joy of seeing new lands.

Adventuresses are made, not born. Some are orphans, growing up alone in an unforgiving world. Other have a family but choose leave it for the wide open yonder. Regardless of their origins, all feel the call of the road at some point in their life, and choose to answer it by walking away from their old life, and taking up the life of a wanderer.

Adventuresses pick up their odd assortments of talents on the road, though some are holdovers from their past life, be it scoundrel, warrior, or a caravan guard. They hone these talents during their travels, learning a little bit from everyone they meet along the journey that is their life.

Being an Adventuress
Most Adventuresses are already travelling the road since taking up their calling and thus it is possible for them to be found just about anywhere on Magnamund. They strike up friendships easily, especially with other martially inclined characters such as Knights, Buccaneers and Kai Lords, and would gladly follow such characters on any mission, providing them with a strong and reliable sword arm.

There are plenty of reasons an Adventuress may have left the comforts of her home, or the streets where she grew up, to take up the life of a wanderer. For some it may have been a desire to see new lands, for others it may have been a necessity to earn her keep. Still others may desire to leave behind a troubled past and begin anew. Whatever her reasons, an Adventuress can come from any nationality and any walk of life upon Magnamund.

COMBAT SKILL & ENDURANCE
To find out what your Adventuress’s COMBAT SKILL is, go to p112 at the back of the main rulebook and pick a random number. Add 10 to this number and the result will be your COMBAT SKILL (so, COMBAT SKILL will always be numbered between 10 and 19).

For ENDURANCE, you do exactly the same thing, except that you add 20 to the random number you select (so, your starting ENDURANCE is always numbered between 20 and 29).

Once you have determined what your COMBAT SKILL and ENDURANCE scores are, enter them on your Action Chart.

Adventuress Disciplines.
You begin the game as an Adventurer. While you have a long way to go before you can consider yourself to be a Adventuress Virtuous, you are not an absolute beginner either, as your five Adventuress Disciplines show. The ranks of the Adventuress, and the titles they are granted at each level of their progress, are shown here:
Rank / Number of Adventuress Disciplines Adventuress Title
1 Wanderer
2 Vagabond
3 Naer do well
4 Harrier
5 Adventurer (you begin at this level)
6 Benefactor
7 Scout
8 Questor
9 Seeker
10 Primus

Pick your Disciplines from the list below.

Lure of the Temptress
The Adventuress is adept at using her feminine charms to lure unwitting foes into lowering their guard. Whether is the baring of a cleavage, a flying kiss, a turn of the hips or a deep throated sigh, it gives the Adventuress an opportunity to gain the advantage as her foes are momentarily distracted. When using this Discipline select a foe you are engaged in combat with, that foe has its COMBAT SKILL reduced by 2 points for one round only. This Discipline only works once on each foe, furthermore certain types of foes such as Darkspawn are immune to its effects.

If you choose this skill, write ‘Lure of the Temptress’ on your Action Chart.

Flashing Blades
An Adventuress learns many unorthodox fighting styles during her travels. Using this Discipline she becomes adept at using two weapons at the same time, typically a sword and a short sword. She can make two attacks every combat round against her chosen enemy.

If you choose this skill, write ‘Flashing Blades’ on your Action Chart.

Back to the Wall
Adventuresses often find themselves cornered, with their backs against a hard place and a foe pressing down upon them with murderous intent. This is when they fight the hardest. During combat whenever an Adventuress has her back to a wall or similar object, she gains a +2 bonus to her COMBAT SKILL as long as she keeps the object in question at her back.

If you choose this skill, write ‘Back to the Wall’ on your Action Chart.

Tools of the Trade
An Adventuress must be able to get into and out of tight spots, which include locked doors, cells and places of that sort. Whenever faced with a non magical lock of any kind the Adventuress can make a Test to open it. She must have access to a set of Thieves Tools to use this Discipline. She can attempt to improvise a tool, by using a piece of wire for instance, but in this case she takes a -2 penalty on the Test.

If you choose this skill, write ‘Tools of the Trade’ on your Action Chart.

Evening the Odds
An Adventuress often finds herself facing multiple combatants simultaneously, and must master an eclectic fighting style to even the odds. Whenever more than one combatant is fighting the Adventuress, they only get to add a +1 bonus per foe ganging up, instead of the normal +2 bonus per foe ganging up.

If you choose this skill, write ‘Evening the Odds’ on your Action Chart.

Lay of the Land
The Adventuress travels far and wide in her search for adventure, and learns to live off the land. This Discipline allows the Adventuress to survive in any environment save deserts and wastelands; she will always be able to find food for herself and will not have to cross off a meal when instructed to eat.

If you choose this skill, write ‘Lay of the Land’ on your Action Chart.

Picking the Pocket
An Adventuress learns many skills during her travels and picking a pocket is but one of them. She can make a Test to pick the pocket of anyone close by, which allows her not only to steal gold crowns, but many also allow her to pick any small item from her target’s backpack, belt pouch or belongings. The Adventuress must be standing close by her target for this Discipline to work, and she may face grim consequences if she fails.

If you choose this skill, write ‘Picking the Pocket’ on your Action Chart.

Scoundrel’s Reputation
The Adventuress becomes infamous as she travels Magnamund, news of her exploits spreading far and wide. Others, be they Buccaneers, rogue merchants, and fellow adventurers may be favorably disposed towards her and extend to her help and provisions when she needs them most, while those in positions of authority will likely take note of her transgressions and be minded to put a stop to them.

If you choose this skill write ‘Scoundrels Reputation’ on your Action Chart.

Bind the Wound
The Adventuress has to learn to fend for herself in a wide variety of situations and thus she learns an eclectic number of skills. Learning the art of binding wounds is but one of them. Using this Discipline the Adventuress can bandage her own, or her allies wounds restoring 3 points of ENDURANCE. A recipient can only benefit from this attention once every three hours, and only one person can be bandaged at a time. The Adventuress can only use this Discipline in a calm, secluded place where she can be free of distractions.

If you choose this skill, write ‘Bind the Wound’ on your Action Chart.

Piercing Shriek
The Adventuress can issue forth a loud, piercing shriek from her throat. Select a number from the random number table; all who are engaged in close combat with the Adventuress have their COMBAT SKILL reduced by 2 points for a number of rounds equal to the number generated from the random number table. Using this Discipline is draining on the Adventuress’s vocal cords, and as such it can only be used once per combat.

If you choose this skill, write ‘Piercing Shriek’ on your Action Chart.

Starting Equipment

The Adventuress starts with the following equipment.

Your basic possessions comprise a chainmail waistcoat (Special Item, adds 4 to your ENDURANCE). You also have a backpack, a belt, and a leather pouch in which you keep your money (Gold Crowns). To find out how much money you start with, pick a number from the Random Number Table and add 15. The number you choose equals the number of Gold Crowns you possess (Note this number in the Belt Pouch section of your Action Chart).

If you have the ‘Flashing Blades’ Discipline, you will also start with a sword and a shortsword among your possessions. If you have the ‘Tools of the Trade’ Discipline you will laso start with a set of Thieves Tool’s.

You may also choose three items from the following list:

Broadsword (Weapon)
Meal (Backpack Item)
Potion of Laumspur (Backpack Item, one dose, restores 4 Endurance points to your total)
Rope (Backpack Item)
Grappling Hook
Shield (Special Item, grants a +2 Bonus to your Combat Skill)
Sword (Weapon)
Thieves Tools (Special Item)
Shortsword
Mirror (Small, Steel, Special Item)
 
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