Adventurer Kit

Note: Any character failing to select a Kit at character creation has been assigned this by default.

Base Requirements

  • Races: Any
  • Sub-Classes: Any
  • Ability Requirements: none
  • Alignments: Any
  • Starting Cash: by class

Weapon Proficiencies

  • Weapon Slots: By class
  • Bonus Weapon Proficiencies: none
  • Required Weapon Proficiencies: none
  • Allowed Weapons: By class
  • Allowed Armors: By class

Non-Weapon Proficiencies:

  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Non-weapon Proficiencies: Modern Languages (any one)
  • Required Proficiencies: none
  • Recommended Proficiencies: Any
  • Forbidden Proficiencies: none

Overview: Adventurers are those characters who do not fit into any other mold. They are tabula rasas, drawn from all lands and all walks of life, and unified only by their willingness to face danger.

Characters that of any race, class, homeland, or alignment may be adventurers. Indeed, any character that does not choose another kit is considered an adventurer by default.

Description: There is no standard of dress for adventurers, other than a typical appearance of readiness mixed with recklessness.

Role-Playing: Adventurers are blank slates. There are no guidelines for role-playing these characters. Have fun.

Special Abilities:

  • While adventurers lack the up-front unified training of other kits (and thus the numerous bonus proficiencies associated with most kits), they make up for it by being fast learners. Adventurers gain new non-weapon and weapon proficiency slots 1 level faster than they would otherwise (thus a Rogue would learn new non-weapon proficiencies every level, rather than every 2 levels).
  • Adventurer’s reputations tend to spread quickly. Adventurers can acquire followers and property 1 level earlier than normally granted by their class (thus a Thief adventurer would attract followers at 9th level, rather than 10th). They may use the Raise Army non-weapon proficiency at 9th level, rather than 10th. This stacks with other similar benefits that allow earlier access to followers.

Special Disadvantages:

  • Adventurers have no disadvantages beyond those granted by their race, class, or homeland; other than their lack of up-front bonus proficiencies.

Return to Universal Kits.

Adventurer Kit

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