Ad20r:Adventuring Monster

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The Minotaur who explores ruins instead of occupying them. The Pixie who uses her talents of theft to pull off museum heists. The Dragon who is fixated on being the greatest bard in the history of his world. These creatures share in common one thing - that the call to adventure came to them, just like it comes to more "typical" races. This often results in them developing their abilities a good bit differently from their more traditionally-minded bretheren - and often at a much younger age, to boot!


Adventuring Monsters are a varied lot, to say the least. Often heading out to journey before their powers are developed, adventuring may be a course towards an end, a means to develop their powers, or just something that's more fun than sitting around waiting to be an encounter. They often learn trades that their bretheren ignore, awaken their natural abilities at a far younger age as a result of their work, and hone them in entirely different directions.

Other Classes

Adventuring Monster's interactions with other classes are, in a word, unpredictable. While many monstrous races are likely to butt heads with beings of opposing or significantly different alignments, this is far from a steadfast rule.

The Basics

Racial Limit: This class is only for races that would normally have an effective character level, and do not have a Racial Progression class in D20 Rebirth. If you want an equivalent class for characters whose races are balanced with standard races, take the Adventurer class instead.

Level Limit: This class may only be taken to a number of levels equal to the creature's Effective Character Level - that is, their Hit Dice plus their Level Adjustment. Afterwards, the creature must multiclass. (Note that you do not have to take this class all the way to its limit.)

Hit Dice: As befits the Base Creature. (i.e. a creature whose normal Hit Dice are 6d8 would roll d8s.)

Saving Throws: As befits the Base Creature - determine if any particular save it has is weak or strong , then use the following chart:

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Beyond
Strong Save 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 +1 at 21st, 23rd, etc.
Weak Save 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 +1 at 21st, 24th, etc.

An easy way to check if a save is strong or weak, is to remove the bonus to the save caused by the relevant stat mod (i.e. subtract the base creature's Wisdom bonus from their Will save), remove any feat bonuses, check the creature's base hit dice, and check the corresponding "level" column - the save should equal one value or the other.

Class Skills: Any two Skill Sets, plus one Monstrous Skill Set the base monster has (or, if not a d20r monster, WOULD have - consult your DM).

Prowess: 4 per level

Proficiencies: The Adventuring Monster is proficient with all Simple weapons, no matter what. Martial, Exotic, Armor, and Shield proficiencies are at the GM's ruling, dependent on the creature and it's nature. (Remember that if you want your creature to have trained for an unusual weapon, you can use a feat or Tag to get it!)

Gain Character Points: At every level, the creature gains some character points to use to gain that monster's abilities (or, more accurately, the ones dropped to bring the creature to level 0) - or even go a little beyond!

If the creature is weak in all saves and rolls d4s for Hit Dice, it gains 9 character points per level. For each save that is strong, reduce the points gained per level by 1. For each 'bump' on the Hit Dice (i.e. a d8 is two 'bumps' - from d4 to d6 to d8), reduce the points gained per level by 1.

A minimum of two-thirds (round down) of all character points gained through this class, per level, must go to acquiring racial abilities, stat bonuses, or other things that were removed in the process of creating a level-less version of the creature. If playing with Gestalting, all character points gained through this class must go to acquiring racial abilities, stat bonuses, or other things.

However, the player may choose to focus in an ability, so as to make it stronger than is typical for that creature in one or more ways. Precise details and how far this can go are up to the GM.

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