Adventurer

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

Description
Adventurers are an offensive class that use their whip for close quarters combat and their crossbow for ranged combat. They have solid Agility and Magic Defense but their Attack and Defense are average at best.

Skills
Ancient Curse: The Adventurer exposes an enemy to ancient cursed treasure to cause them to fail on the next turn.* TP Cost: 30

Tempting Fate: The Adventurer can try something crazy and then try it again; once a day, the Adventurer player may reroll their die for success rolls, but if the second roll is worse than the previous roll then they must accept it.* Passive

Legendary Feat: If the Adventurer did something truly extraordinary or legendary during a battle, they will go up by two levels instead of one.* Passive

Improvisation: The Adventurer is quick to improvise and can swipe an enemy's weapon to strike with that weapon; when attacking with the weapon damage will be calculated based on the enemy's Attack stat; does not work with magic weapons.* TP Cost: 15

Fed Up: After the first three turns of a battle the Adventurer can use this skill to blast a high-damage crossbow bolt into an enemy.* TP Cost: 40

Escape Artist: The Adventurer can escape traps or forms of restraint with general ease.* TP Cost: 5

Cup of a Carpenter: The Adventurer drinks a special potion that lets them cheat death, allowing them to act for one more turn after their health has been fully depleted.* TP Cost: 75

Overview
Adventurers are a good offensive class to have in any party because of their ranged versatility and solid Magic Defense.

The Ancient Curse Skill forces an enemy to critically fail on their next action.

The Tempting Fate Skill allows the Adventurer to get a reroll for any action they take, but if the second roll is worse than the first they must accept it, and so it has some risk to it; the Skill is best used when a critical failure is rolled or if the Adventurer misses with an attack.

The Legendary Feat Skill is a passive Skill that makes the Adventurer gain two levels after a battle if they did something truly extraordinary during battle, typically involving rolling a critical success.

The Improvisation Skill has the Adventurer execute a regular attack but use the enemy's Attack stat and Attack Rating in the battle formula; this Skill is best used on enemies with higher Attack than the Adventurer; the Skill does not work on magic weapons.

The Fed Up Skill can only be used after three turns of battle, but is an offensive Skill in the form of a ranged attack on a single enemy.

Escape Artist allows the Adventurer to escape from restraints and traps with great ease; this also allows them to escape the Petrified status ailment.

Inventory

 * Whip (AR: 4)


 * Small Crossbow (AR: 4)


 * Quiver of Crossbow Bolts (6 Bolts)


 * 514 gold


 * Cool Hat