The Idea that spawned this class is simple, many people are playing the adventurer role. As players we choose the adventurer for a variety of reasons. Some wish to aquire better than average skill levels, others simply have not decided which class they wish to pursue. Of course there are also those who seek to gain more practices than their race would normally allow as well. Finally, there are those few who I feel the adventurer class was intended for, the players who wish to avoid PK as they learn about Aabahran. This Idea is dedicated to them.
The trouble with being an adventurer is the level cap. Level 30 simply does not allow a new player to safely navigate the many perils in Aabahran alone. I suggest we create an alternate guild choice for all adventurers, I am not ashamed to say many of these Ideas are stolen from AD&D's Forgotten Realms Adventurer's Handbook.
Syntax: Guild #
Guild
1.Blah 2.Blah 3.Blah 4.Dungeon Delver
Help Dungeon Delver
Many adventurers, struggling to contain their curiosity, banded together and petitioned the various guilds of the Empire with complaints of oppression, yet no changes were made. Frustrated with their governments these adventurers decided they would have to take matters into their own hands. Adventurers across the lands donated time and gold to the efforts. Eventually, as always happens when large quantities of money and man power are involved, an inner circle developed among the adventurers. They called themselves the dungeon delvers and they somehow managed to surpass the ranks of common adventurers, and learned skills that often left their adventurer brothers in awe.
Skills
31 Defuse Trap
33 Reduce*
35 Deep Stride*
38 Pick Locks
42 Analyze
Spells
31 Detect Traps
34 Smuggler's Luck*
36 Cure Blindness
39 Cure Poison
Reduce.... Allows the delver to climb down into little holes like any other denizen of the underdark.
Smugglers Luck....A simple spell whispered into the shadows said to bring the delver luck for a short while as well as allowing the delver to see normally hidden exits.
Deep stride....years of walking in the cramped tunnels below the ground have given the delvers a unique advantage when below the surface. (severely reduces movement under ground, drow or duergar may be inherent masters of this)
I stopped the Delver class at 42, this allows the new player to interact and group with characters at their Peak. This gives the new player a chance to actually be a part of the various plots we have going on, it would allow new players to travel to even the "dangerous/better bring a group" areas. I am not sure I have the right Idea, but I feel I am on the right track any of your thoughts would be nice.