Adventurer

While many specialize in one field or another, there are many who simply are not cut out for the discipline of a trade, or weren't chosen for anything important. In many cases they simply couldn't afford the training.

These people who, despite their lack of skills, still manage to find themselves out on the roads, often are simply referred to as, "Adventurers."

GM Note: The Adventurer is overall the "weakest" class as it represents a broad range of skillsets rather than specialization.

Specs
HP: 3

MP: 6

Attack Bonus: 0

An Adventurer takes a +1 to all general rolls outside of combat

An adventurer gains three slots which can be used for spells, feats/techniques, magical techniques, etc.

Bonuses: None

Restrictions: Adventurers cannot wear anything heavier than studded leather/chain shirts, and take a -1 penalty for any weapon heavier than 10 lbs.

Starting Armor: Leather or weaker

Starting Weapon: Any