File information
Last updated
Original upload
Created by
AzhadiUploaded by
AzhadiVirus scan
Tags for this mod
Activity logs
This page was last updated on 03 March 2025, 7:37AM
- Changelogs
-
-
Version 4.4
- added - grenadier gives a metamagic like passive, that let you upgrade the damage of tinker bombs to that of special bombs. Adds prepared Bomb cost.
- removed - smokescreen from Engineer Armor, but gave it a damage on hit, passive. Enemies get Lightning damage in hit.
- fixed - Engineer Armor now provides Armor profiency
- changed - juggler gives now the difference between str and dex as a bonus to attack rolls, if str is lower than dex. So you can't get extra attack, when you rise str and dex.
- changed - Combat trainee, crippling slash is changed to feebling slash. Halfs now damage from enemies that use strength as their attack attribute.
- smaller fixes i lost track of
-
Version 4.3
- added - advanced Tinkering - gain 2 Tinker Tools, you can upgrade your Gadgets for extra effects. Adds new Gadgets: Engergizy (Haste without concentration but shorter duration) and a Shield, that provides temporary HP and taunts all enemies, while its active. You get Metamagic-Like passives. One to increase the amount of gadgets applied by 2 or to add extra effects. Increases Tinker Tool costs.
- added - Lables on Level Up screen for Chained Version. Class features are now calles Lessions.
- changed - Tinker Toold and Prepared Bombs reset now on a shot Rest. Maximum amount is decreased.
- changed - Advanced Spellcasting - Applies now also effects to summons. Thats mainly to increase effectivness of Ritualist, Spirit Caller and Homunculus, but works for all Summons in the Game.
- changed - Spellshaper, Secret Artcs, Advanced tinkering and Grenadier now provide 1 ASI. Mainly for the Chained Version, so it does not punish you Stat-wise to take upgrade Feats for Lessions.
- fixed - Advanced Spellcasting added Sorcery Point Costs. Not any longer!
- fixed - Frost Weapn of Engineer applied endless Cold Aura. Now fixed.
- fixed - some Descriptions
-
Version 4.2
- added - labels on progression screen for Features -> Lessions and at Level 1 for choosing a Class Tag.
- fixed - Fatigue - now reduces movement by -10% per stack, up to a max of 50%. Should not mess around with infinite movement behaviour
- changed - Scroll Savant - now restores its Spellslots automatically per short rest. Removes Prepare Scrolls, because no longer needed. Should give its spellslots more reliable. So no more refreshing Spellslots by using a skill or something
- changed - Herbalist - adds Regeneration to all Actions and Spells that heal.
-
Version 4.1
- Happy New Year!
- fixed - Magus - Attacks now trigger the Bonus Cast for Cantrips as it should
- added - Aspiring Leader - Expose Weaknes now makes the Target the preffered Target for AI-Controlled Summons, like those from Spirit Caller or Ritualist. Focusfire active!
-
Version 4.0.fix2
- fixed - Scroll Servant: Prepare Scrolls - should now recover 2 Spellslots for all levels you have unlocked.
- fixed - some typos
-
Version 4.0.fix
- fixed - Classic Version - broken Progression. Sorry about that, put in the wrong file!
- fixed - Magus - Changed description to fit the changes done to it.
-
Version 4.0
- added - Fatigue System - Some Feats now uses the Fatigue System instead of other Resources. Fatigue is added when you use a Skill, that has Fatigue costs. Every stack of Fatigue, reduces your attack and movement by 1. Fatigue is reduced by 1 on the start of every turn. So its up to you how much you use that skills. No cooldown, but reduced battle efficiency.
- added - Battle Trainie - unlocks Weapon Attacks depending on your Melee Weapon equiped. Uses Fatigue System
- added - Coup de Grace - Once per Turn you automatically score a critical hit, when attacking a knocked down or stunned foe.
- changed - magus - after attacking with an martial attack, you can cast a cantrip as a bonus action
- changed - secret Arts - now uses Fatigue instead of Ki-Points.
-
Version 3.8
- changed - Engineer/Tinkerer - changed how the resource mechanic works. Should now work much more smoother, when combining Feats, that add Bombs or Tinker Tools.
- changed - advantagerous strikes - its now a damage bonus instead of an reaction. Triggers only on weapon base attack damage and not on extra elemental damage on weapon or damage procs like caustic band.
- fixed - Subclass: Scribe - Bonus Cast does not cost Sorcery Points anymore
-
Version 3.7.fix4
- changed - Tinkerer - is split into two Feats. Tinkerer - Bombs and Tinkerer - Gadgets. The feat gave too much goodies for one feat. Also for RP-Reasons, in case you want a thief with gadgets, but not a Grenadier. Or vise versa.
- fixed - Mental Defense - applies now Bonis for Attribute distribution above 16 as it should
- fixed - Subclass: Leader - Lead by Example only works while in combat to not be triggered in situations you don't want it to
-
Version 3.7.fix3
- changed - Juggler - Fan of Daggers - Reduced Range to 9m to balance it out a little
- fixed - Juggler - Fan of Daggers - Should now deal Damage like intended
- fixed - Juggler - All Attacks - Attacks have a fixed Range now, instead of using Throw Range, because that led to close to infinite range for the Attack Skills of Juggler.
-
Version 3.7.fix2
- fixed - Warden - does not spam the Combat Log anymore
- fixed - Tags - Cleric and Druid are no longer switched.
- fixed - Engineer - Repulsor Flight consumes now Tinker Tools instead of Prepared Bombs
-
Version 3.7.fix
- fixed - Engineer - now giving resources also to classes other than adventurer, so they actually can use engineer buffs. You may need to respec or need to take a long rest, in case you have no Omni Tools to spend, after updating. Thats because the resources needed are provided by an invisible buff, that only gets applied, when you take the feat or take a long rest.
-
Version 3.7
- added - Engineer - an Artificer like Skillset, where you can boost equipment you wear and unlock unique abilities. Uses Resources like Tinkerer. If you use Engineer and tinkerer together, you get a bigger Resource pool. For now, the check if you wearing the right type of equipment does not work. So be sure to wear the items you want to buff!!!
- attation: probably instable on Character Reset. Read Sticky post in the comments
- This is the last content update for now. Does not include Bugfixes ofc :)
-
Version 3.6.Fix
- fixed - Juggler - should apply Dexterity Bonis as intended
- fixed - Subclass - Adventurer - Bonusattack now works
- fixed - Subclasses - Added spare Camp Cloths in case someone forget theirs
- wanted to add a new feat aswell, but that bugger causing a crash to desktop on my saves. So i need to do a new one and see if its only my save :/
-
Version 3.6
- added - Subclasses - Yes, Subclasses. But they are more like Races. You choose them at level 1. They give you inititial bonus and at level 6 they get stronger or add new features. The buffs consist most of the time of 1 passive and 1 active skill at level 1 and another passive at level 6. Subclass Icons are Placeholders for now.
- added - Tinkerer - Shrink'o'Tronic. Makes you really tiny with all boons and banes. Made to fit into really tight spaces.
- changed - Toxophilite - Siege Stance is now active for the whole battle. But if it is deactivated, it can't be turned on again for 2 turns
- changed - Intuition - Scales now with Level, instead of a fixed bonus. Starts at 1d4 to 2d4 at level 5 and 3d4 on level 10.
- fixed - Toxophilite - The Area Attacks do not shred the AI anymore.
- and some other changes i lost track :)
- Changed - Tinkerer - Bombs attack rolls scale now with Dexterity for more synergy. Damage bonus is still depending on intelligence
-
Version 3.5
- added - Toxophilite - a Bow/Crossbow centerd feat. Adds Siege Stancs and Overwatch. While in Siege Stance, you get also 3 new Ranged Attacks.
- added - Grenadier Feat - This Feat upgrades your Tinkerer Feat or the Tinkerer Class Feature. Unlocks 3 new Bombs and lets you use Tinker Bombs as a Bonus Action, after you used a Tinker Bomb. Add 2 extra prepared Bombs per long Rest. You need to Long Rest, to get the extra Resource.
- changed - Tinkerer - Tinker Bomb Radiant deals now D6 instead of D8, but adds Holy Fire for 2 Turns.
- fixed - Diplomat - Diplomat Charisma works now like intended
- fixed - Warden - Allies under effect of Warden get now a Statuseffect, that shows if they are warded.
-
Version 3.4.Hotfix2
- Fixed - Create Homunculus - Users of the Classic version should now be able to create a homunculus like intended
- changed - Create Homunculus - if you create your homunculus on an surface like Ice, it will be infuced by that element. Resulting in immunity vs that element and all attacks deal addition 1d4 of that element. Spells with the infused element also get 1d4 damage bonus (Ray of Frost for example).
- deleted - Dark Rites - maddening Frenzy
- added - Dark Rites - Soul Servant - You can animate a corps while in combat. The Corps is a puppet under your control and lasts 10 turn or until combat ends. Once animated, it cant be animated again.
- changed - Dark Rites - Sacrifice Cropse - if you use that skill on a corpse, it can't be animated again. Also, when a corps was animated by Soul Servant, you cant harvest a Source Point or KI-Point from that crops.
-
Version 3.4.Hotfix
- fixed - Create Homunculus - Special Form for Dark Urge is Fel again
- fixed - Typos
- fixed - Mindmaster - Forgot to mention, that Puppet and Feedback is now upcastable. Puppet deals more damage to the charmed and its victim very Level and Feedback can be cast on more targets. An Error is fixed, so it is now upcastable to Level 6 and does not stop at 4.
-
Version 3.4
- Overhaul - Homunculus Evolutions - The Feature to modify your Homunculus is totaly overhauled. You now spend Evolution Points to choose the Evolutions you like. There is a huge load of over 25 Evolution, with Evolution Costs ranging from 1 - 3, to choose from. You start with 9 Points and get 12 at Level 5 and 15 at Level 9. That should be enough for many combination, but few enough so you can't go too overboard. Evolutions and Evolution Points become visible when you summon your Homunculus and vanish, when you spent als points. The Buffs on your Homunculus persist, ofc.
- Overhaul - Tinkerer - Does not builds Bombs as items anymore. Instead you get Bombs and Tinker Tools as Skills with resource costs. Thats so the bombs cant be abused, yo give camp characters the feat and mass produces weapons of mass destructions. They now need to go into battle. To make up for it, you get cantrip like Bombs, Special Bombs that consume Bomb Resources and Tinker Tools that cost Tinker Tools Resource and have utility focus effects. Resources for Bombs and Tinker Tools reset on Long rest. Damage Scales with Level (all Bombs and Tinker Tools) and the casting attribute, to roll a hit, is INTELLIGENCE (!!!) (not Wisdom like Spells).
- Added - Brawler - Basically Monk Fists for all, but not with Dexterity Scaling. You also get the Bonus Unarmed Attack after an Unarmed Attack.
- Fixed - Some minor Issues, like Descriptions, smaller issues with skills.
-
Version 3.3
- added - Ritualist - Turrets now gain Elemental Charges when they deal damage. Each Charge increases their damage. Two new Abilities: Supercharge: Gives your Turret a massive dmg boost but unsummons it with end of its turn. Elemental Eruption: Delete Elemental Charges from a Turrent, resulting in an Eruption that damages all Enemies nearby. New Elemental: Mud, dealing Bludgeoning damage.
- changed - Ritualist - Ritual Blast deals now one extra Dice, instead of double damage, when cast right after you summoned a turret.
- changed - Earthbender - Limbs of Stone now increase you base unarmed damage instead of just replacing your base-unarmed attack. That gives synergies with Monk skills. The extra damage from Wisdom is still just for your base attack.
- changed - Earthbender - fancied up the casting effects
- fixed - Earthbender - Throw Boulder can now be upcasted like intended and deals the correct amount of damage
- fixed - other stuff i lost track...
- Spoiler: still working on the Homunculus changes, but did not want to wait with the bugfixes until its done.
-
Version 3.2
- This Update adds some flavor feats and also utility stuff for martial Adventurers
- added - Otherworldly Pact - at the start of combat you get a barrier, that repels melee attacks and provides extra Health Points
- added - Quick Deployment - you can use dash for free at the start of combat
- added - Warden - All Allies 1.5m around you recieve only half as much damage
- added - Wanderer - -20% Movement costs and Proviency to Nature and Survival. Stuff that rises your Movement costs (Mud for example) are effectless on you.
- added - Brutal Blows - adds and additional damage die to your weapon on a critical hit and reduces the roll you need for a critical hit by 1.
- fixed - Advantageous Strikes - does not get triggered multiple times on some attacks. Hopefully is will now trigger always, when you have advantage!
- fixed - Missing Descriptions
- Spoiler - i will overhaul the Homunculus Modification Feat. Bring it more in Line with the Summoner Class from Pathfinder with stuff from DOS2 Summoner. Not such a broad selection like in Pathfinder, but want to make it point dependent, so you can have more freedom in building your personal Homunculus (Eidolon, Incarnate, Summon, ... whatever its called).
-
Version 3.1
- added - Healthy - a new Feat that adds some Health Points and increased Constitution saves. A small Feat to ramp up the base health of Adventurer a little. Stacks with Though.
- changed - Ritualist - Elementals (Turrets) get the effect from the chosen passives from "adaptive Mage / advanced Casting" too (Potent, extended, subtile). Also Ritual Blast now deals double damage, after you summon a Turret. Thats mainly because, turrets can't attack on the same round you summond them most of the time. So, even he cant attack immediately, you get still use out of it :)
- fixed - some problems with Ritualist buffs
- fixed - the Vanilla Command Spell now works again. Had code left in the files, that disabled some Command Spells. Sorry!
-
Version 3.0.Hotfix2
- fixed - Tempest - Spark has now BonusActionCost instead of nothing (typo)
- fixed - Spellshaper - now works with the new Version of Adventurer too
- fixed - Scroll Savant - now works in the new Version like ntended.
-
Version 3.0.Hotfix
- fix - Feat: Ritualist - packed the wrong Version. Now everything works like intended. Now you can Build your Divinity Original Sin 2 Summoner. Enjoy blasting, but keep in mind to place your Turrets with Line of Sight to targets ;) (i may add Elemental Aspects for the Homunculus awell, for all DO2 Enjoyers)
-
Version 3.0
- added - Adventurer Unchained - A Version of the Adventurer Class that does not adds a lot of universal Feats, but gets them as Class Feats. Thats the more balanced and Standalone Version of this mod
- added - Feat: Firestarter - Fire Damage you deal is increased by 2 and builds up 2 Stacks of Heat. Unlocks a Heat Based Aura Ability. You can change the Element of your Weapon to Fire at will.
- added - Feat: Ritualist - You can summon stationary Elementals that fight for you but cannot be controled. The Element of the Elementals is determined, by the Surface it is cast on. Default is Force. Aviable Elements are: Fire, Lightning, Ice, Poison and Acid. Also adds the Ritual Blast Cantrip.
- change - Feat: Mental Defense - Cap is 3 from 5 (too damn strong)
- change - Feat: Intuitive Fighter - Now named Magus. Still adds your Spellcasting Modifier to Weapon damage and rolls, but also let you make an attack as an Bonus action after you used a cantrip.
- change - Feat: Secret Arts - no Ki-Point regeneration Skill, because they get restored on Short Rest anyways
- change - Feat: Toxicant - can change the element of Weapons now to Poison or Acid at will
- change - Feat: Tinkerer - New Hazard bomb, that deals Poison and Acid damage. Also revives fallen enemy as Shroomzombies for 3 Turns. (Maybe OP, could be toned down)
- change - Feat: Spirit Calller - Spirits are now immun to all kinds of damage
- change - Feat: Create Homunculus - more Hp and the Claw Attack is buffed from 1d4 to 1d6.
- change - Feat: Dark Rites: Sacrifice Corpse - Restores now Ki-Points too
-
Version 2.4.Hotfix2
- fixed Progression Issues and not getting stuff when multiclassing into Adventurer
-
Version 2.4.Hotfix
- Fixes Problems with Extra Attack
-
Version 2.4
- added - Feat: Secret Arts - Eye of the Panther and Maiming Badger. Since i had the icons made, i added them, so they won't get to waste!
- added - Feat: Tempest - Tempest Weapon now adds the Throw Attribute to your weapon, so the weapon deals full lighting damage when thrown. Thanks to the wonders of electromagnetics, it will also return back into your hand too!
- changed - Feat: Scroll Savant - if you pick Spell Casting Level 5 or above, your level 10 Extra Attack will be blocks - balance reasons, you level 6 Spell casting master Fighters! (needs Testing)
- changed - Advanterous Strikes - added more situations it registers Advantage on Attack Rolls, so it works in more situations
- preview - next update will include a seperate Version of Adventurer, that does not provide Feats for every class, instead you can choose those feats as a Class Feature, making the Adventurers Feats unique to the class. Which means, you can pick ASI and a Class Feature on level 4, 8 and 12 too!
-
Version 2.3
- Bugfix Update
- fix - hopefully Mental Defense - Wisdom now finally works for everyone! *fingers crossed*
- fix -hopefully Wisdom to Initiative with "plan ahead" Passive too!!! *fingers crossed even harder*
- update - Scroll Savant - should now work up to Spellslot 9, if you have a mod that adds Level progressen beyond level 12 (feedback if it doesn't work, plz)
- other - preprations for a future update to disable adventurer as a multiclass option and make more Adventurer Feats exclusive for the Adventurer Class (so you can't dip into adventurer just to catch extra feats).
-
Version 2.2
- added - Feat: Secret Arts - Metamagic for Martial Skills. Works with KI-Kosts and has cool custom icons.
- added - Spell: Spark - An Cantrip that comes with the Tempest Feat for Player who like to play Tempest as a pure Caster instead of Gish.
- changed - Spell: Mirage - increaced the Effectrange from 3m to 5m
-
Version 2.1
- added - "Inflict Maddenig Frenzy" to Dark Rites. You can inflict Frenzy on a foe that reduces his chance to hit. Everytime he hits, he suffers damage, but every time he does hit, he deals greater damage.
- added - "Mirage" to Mindmaster. You can summon a illusion of a bard that let enemies in a 3m proximity suffer damag on attacks and ally get healed on attacks
- changed - "Mind Lance" to "Psychic Aftershock". Lance fellt to simple for a new playstyle. So Aftershock does no direct damage, but leaves a psychic feedback that ends when the enemy attacks and deals damage. When the enemy is charmed it deals double damage. You can cast it on an enemy that is already affected by psychic Feedback to remove it to deal damage, and deal an additional 1d6. That way you can use it in combo with charm spells, that rend on damage. Like Puppet, Crown of Madness, ...
- fixed - Tempest to work with Breath Attacks and everything that targets Dexterity Savings.
-
Version 2.0
- added Mindmastery - Adds psychic themed spells and other psychic goodies
- added Diplomat Feat - You can choose Wisdom or Intelligence to give you a bonus to charisma based abilities in conversations (Persuation, Intimitation, ...) or give your charisma rolls advantage.
- edited Out of Sight - now you deal additional 1d6 damage, when attacking from stealth.
- fixed Juggler - Juggler-Abilities should not cause a bloody mayhem on your cloths anymore
- edited Book of Homunculus Vol 2 - The "Giant' Form Evolution also grants double the HP-Bonus for your Homunculus. Thats your pick, if you want a tanky hard hitting Summon
- fixed some animations of older Feats
- new model for the Blood Shard Needle, because Githyanki Short swords look like dagger weaven out of blood, if you give it a ghosty red look.
- nerved Starting-Staff a little, because it was quite strong
- added two daggers to your default equipment, so you can start to juggle right away
-
Version 1.9
- added Jolt to the Tempest Feat. Jolt is a upcastable cantrip that works like a ranged attack, but qualifies also as a spell, when it comes to item bonis or metamagic. Makes it similar to Eldritch Blast (a bit weaker) but more versantile, because you can attack with a weapon, than jolt him. Or give a command and jolt. Or throw something and jolt. Or just jolt and jolt.
- fixed Resourceful Feat to block adventurers extra Attack like it should
-
Version 1.8
- improved localization provided by Brotagonista
- added Tempest Feat - embrace the lightning
- improved Toxicant Feat so it displays added poison or acid damage better (not extra weapon damage instead of poison or acid damage anymore)
- fixed Juggler Feat Ability unlock for classes other than adventurer. So no dip necessary to get it work properly
-
Version 1.7
- juggler - Hail of Daggers now causes Dizziness to balance its damage potential. Dizzy gives enemies advantage on you, and you get disadvantage on dexterity Saving Throws. You also cant move. Last 1 Turn.
- removed interrupting Dagger from Juggler. Did not work like intended, may comes back in a future update
- added Stone Prison for Earthbender. Its an themed version of Hold Person with its own up and downs
- overhauled some of my self drawn icons for Juggler and Earthbender
- fixed versantile Mind to not bloat the combat log more than neccessary
- fixed some typos (and proably made some new in the process)
-
Version 1.6
- added 4 juggler styles. You can choose the juggler feat multiple times to get them.
- changed the look of the starter staff to match the theme
- added the blade of sparks. That sword gets a huge boost, if you have lighntning charges. For all lightning charges enthusiasts out there. Found in the Tutorial Chest or at your most favorite Scammer at the Grove.
-
Version 1.5
- hotfix update!
- Juggler Abilities now have a Dexteritybonus to Attackrolls. Its mainly for daggers after all. Also works with the regular Throw and Throw as a bonus action.
- Juggler Abilities should now get damage bonus from all items that add damage to throw attacks
- fixed some descriptions
-
Version 1.4
- added Feat Juggler - when you equip a dagger you anlock a ranged attack for the hand you are holding it. Simulates a throw attack, but isn't really one. But the attack adds the Weapon effects, which isn't possible with a real throw ability (sadly).
- added Feat Book of Dark Rites - Choose from three forbidden spells to learn. Summon a magic Dagger made of blood, sacrifice a corpse or siphon parts of the soul from a friend to strengthen yourself. For more darker Tavs :)
- Homunculus gets an alternate look, if summoned by the Dark Urge (more dark stuff for the better bad endings coming up with the next patch!)
-
Version 1.3
- removed unintentional Changes to Mage Armor (Vanilla Spell)
-
Version 1.2
- fixed Mental Defense. Now grants AC equal to the chosen Spellcasting Modifier up to +5
-
Version 1.1
- Scroll Savant can now be chosen multiple times, but only unlocks one Tier of Spells per chosen passive. Notice, that you need to take the passives in the correct order and have the right level to have the passives take effect. You can Take level 2 first, but you won't see any Spellslots until you choose also Level 1 and be at least Level 3 Adventurer. The old version provides too less investment for such a powerful mechanic.
- Mental Defense is now a selectable that let you chose what ability should be used as your AC Buff (Wisdom, Intelligence or Charisma). Info: If you wear armor with this feat, the defense rating of your armor is also reduced, so you can't have more AC than your dex+int/wis/charisma Modifier.
-
Version 1.0
- Initial Release
-
- Author's activity
-
March 2025
-
03 Mar 2025, 7:37AM | Action by: Azhadi
File added
'Adventurers Class and Feats (Classic Version) [version 4.4]'
-
03 Mar 2025, 7:36AM | Action by: Azhadi
File added
'Adventurer Class [version 4.4]'
-
03 Mar 2025, 7:36AM | Action by: Azhadi
Changelog added
'Change log added for version 4.4'
-
03 Mar 2025, 7:35AM | Action by: Azhadi
Changelog added
'Change log added for version 4.4'
-
03 Mar 2025, 7:30AM | Action by: Azhadi
Attribute change
'Description changed.
Mod version changed to 4.4.'
February 2025
-
03 Feb 2025, 8:41PM | Action by: Azhadi
Attribute change
'Mod version changed to 4.3.'
-
03 Feb 2025, 8:41PM | Action by: Azhadi
Attribute change
'Mod version changed to 4.5.'
-
03 Feb 2025, 5:32PM | Action by: Azhadi
File added
'Adventurers Class and Feats (Classic Version) [version 4.3]'
-
03 Feb 2025, 5:31PM | Action by: Azhadi
File added
'Adventurer Class [version 4.3]'
-
03 Feb 2025, 5:31PM | Action by: Azhadi
Changelog added
'Change log added for version 4.3'
-
03 Feb 2025, 5:24PM | Action by: Azhadi
Attribute change
'Description changed.
Mod version changed to 4.3.'
January 2025
-
13 Jan 2025, 11:53AM | Action by: Azhadi
File added
'Adventurers Class and Feats (Classic Version) [version 4.3]'
-
13 Jan 2025, 11:52AM | Action by: Azhadi
File added
'Adventurer Class [version 4.3]'
-
13 Jan 2025, 11:52AM | Action by: Azhadi
Changelog added
'Change log added for version 4.2'
-
13 Jan 2025, 11:49AM | Action by: Azhadi
Attribute change
'Description changed.
Mod version changed to 4.2.'
-
02 Jan 2025, 4:50PM | Action by: Azhadi
File added
'Adventurers Class and Feats (Classic Version) [version 4.1]'
-
02 Jan 2025, 4:49PM | Action by: Azhadi
File added
'Adventurer Class [version 4.1]'
-
02 Jan 2025, 4:49PM | Action by: Azhadi
Changelog added
'Change log added for version 4.1'
-
02 Jan 2025, 4:44PM | Action by: Azhadi
Attribute change
'Mod version changed to 4.1.'
December 2024
-
11 Dec 2024, 6:50AM | Action by: Azhadi
File added
'Adventurers Class and Feats (Classic Version) [version 4.0.fix2]'
-
- Mod page activity
-
May 2025
-
05 May 2025, 10:40PM | Action by: DerpingtonOMegalul
Tracked
'An Adventurers Class and Feats'
-
05 May 2025, 1:46AM | Action by: Gudlaugsson
Tracked
'An Adventurers Class and Feats'
-
04 May 2025, 3:03AM | Action by: ToothedTester
Endorsed
'An Adventurers Class and Feats'
-
03 May 2025, 10:30PM | Action by: Gothgrave
Tracked
'An Adventurers Class and Feats'
April 2025
-
29 Apr 2025, 2:39PM | Action by: 15157393311
Endorsed
'An Adventurers Class and Feats'
-
28 Apr 2025, 11:41AM | Action by: slyzz
Endorsed
'An Adventurers Class and Feats'
-
25 Apr 2025, 2:35PM | Action by: dftgjy
Untracked
'An Adventurers Class and Feats'
-
24 Apr 2025, 3:21PM | Action by: Petzker
Endorsed
'An Adventurers Class and Feats'
-
22 Apr 2025, 6:49AM | Action by: kthulu666
Tracked
'An Adventurers Class and Feats'
-
20 Apr 2025, 8:39AM | Action by: CHUANJC
Tracked
'An Adventurers Class and Feats'
-
20 Apr 2025, 2:47AM | Action by: finnvara
Endorsed
'An Adventurers Class and Feats'
-
19 Apr 2025, 7:26AM | Action by: MillanFS
Tracked
'An Adventurers Class and Feats'
-
18 Apr 2025, 11:29PM | Action by: ReservEdd
Tracked
'An Adventurers Class and Feats'
-
17 Apr 2025, 12:26PM | Action by: VadimHSM
Untracked
'An Adventurers Class and Feats'
-
16 Apr 2025, 10:58PM | Action by: SirLogsalot
Untracked
'An Adventurers Class and Feats'
-
15 Apr 2025, 11:35PM | Action by: CandyFarts
Tracked
'An Adventurers Class and Feats'
-
15 Apr 2025, 4:48PM | Action by: Epicphil369
Endorsed
'An Adventurers Class and Feats'
-
15 Apr 2025, 2:36PM | Action by: mjkkjkkm
Untracked
'An Adventurers Class and Feats'
-
15 Apr 2025, 4:40AM | Action by: KaoticAsian
Endorsed
'An Adventurers Class and Feats'
-
12 Apr 2025, 10:13PM | Action by: mjkkjkkm
Tracked
'An Adventurers Class and Feats'
-