Maerok
2007-04-12, 08:08 PM
Explorer
"Dun duh dun dun, dun duh duhhh..."
http://images.replacements.com/images/images5/china/C/delphi_indiana_jones_with_box_P0000013338S0001T2.j pg
There are those who take the fight not only to those who stand in the face of their goals, but to the environment itself. Explorers are those rare few who are born adventurers; even as children, they blazed trails through the woods and could survive on their own. With age and experience, they continue on these quests to test their body and mind, pushing themselves to the limit with every encounter with death. When a problem arises, the never avoid it and forge ahead despite all odds. Some call it suicide, but they call it another day on the job. Tales of their epic journeys have gone on to romanticize this brave profession.
They are the explorers!
<hr>
Abilities: The most useful attributes to an explorer is Intelligence, for skills, Constitution, for stalwart fortitude, Dexterity, for death-defying reflexes, and Wisdom, for stubborn willpower. They are survivors, and focus on perfecting their defenses before going on the attack.
Races: Humans are by far the most daring of the races, and thus they are more prone to take on such a dangerous profession. Half-orcs also become explorers to prove their worth as rugged pioneers. Smaller races are also prone to becoming explorers for their agile nature and ability to reach small places easily. Elves generally stay away from this class, seeing such recklessness as wasteful.
Alignment: Explorers are usually chaotic in nature as they seek to follow their own path through life, wherever that may take them. A great deal of discipline also steers them to a lawful disposition.
<hr>
HD: d8
Skills: Climb, Craft, Decipher Script, Diplomacy, Disable Device, Escape Artist, Gather Information, Heal, Jump, Know (architecture), Know (dungeoneering), Know (geography), Know (history), Know (local), Know (the planes), Open Lock, Ride, Search, Spot, Survival, Swim, Tumble, and Use Rope.
Skills Points: 6 + Int Modifier
Starting Gold: As fighter.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0
|
+2
|
+2
|
+0
|Bonus Feat; Trapfinding; Trapsense 1
2nd|
+1
|
+3
|
+3
|
+0
|Evasion; Unerring Direction
3rd|
+2
|
+3
|
+3
|
+1
|Bonus Feat
4th|
+3
|
+4
|
+4
|
+1
|Trap Sense 2; Uncanny Dodge
5th|
+3
|
+4
|
+4
|
+1
|Danger Skills; Darkvision 30 feet
6th|
+4
|
+5
|
+5
|
+2
|Improved Uncanny Dodge; Bonus Feat
7th|
+5
|
+5
|
+5
|
+2
|Trap Sense 3
8th|
+6/+1
|
+6
|
+6
|
+2
|In the Face of Death +2
9th|
+6/+1
|
+6
|
+6
|
+3
|Bonus Feat; Improved Evasion
10th|
+7/+2
|
+7
|
+7
|
+3
|Danger Skills; Trap Sense 4; Darkvision 60 feet
11th|
+8/+3
|
+7
|
+7
|
+3
|Impromptu Crafting
12th|
+9/+4
|
+8
|
+8
|
+4
|Bonus Feat
13th|
+9/+4
|
+8
|
+8
|
+4
|Trap Sense 5
14th|
+10/+5
|
+9
|
+9
|
+4
|Planar Trekker
15th|
+11/+6/+1
|
+9
|
+9
|
+5
|Danger Skills; Bonus Feat; Low-light Vision
16th|
+12/+7/+2
|
+10
|
+10
|
+5
|Trap Sense 6; Master of Terrains
17th|
+12/+7/+2
|
+10
|
+10
|
+5
|Lore of Exploration
18th|
+13/+8/+3
|
+11
|
+11
|
+6
|Bonus Feat; In the Face of Death +4
19th|
+14/+9/+4
|
+11
|
+11
|
+6
|Trap Sense 7
20th|
+15/+10/+5
|
+12
|
+12
|
+6
|Danger Skills; Blindsight 30 feet[/table]
Class Features:
Weapon and Armor Proficiencies: An explorer is skilled in the use of all martial weapons and simple weapons as well as one exotic weapon. He can wear light and medium armor, and all shields (barring tower shields).
Danger Skills: Whenever an explorer gains Danger Skills, he chooses one of his Explorer class skills; he may use them in even the most adverse conditions to take 10.
Trapfinding: An explorer is capable of finding traps with little difficult. He gains the trapfinding ability as a rogue.
Trapsense: The explorer gains the listed bonus to Reflex throws and AC bonuses when dealing with a trap. This bonus stacks with other such bonuses, such as with a barbarian.
Unerring Direction: An explorer always knows which way is north and can maintain his bearing in dungeons of his home plane. He also knows, in his gut, what time it is on the Material Plane at any instance, even if he is in another plane.
Bonus Feat: Every three levels, the explorer may choose one of the following feats to gain: Endurance, Diehard, Run, Track, Skill Focus (Any Explorer Class Skill), Combat Expertise, Iron Will, Great Fortitude, Lightning Reflexes, or Improved Initiative. An explorer does not need to meet the prerequisites for any feat taken as a bonus feat.
Darkvision: At fifth level, an explorer gains darkvision out to 30 feet. At tenth level, he gains darkvision out to 60 feet.
In the Face of Death: When making an explorer class skill check that would lead to death or grave danger if failed, the explorer gains the listed bonus. An additional +1 bonus is applied to any skill he has Danger Skills with.
Impromptu Crafting: The explorer may create any item from the Adventuring Gear (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#adventuringGear) section worth less than or equal to twice his class level. He spends twice the cost of the item in raw materials and must spend at least one minute per 1 gp to create it (to a minimum of 1 minute). The object lasts, before breaking into worthless pieces, for half an hour or a full hour if he spends twice as long on it.
Planar Trekker: The explorer never becomes lost in extraplanar locales, and always has his bearing of which way is which (whether its north, south, east, west, up, down, or any other way). He gains the Aligned and Weightless planar traits of the Horizon Walker prestige class.
Low-light Vision: At level 15, the explorer gains low-light vision, seeing four times as far as a human in low-light conditions and sees as well as an elf when determining color.
Master of Terrains: The explorer may swim and climb at his base land speed. He must hold his breath while swimming, however. No creature gains any bonus against him due to their connection with the land, such as Earth Mastery.
Lore of Exploration (Su): When finding information on a specific dungeon or place of antiquity, the explorer automatically knows any information up to and including what a DC 30 bardic lore attempt could have found. This supernatural information only appears when he steps inside the area and leaves as soon as he exits.
Blindsight: On the twentieth level, an explorer gains blindsight out to 30 feet.
"Dun duh dun dun, dun duh duhhh..."
http://images.replacements.com/images/images5/china/C/delphi_indiana_jones_with_box_P0000013338S0001T2.j pg
There are those who take the fight not only to those who stand in the face of their goals, but to the environment itself. Explorers are those rare few who are born adventurers; even as children, they blazed trails through the woods and could survive on their own. With age and experience, they continue on these quests to test their body and mind, pushing themselves to the limit with every encounter with death. When a problem arises, the never avoid it and forge ahead despite all odds. Some call it suicide, but they call it another day on the job. Tales of their epic journeys have gone on to romanticize this brave profession.
They are the explorers!
<hr>
Abilities: The most useful attributes to an explorer is Intelligence, for skills, Constitution, for stalwart fortitude, Dexterity, for death-defying reflexes, and Wisdom, for stubborn willpower. They are survivors, and focus on perfecting their defenses before going on the attack.
Races: Humans are by far the most daring of the races, and thus they are more prone to take on such a dangerous profession. Half-orcs also become explorers to prove their worth as rugged pioneers. Smaller races are also prone to becoming explorers for their agile nature and ability to reach small places easily. Elves generally stay away from this class, seeing such recklessness as wasteful.
Alignment: Explorers are usually chaotic in nature as they seek to follow their own path through life, wherever that may take them. A great deal of discipline also steers them to a lawful disposition.
<hr>
HD: d8
Skills: Climb, Craft, Decipher Script, Diplomacy, Disable Device, Escape Artist, Gather Information, Heal, Jump, Know (architecture), Know (dungeoneering), Know (geography), Know (history), Know (local), Know (the planes), Open Lock, Ride, Search, Spot, Survival, Swim, Tumble, and Use Rope.
Skills Points: 6 + Int Modifier
Starting Gold: As fighter.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0
|
+2
|
+2
|
+0
|Bonus Feat; Trapfinding; Trapsense 1
2nd|
+1
|
+3
|
+3
|
+0
|Evasion; Unerring Direction
3rd|
+2
|
+3
|
+3
|
+1
|Bonus Feat
4th|
+3
|
+4
|
+4
|
+1
|Trap Sense 2; Uncanny Dodge
5th|
+3
|
+4
|
+4
|
+1
|Danger Skills; Darkvision 30 feet
6th|
+4
|
+5
|
+5
|
+2
|Improved Uncanny Dodge; Bonus Feat
7th|
+5
|
+5
|
+5
|
+2
|Trap Sense 3
8th|
+6/+1
|
+6
|
+6
|
+2
|In the Face of Death +2
9th|
+6/+1
|
+6
|
+6
|
+3
|Bonus Feat; Improved Evasion
10th|
+7/+2
|
+7
|
+7
|
+3
|Danger Skills; Trap Sense 4; Darkvision 60 feet
11th|
+8/+3
|
+7
|
+7
|
+3
|Impromptu Crafting
12th|
+9/+4
|
+8
|
+8
|
+4
|Bonus Feat
13th|
+9/+4
|
+8
|
+8
|
+4
|Trap Sense 5
14th|
+10/+5
|
+9
|
+9
|
+4
|Planar Trekker
15th|
+11/+6/+1
|
+9
|
+9
|
+5
|Danger Skills; Bonus Feat; Low-light Vision
16th|
+12/+7/+2
|
+10
|
+10
|
+5
|Trap Sense 6; Master of Terrains
17th|
+12/+7/+2
|
+10
|
+10
|
+5
|Lore of Exploration
18th|
+13/+8/+3
|
+11
|
+11
|
+6
|Bonus Feat; In the Face of Death +4
19th|
+14/+9/+4
|
+11
|
+11
|
+6
|Trap Sense 7
20th|
+15/+10/+5
|
+12
|
+12
|
+6
|Danger Skills; Blindsight 30 feet[/table]
Class Features:
Weapon and Armor Proficiencies: An explorer is skilled in the use of all martial weapons and simple weapons as well as one exotic weapon. He can wear light and medium armor, and all shields (barring tower shields).
Danger Skills: Whenever an explorer gains Danger Skills, he chooses one of his Explorer class skills; he may use them in even the most adverse conditions to take 10.
Trapfinding: An explorer is capable of finding traps with little difficult. He gains the trapfinding ability as a rogue.
Trapsense: The explorer gains the listed bonus to Reflex throws and AC bonuses when dealing with a trap. This bonus stacks with other such bonuses, such as with a barbarian.
Unerring Direction: An explorer always knows which way is north and can maintain his bearing in dungeons of his home plane. He also knows, in his gut, what time it is on the Material Plane at any instance, even if he is in another plane.
Bonus Feat: Every three levels, the explorer may choose one of the following feats to gain: Endurance, Diehard, Run, Track, Skill Focus (Any Explorer Class Skill), Combat Expertise, Iron Will, Great Fortitude, Lightning Reflexes, or Improved Initiative. An explorer does not need to meet the prerequisites for any feat taken as a bonus feat.
Darkvision: At fifth level, an explorer gains darkvision out to 30 feet. At tenth level, he gains darkvision out to 60 feet.
In the Face of Death: When making an explorer class skill check that would lead to death or grave danger if failed, the explorer gains the listed bonus. An additional +1 bonus is applied to any skill he has Danger Skills with.
Impromptu Crafting: The explorer may create any item from the Adventuring Gear (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#adventuringGear) section worth less than or equal to twice his class level. He spends twice the cost of the item in raw materials and must spend at least one minute per 1 gp to create it (to a minimum of 1 minute). The object lasts, before breaking into worthless pieces, for half an hour or a full hour if he spends twice as long on it.
Planar Trekker: The explorer never becomes lost in extraplanar locales, and always has his bearing of which way is which (whether its north, south, east, west, up, down, or any other way). He gains the Aligned and Weightless planar traits of the Horizon Walker prestige class.
Low-light Vision: At level 15, the explorer gains low-light vision, seeing four times as far as a human in low-light conditions and sees as well as an elf when determining color.
Master of Terrains: The explorer may swim and climb at his base land speed. He must hold his breath while swimming, however. No creature gains any bonus against him due to their connection with the land, such as Earth Mastery.
Lore of Exploration (Su): When finding information on a specific dungeon or place of antiquity, the explorer automatically knows any information up to and including what a DC 30 bardic lore attempt could have found. This supernatural information only appears when he steps inside the area and leaves as soon as he exits.
Blindsight: On the twentieth level, an explorer gains blindsight out to 30 feet.