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JonathonWilder
2015-07-14, 03:41 PM
Explorer
The life of an explorer is filled with danger, yet allows one to discover secrets few would otherwise find. They are those trained at collages and universities as seekers of knowledge and learning, yet with a wonderlust that turns them from merely knowing about the world from books to actually seeing it for themselves. Seeking lore and artifacts of ancient places, learning both magic and alchemy, an explorer gains the skills necessary to take on whatever obstacles or challenges that lay before her. She relies on inspiration to lead her to paths she could not otherwise walk, and often finds herself in strange new worlds or planes of existence as she plods forth on a never ending journey of discovery. It is the promise of new sights and wonders just over the next rise that are ever pushing her to greater heights as she learns of the hidden magic locked within her.

Hybrid Class: Investigator & Bard
Alignment: Any.
Hit Dice: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The explorer's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency: The explorer is proficient with all simple weapons, plus the hand crossbow, longsword, rapier, sap, shortbow, short sword, sword cane, and whip. He is also proficient with light armor, but not with shields. An explorer can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance.

Spellcasting: An explorer casts arcane spells drawn from the alchemist formulae list and bard spell list, but ignores any formula that affects extracts and any spell that affects bardic performances. If a formulae or spell appears on both the alchemist formulae list and bard spell list, the explorer uses the lower of the two spell levels listed for the spell. In addition, the explorer adds the following spells to his list at the indicated spell levels: 1st–longstrider, mount; 2nd–mount (communal), slipstream; 3rd–longstrider (greater), fly, phantom chariot, water walk; 4th–overland flight, ride the waves, teleport; 5th–find the path, teleport (greater); 6th–plane shift, walk through space. An explorer must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the explorer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an explorer’s spell is 10 + the spell level + the explorer’s Intelligence modifier.
An explorer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Explorer. In addition, he receives bonus spells per day if he has a high Intelligence score.

An explorer may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the explorer decides which spells to prepare.explorer

Spellbooks: An explorer must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all explorers can prepare from memory. An explorer begins play with a spellbook containing all 0-level bard spells plus three 1st-level alchemist formulae or bard spells of his choice. The explorer also selects a number of additional 1st-level alchemist formulae or bard spells equal to his Intelligence modifier to add to his spellbook. At each new explorer level, he gains two new alchemist formulae or bard spells of any formulae or spell level or levels that he can cast (based on his new explorer level) for his spellbook. At any time, an explorer can also add spells found in other formulae books or spellbooks to his own.

An explorer can learn spells from an alchemist’s formulae book or a wizard’s spellbook, just as an alchemist or wizard can from an explorer’s spellbook. The spells learned must be on the alchemist formulae list or bard spell list, as normal. An alchemist can learn formulae from an explorer’s spellbook, if the spells are also on the alchemist spell list.

Cantrips: An explorer can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Explorer under “Spells per Day.” These spells are drawn from the bard spell list and are cast like any other spell, but they are not expended when cast and may be used again.

Inspiration (Ex)
An explorer is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An explorer typically uses these powers to aid in their explorations, but can also use these flashes of inspiration in other situations.
An explorer has the ability to augment skill checks and ability checks through his brilliant inspiration. The explorer has an inspiration pool equal to 1/2 his explorer level + his Intelligence modifier (minimum 1). An explorer's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An explorer can only use inspiration once per check or roll. The explorer can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the explorer's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Explorer's Alchemy: While not as thoroughly trained in the science of alchemy as true Alchemists, Explorers nonetheless have a few tricks up their sleeve. Explorers gain a bonus equal to 1/2 their level on Craft (Alchemy) checks.
Additionally, as a standard action once per day, he may quickly create an extract by using materials he can find in his spell component pouch to create an inert base and expending one of his prepared spells that can be found on the Alchemist Formulae List on it instead of its normally intended target. The created extract thereafter works in all ways like an Investigator's Extract of the expended spell, including interacting with various talents (such as Infusion). At 6th level, and every 4 levels thereafter, the Explorer may use this an additional time per day.

Trained Scholar: Starting at 2nd level, an Explorer gains an additional language for every two ranks he has in the Linguistics skill.
At 5th level, and every 5th level thereafter, an explorer picks a single skill from the Knowledge skills, Linguistics, or Spellcraft. He gains the skill unlock powers for that skill as appropriate for the number of ranks he has in that skill.

Undaunting Fortitude (Ex): At 2nd level, an explorer gains a +2 bonus on all saving throws against exhaustion and fatigue. He also adds this bonus to the number of hours he can go without food and water, and on his Constitution checks made against the effects of starvation and thirst. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, the amount of nonlethal damage the explorer takes from starvation or thirst is reduced to 1d4.

Master Explorer (Ex): At 2nd level, an explorer adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. An explorer can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full-round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps.

Danger Sense (Ex): At 3rd level, an explorer gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 explorer levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Explorer’s Talents: At 3rd level, an explorer gains an explorer talent. He gains an additional explorer talent for every four levels of explorer gained after 3rd level.
Alchemist Discovery (Ex):The explorer can only select one of the following alchemist discoveries as an investigator talent: enhance potion, eternal potion, and extend potion. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his explorer level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.

Augury (Sp):The explorer may cast augury, as the spell, once per day. The explorer must have the intuition talent.

Call it Out (Ex):One per day as a standard action, an explorer can identify the weaknesses of one creature he can perceive. He must succeed at a Knowledge check to identify the creature. If successful, he and all allies within 30 feet who can hear him gain a knowledge of any special vulnerabilities and weaknesses a creature may have, including what forms of attack defeat its DR and regeneration, and gain a +1 bonus to attack rolls and the DCs of their spells and abilities against that opponent for one minute. Is he has 10 or more ranks in the relevant Knowledge skill for that creature's type, the bonus is doubled to +2.

Careful Search (Ex):The explorer may take 10 on Perception checks, even if it would not normally be allowed. She also gains a +1 on Perception checks to search an area.

Coax Magical Item (Ex):The explorer gains a bonus equal to half his level (minimum 1) on Use Magic Device checks.

Creature Focus (Ex):The explorer selects one type of creature from the ranger's favored enemy list. The explorer gains a +3 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +3 bonus on weapon attack and damage rolls against them. If the explorer has 10 or more ranks in the applicable Knowledge skill for the type of creature, these bonuses increase to +6. The explorer may select this talent more than once, each time selecting a different type of creature. If a creature fits more than one category, only the best bonus applies.

Creature Mythology (Ex):When he uses his call it out ability, the explorer and his affected allies also gain +2 to overcome SR against that creature for one minute. The bonus is doubled if she has at least 10 ranks of the relevant Knowledge skill for that creature's type. The explorer must have the call it out talent to select this talent.

Defensive Training (Ex):The explorer selects one category of foe (from the ranger's favored enemy list). The explorer gains a +2 dodge bonus against opponents of that type. If the explorer has 10 or more ranks in the Knowledge skill that pertains to that creature type, the bonus is doubled to +4. This talent may be selected more than once, each time choosing a different type of foe. If more than one category applies, the explorer gains only the highest bonus.

Detect Magic (Sp):The explorer may use detect magic, as the spell, at will.

Extracurricular Study (Ex):The explorer selects one skill. That skill is considered a class skill for the explorer and gains a +1 bonus on skill checks.

Improvise Tools (Ex):Choose one skill. The explorer can perform a skill check without proper tools with that skill, without penalty, taking a minimum of a full round action.

Intuition (Ex):Once per day, the explorer can gain an insight bonus equal to his Int bonus (minimum +1) to any Int-, Wis-, or Charisma-based ability check or skill check.

Investigator Talent: The explorer can select an investigator talent in place of a explorer's talent. The explorer can select this talent multiple times.

Jack of All Trades (class skills) (Ex):An explorer with this secret treats all skills as class skills. The explorer must have the jack of all trades (use untrained) talent and be at least 15th level to select his talent.

Jack of All Trades (mastery) (Ex):An explorer with this secret can take 10 on any skill check, even if it is not normally allowed. The explorer must have the jack of all trades (class skills) talent and be at least 19th level to select his talent.

Jack of All Trades (use untrained) (Ex):An explorer who selects this secret can use any skill, even if the skill normally requires her to be trained. The explorer must be at least 11th level to select his talent.

Mental Resolve (Ex):One per day, the explorer may designate one opponent, and gain an insight bonus equal to his Int bonus (minimum +1) to his saves against all abilities by that opponent.

Mind Trick (Ex):The explorer may add his Intelligence modifier to all Bluff skill checks.

Quick Retrieval (Ex):An explorer can retrieve needed items very quickly. Once per round, he may ready an item as a standard action if it would normally be a full round action, a move action if it would normally be a standard action, and a swift action if it would normally be a move action.

Rummage (Ex):As a full round action, the explorer can treat the result of a Perception check to search an area as though she rolled a twenty. The explorer may use this ability a number of times per day equal to her Int bonus (minimum 1). The explorer must have the careful search talent and be at least 11th level to select his talent.

Skill Focus:The explorer gains Skill Focus as a bonus feat.

Smart Weapon (Ex):The explorer can use his Int bonus instead of his Str or Dex bonus to hit with any light or one-handed weapon or any crossbow.

Pathfinding (Ex): Beginning at 3rd level, an explorer develops an excellent sense of direction and skill at leading others through difficult terrain or by following ancient maps. An explorer gains a +5 bonus on Survival checks made to avoid becoming lost and to Intelligence checks to escape a maze spell. In addition, she always uses the “road or trail” overland movement modifier even when in trackless terrain, whether on foot or mounted. With a DC 15 Survival check, the explorer can extend this benefit to one companion per class level.

Studied Strike (Ex)
At 4th level, an explorer can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the explorer's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the explorer chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The explorer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An explorer cannot use studied strike against a creature with concealment.

Surefooted (Ex): Starting at 4th level, an explorer can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at his normal speed. Ground that has been magically manipulated to impede motion still affects her normally.

Greater Knowledge (Ex): At 9th level, an explorer gains the ability to understand magic items. Whenever an explorer examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check.

Master Knowledge (Ex): At 17th level, an explorer's knowledge becomes vast indeed. Once per day an explorer can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. If used to create a legend lore effect, this ability has a casting time of 1 minute, regardless of how much information is already known about the subject in question.

True Inspiration (Ex)
At 20th level, an explorer can use inspiration on all skill checks—even ones he isn't trained in—and all ability checks without spending inspiration.
In addition, whenever he expends inspiration on an ability check, attack roll, saving throw, or skill check, he adds 2d6 rather than 1d6 to the result. Some talents can affect this. If using the amazing inspiration an explorer’s talent, he rolls 2d8 instead. If using this with empathy, tenacious inspiration, underworld inspiration, or a similar talent, he rolls two sets of inspiration dice and uses the higher of the two results.

Table: Explorer


Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day
0 1st 2nd 3rd 4th 5th 6th


1st
+0
+0
+2
+2
Cantrips, explorer's alchemy, inspiration, trained scholar
3
1







2nd
+1
+0
+3
+3
Intestinal fortitude +2, master explorer
4
2







3rd
+2
+1
+3
+3
Explorer's talent, pathfinding, Danger Sense +1
4
3







4th
+3
+1
+4
+4
Studied combat, studied strike +1d6, sure footed
4
3
1






5th
+3
+1
+4
+4
Intestinal fortitude +4, explorer's talent
4
4
2






6th
+4
+2
+5
+5
Studied strike +2d6, danger sense +2
5
4
3






7th
+5
+2
+5
+5
Explorer's talent
5
4
3
1





8th
+6/+1
+2
+6
+6
Intestinal fortitude +6, studied strike +3d6
5
4
4
2





9th
+6/+1
+3
+6
+6
Greater knowledge, danger sense +3
5
5
4
3





10th
+7/+2
+3
+7
+7
Intestinal fortitude (1d4), studied strike +4d6
5
5
4
3
1




11th
+8/+3
+3
+7
+7
Explorer's talent
5
5
4
4
2




12th
+9/+4
+4
+8
+8
Studied strike +5d6, danger sense +4
5
5
5
4
3




13th
+9/+4
+4
+8
+8
Explorer's talent
5
5
5
4
3
1



14th
+10/+5
+4
+9
+9
Studied strike +6d6
5
5
5
4
4
2



15th
+11/+6/+1
+5
+9
+9
Explorer's talent, danger sense +5
5
5
5
5
4
3



16th
+12/+7/+2
+5
+10
+10
Studied strike +7d6
5
5
5
5
4
3
1


17th
+12/+7/+2
+5
+10
+10
Master knowledge
5
5
5
5
4
4
2


18th
+13/+8/+3
+6
+11
+11
Studied strike +8d6, danger sense +6
5
5
5
5
5
4
3


19th
+14/+9/+4
+6
+11
+11
Explorer's talent
5
5
5
5
5
5
4


20th
+15/+10/+5
+6
+12
+12
Studied strike +9d6, true inspiration
5
5
5
5
5
5
5

EdroGrimshell
2015-07-14, 04:04 PM
Isn't Investigator itself a hybrid class of Rogue and Alchemist?

JonathonWilder
2015-07-14, 06:11 PM
Perhaps so, though the Investigator also has unique abilities of its own. Heh, I admit this homebrew is a revised version of my Espial Voyageur... a Multiclass Archetype. Which was part of a homebrew project that was hybridizing classes long before Advanced Class Guide.

How is the concept and balance of the class?

Ilorin Lorati
2015-07-14, 06:59 PM
A couple things I noticed:


Trained Scholar table is level 1, text is level 2.
I'm not sure why the "He may not make Knowledge skill checks untrained," text is there - is this intended to be a further limitation on the already DC10 max that untrained knowledges provide?
Intestinal Fortitude doesn't really sound like what it grants; it sounds more like granting bonuses to ingested poisons and diseases. Minor quibble though.
Cantrip text is after Trained Scholar, which is (ostensibly) a level 2 ability.
Inspiration and true inspiration are not defined in text.
Studied strike isn't defined in text.

These two I obviously know what you mean, but it's a "better safe than sorry" type of deal.

There's a typo in the level 20 will wave field.
It seems odd for a character that's explicitly an adventurer to not have Survival as a class skill, especially since they have several abilities that improve Survival checks.
Several Explorer's Talents mention Rogue Talents that the Explorer can't gain.
In "Alchemist Discovery", I don't think the text "This changes the normal investigator’s alchemist discovery talent." is needed.

JonathonWilder
2015-07-14, 07:36 PM
A couple things I noticed:


Trained Scholar table is level 1, text is level 2.
I'm not sure why the "He may not make Knowledge skill checks untrained," text is there - is this intended to be a further limitation on the already DC10 max that untrained knowledges provide?
Intestinal Fortitude doesn't really sound like what it grants; it sounds more like granting bonuses to ingested poisons and diseases. Minor quibble though.
Cantrip text is after Trained Scholar, which is (ostensibly) a level 2 ability.
Inspiration and true inspiration are not defined in text.
Studied strike isn't defined in text.

These two I obviously know what you mean, but it's a "better safe than sorry" type of deal.

There's a typo in the level 20 will wave field.
It seems odd for a character that's explicitly an adventurer to not have Survival as a class skill, especially since they have several abilities that improve Survival checks.
Several Explorer's Talents mention Rogue Talents that the Explorer can't gain.
In "Alchemist Discovery", I don't think the text "This changes the normal investigator’s alchemist discovery talent." is needed.


Fixed
Sort of, more to offer a similar yet different ability from Bardic Knowledge.
I'm up for suggestions in calling the ability something else, that was a carry over from the original multi class archetype.
Fixed, also edited 2st to 2nd
Added in Inspiration and True Inspiration
Added in Studied Strike
Fixed mistake in 20th level Will save field
Added in Survival, as what you offer is completely true.
This one I am a bit confused about, which Explorer's Talents mention Rogue Talents the Explorer can't gain?
Removed 'unneed' line in Alchemist Discovery.



Thanks for catching all that, sometimes things are missed so I appreciate the proofreading. (Edit, dang it! The site logged me out before I could resubmit the original post)

Ilorin Lorati
2015-07-14, 08:47 PM
This one I am a bit confused about, which Explorer's Talents mention Rogue Talents the Explorer can't gain?


Augury and Detect Magic, though I see now that there's a roundabout way of getting the prerequisites through Investigator Talent > Rogue Talent. For readability sake, it may be better to add Investigator's Rogue Talent directly into the list.

I also noticed that Master Explorer has text saying it replaces Poison Use still.

Edit:
Master explorer is still at first level on the table.


All in all, it seems like a fun class to play in intrigue games or more mental-focused dungeon delves, where the primary danger will be the environment and not the monsters that inhabit it. There's some concerns, however, now that I'm done with proofing:


The Fluff blurb states that they learn alchemy, then have no features that support that claim.

I don't think adding a talent or two that gives something similar to Underground Chemist's features would be too terribly out of line - Studied strike with thrown alchemical weapons could be fun to screw with.

This feels a fair bit stronger in the Investigator's chosen niche than the investigator:

Spells are stronger than infusions in general, the list itself is stronger.
The slightly reduced progression on talents hurts somewhat, but not much I think.
Stacking the scaling bonuses of Trained Scholar on top of Inspiration feels like it'll be a bit much.

JonathonWilder
2015-07-15, 09:23 AM
Augury and Detect Magic, though I see now that there's a roundabout way of getting the prerequisites through Investigator Talent > Rogue Talent. For readability sake, it may be better to add Investigator's Rogue Talent directly into the list.

I also noticed that Master Explorer has text saying it replaces Poison Use still.

Edit:
Master explorer is still at first level on the table.


All in all, it seems like a fun class to play in intrigue games or more mental-focused dungeon delves, where the primary danger will be the environment and not the monsters that inhabit it. There's some concerns, however, now that I'm done with proofing:


The Fluff blurb states that they learn alchemy, then have no features that support that claim.

I don't think adding a talent or two that gives something similar to Underground Chemist's features would be too terribly out of line - Studied strike with thrown alchemical weapons could be fun to screw with.


This feels a fair bit stronger in the Investigator's chosen niche than the investigator:

Spells are stronger than infusions in general, the list itself is stronger.
The slightly reduced progression on talents hurts somewhat, but not much I think.
Stacking the scaling bonuses of Trained Scholar on top of Inspiration feels like it'll be a bit much.





Removed mention of requiring Minor Magic for both Augury and Detect Magic, since the Exporer is a half caster. Might add a level requirement if it is felt as needed.
Removed mention of Poison Use, that was a carry over from its original write up. With Multiclass Archetypes it was practice to list which ability replaced what.
Fixed bit involving Master Explorer ability, having it on second level and Trained Scholar at first level.


Involving mention of alchemy, it is because the Explorer has access to the alchemist formulae list. I am willing to discuss creating a few talents that offer something similar to what the Underground Chemist, if you are willing to help me write them up.

On your second consideration, what do you suggest in balancing the points offered?[/COLOR]

Ilorin Lorati
2015-07-15, 10:27 AM
Involving mention of alchemy, it is because the Explorer has access to the alchemist formulae list. I am willing to discuss creating a few talents that offer something similar to what the Underground Chemist, if you are willing to help me write them up.

For the most part, I realized that might not be a good idea over coffee this morning. Underground Alchemist works largely because it takes investment to reliably get proper sneak attacks, Studied Strike with Alchemical weapons would essentially be a 6.66.66gp, unlimited use bomb. Something like this may be better:



While not as thoroughly trained in the science of alchemy as true Alchemists, Explorers nonetheless have a few tricks up their sleeve. Explorers gain a bonus equal to 1/2 their level on Craft (Alchemy) checks.
Additionally, as a standard action once per day, he may quickly create an extract by using materials he can find in his spell component pouch to create an inert base and expending one of his prepared spells (optional text: that can be found on the Alchemist Formulae List) on it instead of its normally intended target. The created extract thereafter works in all ways like an Investigator's Extract of the expended spell, including interacting with various talents (such as Infusion). At 6th level, and every 4 levels thereafter, the Explorer may use this an additional time per day.


This does a few things: There's the bonus to Alchemy, then the used ability.

At base, all it really does is give a free silent spell a few times per day - which can be pretty strong in particular circumstances, at the cost of action economy (You need to take a standard action to create the extract, then another Standard to actually use it). With Infusion, it lets you buff allies with short-term spells without being there. If you add this, I'd consider adding Infusion to the list of Explorer's Talents available to them.

Of course, this is dependent on you wanting to keep them with alchemy flavor - honestly, it'll be just as easy to remove the alchemy part from their flavor blurb.




On your second consideration, what do you suggest in balancing the points offered?

The primary concern I have is that it scales up to the point that the check itself is trivial. On bards, Bardic Knowledge isn't too strong because they're not Int focused - as they're leveling, it's essentially replacing Int scaling as they level. On investigators, Inspiration is good because they have Int support and inspiration is a daily pool that gives them a significant boost above that, making them potentially the best at Knowledge checks in the game, especially once True Inspiration comes into play.

On this, you get Int support AND (effectively) Bardic Knowledge AND Inspiration... so my recommendation would just be to dump Trained Scholar.

If you want to keep the feel of being really awesome at knowledge checks, granting them some Knowledge/Linguistics/Spellcraft skill unlocks as they level may be worthwhile (though obviously that takes a bit away from U!Rogue's thing, though very few of them would waste uses of Rogue's Edge on knowledge skills) in addition to keeping the bonus languages from Linguistics. This would keep the numbers from scaling up past absurdity while still providing largely the same flavor.

Something like this:



Starting at 2nd level, an Explorer gains an additional language for every two ranks he has in the Linguistics skill.
At 5th level, and every 5th level thereafter, an explorer picks a single skill from the Knowledge skills, Linguistics, or Spellcraft. He gains the skill unlock powers for that skill as appropriate for the number of ranks he has in that skill.

JonathonWilder
2015-07-17, 02:35 PM
Explorer's Alchemy and Trained Scholar
Updated Explorer with your suggestions.

Hanuman
2015-07-18, 04:00 AM
I feel this spell would be helpful to link, perhaps sooner and more powerfully implemented than later level casting:
http://www.d20pfsrd.com/magic/all-spells/f/find-the-path

JonathonWilder
2015-07-18, 04:00 PM
I feel this spell would be helpful to link, perhaps sooner and more powerfully implemented than later level casting:
http://www.d20pfsrd.com/magic/all-spells/f/find-the-path
Since I am not certain how to have it be "more powerfully implemented", I simply added it as a 5th level spell for now with the other spells added as shown in Spellcasting. Thank for the suggestion!