Celebrim
Legend
Explorer
The world, and indeed the universe, is a vast place filled with wonders that the common man can scarcely fathom and beauties few have ever beheld. But despite this, the great majority of sentient creatures will never stray far from the place of their birth. This is because the outside world is filled dangers that daunt the heart of even the bravest, and unknown peril may assail you whenever you stray from familiar well trodden paths. A few intrepid souls dare brave these dangers, usually in hopes of making a fortune by trading the exotic goods of far flung locales. Some explorers, however, simply love to travel. Explorers are usually known according to the region they most often explore: mountaineers, mariners, and cavers just to name a few examples. Explorers are often called guides whenever they offer their services for hire.
Adventurers: The term ‘adventurer’ fits the role of the explorer perhaps more so than any other class. Even the lowly teamster, driving his oxcart daily between two neighboring villages once set out a great adventure to see what he has never seen before and dreams of one day perhaps taking his cart down roads he’s never traveled. The most dedicated explorers devote themselves to the visiting of places remote and exotic, and of going to places where few if any have dared tread. Although their abilities are not as flashy or as focused as some other classes, explorers make highly capable and flexible adventurers. Many an expedition has gone astray and failed in their objective for lack of a suitable and experienced guide to show the way, and a party replete with combat skills and spell casting power may find an explorer to be a useful leader.
Characteristics: Explorers are hardy travelers. Their skills allow them to successfully journey through lands both familiar and exotic. Their combat skills are excellent, but they have a diverse skill selection allows them a chance to overcome obstacles that the sword would be of no use against.
Alignment: Explorers can be of any alignment. Many have no philosophy beyond the desire to store up wealth for a well earned and comfortable retirement. Some are free spirited chaotics who yearn for the freedom of open spaces and will never be truly comfortable living a settled and predictable life. Others consider themselves to be the vanguard of civilization, and hope to bring order and knowledge to the wilderness and conform distant societies to their own standards. Good explorers seek to protect travelers and encourage the free flow of information, ideas, and goods for the prosperity of all. Evil explorers seek to conquer weaker nations by force, and plunder foreign lands for their own amusement.
Religions: Explorers favor deities with influence over travel, good fortune, and the sea such as Kord, Fharlanghn, and Obad-Hai.
Background: Some explorers learned their trade by simply putting their feet on (or off) the road and seeing how far they could go. Most however took up exploring as a profession either by signing up as a cabin boy on a ship headed for a distant port, or working with a caravan traveling overland to exotic places.
Races: Any race can be an explorer, but by far the most explorers belong to the ambitious and restless human race. Dwarf and gnome explorers are not unknown, especially in the deep area under the earth. Halfling explorers are rare but possible. The majority of all other races feel much more comfortable settled into a private niche in the landscape.
Classes: Since they are such a diverse class, explorers get along well with just about anyone who is willing to travel - and this includes all the adventuring classes. Getting along with individuals is more a matter of compatible personality than anything else. Explorers relish the company of stalwart fighters to help them against the many perils of the road. They admire rouges for their ability to move in great silence, and barbarians for their ability to move swiftly. A bard is always welcome company on any journey. Rangers are usually well liked, perhaps because they share so much in common with explorers, but their attachment to nature can provoke bewilderment and their supernatural prowess envy. Clerics are greatly desired company provided that their goals do not differ too greatly from that of the explorer. The same can be said for paladins. Monks are not necessarily understood, but an explorer can understand a traveling monk provided that they share a continuing desire for new experiences and challenges. Of all the classes, druids are most likely to have conflicts with explorers, since explorers do not understand why they should be forbid access to anywhere and druids see explorers as a sign of vanishing wilderness.
Game Rule Information
Explorers have the following game statistics:
Abilities: Explorers are often well rounded self-reliant individuals. They often benefit more from having slightly above average attributes in many categories than from having exceptionally high levels of one ability and weaknesses in others. Dexterity is important for an explorer since they cannot afford to burden themselves with heavy armor. Strength is important because exploration often takes the explorer into places where the native life is very unfriendly and may even think of the explorer as food. A high intelligence can help the explorer make the most out of his broad range of skills. A hardy constitution can help the explorer fight off disease and fatigue. Finally, a charismatic presence can help the explorer win the trust of the locals and avoid many unfortunate difficulties.
Alignment: Any
Requirements: Strength 7 and Constitution 7
Hit Die: d10
Class Skills: The explorer’s class skills (and the key ability for each skill) are Appraise (int), Balance (dex), Boating (wis), Climb (str), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Jump (str), Knowledge (Nature) (int), Knowledge (History and Geography) (int), Knowledge (Customs and Heraldy), Listen (wis), Move silently (dex), Navigation (wis), Porter(str), Ride (dex), Run (str), Search (int), Speak Language (int), Spot (wis), Survival (wis), Swim (str), and Use Rope (dex).
Skill Points at 1st level: (5 + int modifier) x 4
Skill Points at each additional level: 5 + int modifier
Class Features:
All of the following are class feature of the explorer:
Weapon and Armor Proficiency: An explorer is proficient with all simple and martial weapons, light and medium armor, and shields.
Two Weapon Fighting: When wearing light armor or no armor, an explorer can fight with two weapons as if he had the feats ambidexterity and two-weapon fighting. He loses this bonus when fighting in medium or heavy armor.
Ordinary Challenges: The mere act of engaging in on going exploration and travel provides hardships and obstacles which provides valuable experience to the explorer. For every day that the explorer travels at least 8 miles from the place he started, the explorer receives 1 bonus XP. The explorer receives an additional 1 XP bonus per day if the explorer travels exclusively in an area he has never visited before. This bonus XP may only be applied toward gaining additional levels of explorer.
Charm: Beginning at 2nd level, the explorer gains a +1 insight bonus on all reaction rolls when dealing with first acquaintances. This bonus improves by +1 every 4 levels thereafter (6th, 10th, 14th, and 18th).
Endurance: An explorer gains endurance as a bonus feat at 2nd level.
Bonus Feats: An explorer gains a bonus feat at 4th level and again every 4 levels thereafter (8th, 12th, 16th, and 20th). These may be selected from the following list: Aclimated, Alertness, Ambidexterity, Blind-Fight, Combat Improvisation, Cosmopolitan, Dash, Dodge, Double Strike, Exotic Weapon Proficiency, Fleet of Foot, Great Fortitude, Hard as Nails, Hary Beyond Mortal Ken, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Jack of All Trades, Lighting Reflexes, Light Sleeper, Mobility, Mounted Combat, Multicultural, Off Hand Parry, Run, Sea Legs, Skill Focus, Solid as a Rock, Superior Two-Weapon Fighting, Tough as Leather, Toughness, Two Weapon Defence, Two Weapon Fighting, Weapon Finesse, Weapon Focus, or Wild Rider. The explorer must still meet all prerequisites for any feat chosen.
Skill Focus: An explorer gains Skill Focus as a bonus feat at 5th level and every 5 levels afterward (10th, 15th, and 20th).
Improved Two Weapon Fighting: A ninth level explorer gains the improved two-weapon fighting feat even if he does not have the other prerequisites for the feat. The explorer must be wearing light armor or no armor in order to use this benefit.
Superior Two Weapon Fighting: At 17th level, an explorer gains the superior two-weapon fighting feat as a virtual feat even if he does not have the other perquisites for the feat. The explorer must be wearing light armor or no armor in order to use this benefit.
The world, and indeed the universe, is a vast place filled with wonders that the common man can scarcely fathom and beauties few have ever beheld. But despite this, the great majority of sentient creatures will never stray far from the place of their birth. This is because the outside world is filled dangers that daunt the heart of even the bravest, and unknown peril may assail you whenever you stray from familiar well trodden paths. A few intrepid souls dare brave these dangers, usually in hopes of making a fortune by trading the exotic goods of far flung locales. Some explorers, however, simply love to travel. Explorers are usually known according to the region they most often explore: mountaineers, mariners, and cavers just to name a few examples. Explorers are often called guides whenever they offer their services for hire.
Adventurers: The term ‘adventurer’ fits the role of the explorer perhaps more so than any other class. Even the lowly teamster, driving his oxcart daily between two neighboring villages once set out a great adventure to see what he has never seen before and dreams of one day perhaps taking his cart down roads he’s never traveled. The most dedicated explorers devote themselves to the visiting of places remote and exotic, and of going to places where few if any have dared tread. Although their abilities are not as flashy or as focused as some other classes, explorers make highly capable and flexible adventurers. Many an expedition has gone astray and failed in their objective for lack of a suitable and experienced guide to show the way, and a party replete with combat skills and spell casting power may find an explorer to be a useful leader.
Characteristics: Explorers are hardy travelers. Their skills allow them to successfully journey through lands both familiar and exotic. Their combat skills are excellent, but they have a diverse skill selection allows them a chance to overcome obstacles that the sword would be of no use against.
Alignment: Explorers can be of any alignment. Many have no philosophy beyond the desire to store up wealth for a well earned and comfortable retirement. Some are free spirited chaotics who yearn for the freedom of open spaces and will never be truly comfortable living a settled and predictable life. Others consider themselves to be the vanguard of civilization, and hope to bring order and knowledge to the wilderness and conform distant societies to their own standards. Good explorers seek to protect travelers and encourage the free flow of information, ideas, and goods for the prosperity of all. Evil explorers seek to conquer weaker nations by force, and plunder foreign lands for their own amusement.
Religions: Explorers favor deities with influence over travel, good fortune, and the sea such as Kord, Fharlanghn, and Obad-Hai.
Background: Some explorers learned their trade by simply putting their feet on (or off) the road and seeing how far they could go. Most however took up exploring as a profession either by signing up as a cabin boy on a ship headed for a distant port, or working with a caravan traveling overland to exotic places.
Races: Any race can be an explorer, but by far the most explorers belong to the ambitious and restless human race. Dwarf and gnome explorers are not unknown, especially in the deep area under the earth. Halfling explorers are rare but possible. The majority of all other races feel much more comfortable settled into a private niche in the landscape.
Classes: Since they are such a diverse class, explorers get along well with just about anyone who is willing to travel - and this includes all the adventuring classes. Getting along with individuals is more a matter of compatible personality than anything else. Explorers relish the company of stalwart fighters to help them against the many perils of the road. They admire rouges for their ability to move in great silence, and barbarians for their ability to move swiftly. A bard is always welcome company on any journey. Rangers are usually well liked, perhaps because they share so much in common with explorers, but their attachment to nature can provoke bewilderment and their supernatural prowess envy. Clerics are greatly desired company provided that their goals do not differ too greatly from that of the explorer. The same can be said for paladins. Monks are not necessarily understood, but an explorer can understand a traveling monk provided that they share a continuing desire for new experiences and challenges. Of all the classes, druids are most likely to have conflicts with explorers, since explorers do not understand why they should be forbid access to anywhere and druids see explorers as a sign of vanishing wilderness.
Game Rule Information
Explorers have the following game statistics:
Abilities: Explorers are often well rounded self-reliant individuals. They often benefit more from having slightly above average attributes in many categories than from having exceptionally high levels of one ability and weaknesses in others. Dexterity is important for an explorer since they cannot afford to burden themselves with heavy armor. Strength is important because exploration often takes the explorer into places where the native life is very unfriendly and may even think of the explorer as food. A high intelligence can help the explorer make the most out of his broad range of skills. A hardy constitution can help the explorer fight off disease and fatigue. Finally, a charismatic presence can help the explorer win the trust of the locals and avoid many unfortunate difficulties.
Alignment: Any
Requirements: Strength 7 and Constitution 7
Hit Die: d10
Code:
Table: The Explorer
Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Ordinary Challenges, Two Weapon Fighting
2 +2 +3 +3 +0 Charm +1, Endurance
3 +3 +3 +3 +1
4 +4 +4 +4 +1 Bonus Feat
5 +5 +4 +4 +1 Skill Focus
6 +6/+1 +5 +5 +2 Charm +2
7 +7/+2 +5 +5 +2
8 +8/+3 +6 +6 +2 Bonus Feat
9 +9/+4 +6 +6 +3 Improved Two Weapon Fighting
10 +10/+5 +7 +7 +3 Charm +3, Skill Focus
11 +11/+6/+1 +7 +7 +3
12 +12/+7/+2 +8 +8 +4 Bonus Feat
13 +13/+8/+3 +8 +8 +4
14 +14/+9/+4 +9 +9 +4 Charm +4
15 +15/+10/+5 +9 +9 +5 Skill Focus
16 +16/+11/+6/+1 +10 +10 +5 Bonus Feat
17 +17/+12/+7/+2 +10 +10 +5 Superior Two Weapon Fighting
18 +18/+13/+8/+3 +11 +11 +6 Charm +5
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 Bonus Feat, Skill Focus
Class Skills: The explorer’s class skills (and the key ability for each skill) are Appraise (int), Balance (dex), Boating (wis), Climb (str), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Jump (str), Knowledge (Nature) (int), Knowledge (History and Geography) (int), Knowledge (Customs and Heraldy), Listen (wis), Move silently (dex), Navigation (wis), Porter(str), Ride (dex), Run (str), Search (int), Speak Language (int), Spot (wis), Survival (wis), Swim (str), and Use Rope (dex).
Skill Points at 1st level: (5 + int modifier) x 4
Skill Points at each additional level: 5 + int modifier
Class Features:
All of the following are class feature of the explorer:
Weapon and Armor Proficiency: An explorer is proficient with all simple and martial weapons, light and medium armor, and shields.
Two Weapon Fighting: When wearing light armor or no armor, an explorer can fight with two weapons as if he had the feats ambidexterity and two-weapon fighting. He loses this bonus when fighting in medium or heavy armor.
Ordinary Challenges: The mere act of engaging in on going exploration and travel provides hardships and obstacles which provides valuable experience to the explorer. For every day that the explorer travels at least 8 miles from the place he started, the explorer receives 1 bonus XP. The explorer receives an additional 1 XP bonus per day if the explorer travels exclusively in an area he has never visited before. This bonus XP may only be applied toward gaining additional levels of explorer.
Charm: Beginning at 2nd level, the explorer gains a +1 insight bonus on all reaction rolls when dealing with first acquaintances. This bonus improves by +1 every 4 levels thereafter (6th, 10th, 14th, and 18th).
Endurance: An explorer gains endurance as a bonus feat at 2nd level.
Bonus Feats: An explorer gains a bonus feat at 4th level and again every 4 levels thereafter (8th, 12th, 16th, and 20th). These may be selected from the following list: Aclimated, Alertness, Ambidexterity, Blind-Fight, Combat Improvisation, Cosmopolitan, Dash, Dodge, Double Strike, Exotic Weapon Proficiency, Fleet of Foot, Great Fortitude, Hard as Nails, Hary Beyond Mortal Ken, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Jack of All Trades, Lighting Reflexes, Light Sleeper, Mobility, Mounted Combat, Multicultural, Off Hand Parry, Run, Sea Legs, Skill Focus, Solid as a Rock, Superior Two-Weapon Fighting, Tough as Leather, Toughness, Two Weapon Defence, Two Weapon Fighting, Weapon Finesse, Weapon Focus, or Wild Rider. The explorer must still meet all prerequisites for any feat chosen.
Skill Focus: An explorer gains Skill Focus as a bonus feat at 5th level and every 5 levels afterward (10th, 15th, and 20th).
Improved Two Weapon Fighting: A ninth level explorer gains the improved two-weapon fighting feat even if he does not have the other prerequisites for the feat. The explorer must be wearing light armor or no armor in order to use this benefit.
Superior Two Weapon Fighting: At 17th level, an explorer gains the superior two-weapon fighting feat as a virtual feat even if he does not have the other perquisites for the feat. The explorer must be wearing light armor or no armor in order to use this benefit.
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