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Playing Like Celebrim - The Explorer Class

Celebrim

Legend
The Explorer class has its origins in the Mariner class from Dragon #107. The Mariner class was a somewhat narrow class which in many ways has the same flaws as a modern PrC. It wasn't truly worthy of a PC class, but back before non-weapon proficiencies, skill systems, and feats, D&D didn't really have a way to generate a profession without creating a completely new class. However, the Mariner did, by virtue of having some useful skills that PC classes could get access to in no other way, like many other Dragon published classes of the time lend itself to being a 'henchmen class'. You might not want to be one, but you were happy to have one as a retainer.

The Mariner was therefore incorporated into my DM worldview through exposure to another DM's ocean going campaign, and thereafter when I created pirates, guides, sailors, and the like I imagined them not as fighters but as mariners. When 3e rolled around, and I started to convert the way I viewed NPCs over to the new system, I found that the peg occupied by Mariner had no correponding niche in the new system. They were somewhat like experts, but they had the full BAB progression of fighters. However, there just wasn't a skillful full BAB progession base class, either NPC or PC. The closest you could get to that was Ranger, but clearly every pirate out there wasn't a Ranger with all the flavor baggage that entailed. So, I created the 'Explorer' class to be an NPC class that would fill the niche.

Gradually, as NPC classes tend to do in order to keep up with the PC's and provide a real challenge, the Explorer began to evolve into more and more compotent of a class, and I eventually ended up realizing that the missing niche of a balanced 'adventurer' class that was skillful in and out of combat was missing from the player's options as well. At that point, I decided to open up the Explorer as a full PC class.

The resulting class is by experience quite capable under my rule set, and is an excellent dip with pretty much any other martial class. I suspect however that 3.5 players - used to the power of stock Druids, Clerics, and Wizards and martial classes quickly forking off into 2 PrC's to keep up will be underwhelmed by the power level presented. Likewise, I suspect that a person familiar with stock 3.X is going to think that this class steps to much on the ranger's toes, so keep in mind that I have no Rangers in the game. If you are worried about whether this class can keep up at higher levels than 9th or so compared to for example the existing example of the Champion class I've provided, then we are closer to the same page.

But, as with the rest of these threads, the central question is, "Is this a tier 4 class?". And, if it doesn't make the tier 4 cut, what would be necessary to get there?
 
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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 comform 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.
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 explorers are not unknown, especially in the deep area under the earth. 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 fanatics for their ability to move swiftly. A bard is always welcome company on any journey. Hunters are usually well liked, perhaps because they share so much in common with explorers. 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 champions. Akashics are not necessarily understood, but an explorer can understand a traveling akashic provided that they share a continuing desire for new experiences and challenges. Of all the classes, shamans are most likely to have conflicts with explorers, since explorers do not understand why they should be forbid access to anywhere and shamans 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

Table: The Explorer
Code:
Level		BAB	Fort 	Ref 	Will 	Special
1	+1	     	+2	+2	+0	Two Weapon Fighting
2	+2	     	+3	+3	+0	Charm +1, Endurance
3	+3	     	+3	+3	+1	Trap Sense +1
4	+4	     	+4	+4	+1	Bonus Feat
5	+5	     	+4	+4	+1	Skill Focus
6	+6/+1	     	+5	+5	+2	Charm +2, Trap Sense +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, Trap Sense +3
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, Trap Sense +4
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, Trap Sense +5
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, Trap Sense +6
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) (int), 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: (8 + int modifier) x 4
Skill Points at each additional level: 8 + 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.
Charm: Beginning at 2nd level, the explorer gains a +1 insight bonus on all initial 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.
Trap Sense: Starting at 3rd level, an explorer gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three explorer levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
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, Hardy 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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You're right, he does seem kinda weak. I compare him to the rogue, as the other handy skillmonkey, and he does less damage (slightly more reliably), has a worse selection of skills (particularly missing UMD), and only partially makes up for it with more durability and assorted other abilities.

On the other hand, I look at him against a stock fighter or ranger, and I'm a lot more likely to take more than two levels of the explorer.

I'd be tempted to expand his skill selection a bit, perhaps with hide, sense motive and UMD. And.. I'm not sure what else. I feel like he could use just a tiny extra bonus.

Also, I'd suggest giving him the option of taking the ranger's archer path instead of TWF, unless the hunter gets that.
 

You're right, he does seem kinda weak. I compare him to the rogue, as the other handy skillmonkey, and he does less damage (slightly more reliably), has a worse selection of skills (particularly missing UMD), and only partially makes up for it with more durability and assorted other abilities.

You are right in that the class is quite similar to the rogue, and the real comparison there is with sneak attack vs. thing like good fort save, full BAB progression, and better feat access especially before level 10. You also might make the comparison of the Explorer's somewhat better hit points (and somewhat lower need to spend ability points on CON) versus the Rogues defensive abilities like Evasion and Uncanny Dodge.

It goes almost without saying that both classes are very tempting dips for the other class. Each picks up the equivalent of two feats for a one level dip and gives up very very little for doing so. In fact, Explorer is a hugely attractive dip for pretty much all of my martial classes.

You are however missing some of the subtleties of this class. One of the most important class abilities of the Explorer is the ability to take the Cosmopolitan trait as a bonus feat after level 1. The Cosmopolitan trait works pretty much like the Forgotten Realms version of the feat, and gives access to any skill as a class skill (plus a +2 bonus on the check). As a result, for the cost of a feat the Explorer can get into UMD or any other skill very quickly.

And.. I'm not sure what else. I feel like he could use just a tiny extra bonus.

Yeah, exactly. I know that there are a few 'dungeoneer'/'survivor' type PrC's/alternate classes out there. I was wondering if anyone knew of any general 'dungeon crawler' type class abilities that fit the theme.

Also, I'd suggest giving him the option of taking the ranger's archer path instead of TWF, unless the hunter gets that.

Yeah, exactly. The Explorer and the Hunter killed the Ranger and took his stuff, leaving behind the 'Oh, and I'm kinda a druid too' baggage so that anyone who wanted to play say an Assassin or a Pirate wouldn't have to carry that baggage around. I'll post Hunter in a bit so a comparison can be made. I also need to post Rogue, Fanatic and Fighter to make the full comparison between what for me is the core martial classes.
 
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And.. I'm not sure what else. I feel like he could use just a tiny extra bonus.

It's been a while since I played 3.x, but I wonder if his damage potential is too low. I always found two light weapons never seemed to equal one big weapon, especially when power attack is added in.

How about giving him a flat +1 to weapon damage when attacking with two weapons, later boosted to +2 or more? It's not much, but it effectively treats his lighter weapons as one size larger.

BTW - I really like the class. Much more interesting than the stock fighter, and has been mentioned, doesn't have all the baggage of the ranger. Good job.
 
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Would it be too much to give him secondary attributes to damage at some point? Maybe choice of dex or int at level 7, and the other at level 13? He's kinda MAD, so it probably won't get too OP, and it's pretty deep in the class for a dip for the ability. IT also works quite nicely with TWF. Or am I thinking too much in terms of standard 3.5 with melee-types cranked by prestige classes?

What about giving him access to rogue skill mastery at some point?
 

It's been a while since I played 3.x, but I wonder if his damage potential is too low. I always found two light weapons never seemed to equal one big weapon, especially when power attack is added in.

I'm also worried about his damage potential at high levels, but not for the reason you are. You are thinking stock 3.X, where the best way to maximize damage is to abuse the 2 for 1 on power attack with a two-handed weapon. Under my rules, power attack with a two handed weapon is 1.5 for 1, and the ambidexterity feat gives you full str bonus to your off hand.

At low levels, Explorer might actually have the highest potential damage of any martial class save perhaps a raging Fanatic - especially if you build them with that goal in mind. I know that the Explorer should do fine up to about 9th level. It's after that that I start to worry. Fanatics get more and more rage. Fighters get more and more feats. Rogues get more and more sneak attack. Hunters are doing their favored enemy/super criticals thing. Explorers though stay closer to linear.

How about giving him a flat +1 to weapon damage when attacking with two weapons, later boosted to +2 or more? It's not much, but it effectively treats his lighter weapons as one size larger.

That's 'master of a fighting style' shtick is sort of Fighter territory. I can't quite figure out something that boosts damage that gives Explorer it's own niche. The problem is compounded by the fact that it's bonus feat selection emphasizes endurance, resistance to injury, mobility, and skillfulness, but there isn't a lot there that enhances damage. But I can't figure out what to change up there that wouldn't tread on either the hunter or the fighter.

I've also got a niggling problem with Endurance as the 2nd level bonus feat. There is no provision for an Explorer to take Endurance at 1st level. I'm thinking about given the Explorer some sort of feat chain, where, if you already have the feat, you automatically take the next feat up the chain. But I haven't worked out exactly what it should be other than if I did it, it would be a bonus at 2nd, 7th, 13th, and 19th level and that it would probably start at endurance and move toward things that were more superheroic or supernatural examples of things like alertness, endurance, and mobility. These including things like never getting lost, finding unknown paths, surviving hostile environments, sensing danger or the presence of enemies, gaining darkvision or blindsight, and so forth and so on. I'd probably also add at least some of those supernatural things to the general and Explorer bonus feat lists available with some steep prerequisites.

If I went that route, which I'd like to, I'd probably create several such chains of abilities. One alternate to the stock chain would be to add would be to add a 'luck' type chain. Another that comes to mind would be a 'planes walking' type chain.

Some PrC's I'm considering swallowing into the class are Dungeon Delver, Horizon Walker, Cave Lord, Darkrunner, Royal Explorer, and Wildrunner. Obviously, I wouldn't consume all those abilities directly, because I would like to avoid mechanical variation for variations sake - something that 3.5 has in spades in a way that that list only begins to hint at and also because many of those supposed PrC's are really just alternate career paths for base classes with a thin disguise. For example, some of the Wildrunner's powers are to Hunter-ish, but picking up supernatural ability to move through obstacles or move without leaving a trail is more Explorer-ish. Those things that I could consume and which aren't already available through skill usage and feats, would probably turn into feats.

Anyway, that's where I'd like to go from here. Ideally I can move the class up from Tier 4 (where I think it is now) to Tier 3 without violating its design or making it over powered before 9th level (which it almost verges on at times).

BTW - I really like the class. Much more interesting than the stock fighter, and has been mentioned, doesn't have all the baggage of the ranger. Good job.

Thanks.
 
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For out-of-combat movement, also take a look at the peregrine runner from races of stone-- the PrC, over 10 levels, gets fast movement, a climb speed, slow fall, and eventual immunity to all fatigue and exhaustion.

In-combat movement is problematic, because the two-weapon style needs full attacks. I suspect you'd prefer to keep pounce away from PCs in your homebrew. Maybe increasing 5' step distance? (as one of the white raven stances from ToB) There's also the enhancement of spring attack with the bounding assault/rapid blitz feat chain from phb2, but that doesn't work with the off-hand attack either.

I'm not sure how to improve his combat effectiveness without stepping on the fighter's toes. The easy way to improve two-weapon style is with damage bonuses, which you don't want to do. You could have him get superior TWF faster-- maybe level 13? That would at least help his damage output for the early high levels.
 

For out-of-combat movement, also take a look at the peregrine runner from races of stone-- the PrC, over 10 levels, gets fast movement, a climb speed, slow fall, and eventual immunity to all fatigue and exhaustion.

Ok, so...

fast movement: Fast movement is a skill under my rules called 'Run'. Explorers basically get fast movement already, as do the other martial classes, and they can easily afford to max that skill out as well as put a Skill Focus in it to get a few levels ahead of the curve if they want to. He also already has 'Dash', 'Fleet of Foot', ect. in his bonus feat list, so if he really wants to go for a 'Speedster' build movement rates of 70' or so (and even higher effective movement rates) aren't out of the question by level 20. Remember, these classes are meant to be balanced against full casters. How they get there might not be fully obvious from these excerpts I'm posting, but they are meant to get there.

climb speed: I generally avoid mechanical variation in skill enhancing things beyond that of Skill Focus and Skill Mastery. Between having both Run and Climb as skills, an Explorer is likely to be getting quite good at climbing and certainly at higher levels of ability about equaling the ability of animals with a natural climb speed. This is especially true as anyone with 5 ranks in climb already retains dex bonus while climbing, which is the main reason in 3.5 you'd want a natural climb speed. It's worth considering some 'extra fast movement' feats though, and those would fit nicely on the Explorer bonus feat list.

slow fall: Tumble based ability, and hense more Rogue than Explorer. Certain feats that enhance character ability to fall long distance successfully already exist in the campaign. Making class based abilities that did this which were less effective than true supernatural (feather fall) would be mechanical variation for its own sake.

In-combat movement is problematic, because the two-weapon style needs full attacks. I suspect you'd prefer to keep pounce away from PCs in your homebrew.

Yeah, though I already have 'Double Strike' which lets you hit with both hands when charging or making AoO's, so between that and fast movement you are pretty much gauranteed to make at least 2 attacks even when moving. The explorer in my current campaign has already hit upon the 'Double Strike' + 'Powerful Charge' combo, which can get pretty nasty.

Maybe increasing 5' step distance?

I've considered 'Bounding' type feats that let you take more than a 5' step as part of a full attack. The big worry there is reach weapons, which get far more out of that strategy than two-handed weapons ever could, which is why I've hitherto kept them out of the game. Typically in my game there are feats that give ways to split up your movement, for example taking the 5' step in the middle of your full attack, taking a 5' step between every attack, or making one attack at every target along your movement path (which can be fun with someone whose base move is 50'). Enhancing access to those sort of things might be a possibiity, but the current build only allows at most 5 bonus combat feats over 20 levels. Granted, if you start adding things up its 5 combat feats + 4 skill focus feats + 4 fixed combat feats + 1 noncombat fixed feat + 7 general feats and you can get to the end of most combat trees eventually, but the explorer lacks the Fighters ability to just feat up into a combat monster and again, I don't want to make it just a fighter variant. That's the reason I'm looking for non-damage focused ways of keeping the explorer relevant.

There's also the enhancement of spring attack with the bounding assault/rapid blitz feat chain from phb2, but that doesn't work with the off-hand attack either.

By the time you are talking about feat chains of that depth, it's really outside what you can reasonably expect of an Explorer. I'd rather just make 'Double Strike' work with Spring Attack. Much like 'bounding' that chain works even better for two-handed reach weapons anyway.

You could have him get superior TWF faster-- maybe level 13? That would at least help his damage output for the early high levels.

Also a possibiity, though it breaks the symmetry of the class advancement (improvements to its two-handed ability every 8 levels).
 

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