Simon Collins
Explorer
This is not a playtest review.
Power Classes: Explorer is the eighth book in Mongoose's Power Classes series introducing new 20-level classes in a short space.
Explorer is a mono softcover product costing $2.95. It consists of 16 pages, which are the same height as A4 but only half the width (equivalent of 8 full pages). The inside covers are used for credits, contents and OGL. Unfortunately, information from the back cover is repeated on the first page but margins, font size and white space are all within reasonable limits. The artwork, including the front cover showing Lara-Croft-gone-mediaeval, is average. Writing style is serviceable. Editing seems good, apart from one or two simple spelling errors.
I like the concept of the explorer - there's a touch of Indiana Jones about the whole idea that sparked my interest when I read through the introductory remarks, and the basic roleplaying information.
These are the class features given to the Explorer:
* Speed like a barbarian
* Resist effects of thirst and starvation
* Take 10 or 20 on Intuit Direction
* Cross wilderness areas in reduced time
* Bonus languages
* Bonuses to Bluff, Diplomacy and Intimidate
* Woodland Stride like a druid, but at mid-level
* Immune to diseases at mid-level
* Cross-class skills or exclusive skill can be chosen as class skill at higher levels
* Take 10 on stressful skill at high levels
The Explorer has a HD and BAB of a cleric, with save progression of a fighter, and 4 skill points. Proficient with simple and martial weapons, and light and medium armour.
This all fits quite nicely with the concept, but doesn't quite have the appeal from a game rule perspective that the roleplaying information conveyed.
Several new uses for old skills are discussed - creating healing balms and antitoxins using the Profession (Herbalist) skill, breaking ciphers and codes with the Decipher Script skill, and some new knowledges (like archaeology) for Explorer's only.
17 new feats are put forward including concealment (hiding an object or another creature), detect poison, disease resistance, and master tracker (move normal speed).
Conclusion:
I felt that this was maybe a weak class compared to the other core classes from a rules perspective, mostly stuff that could be recreated with some multiclassing and feats. However, there's nothing overly powerful in the class features and GMs should have no problem allowing a player to run an Explorer if the roleplaying concept appeals to the player. It would fit nicely in Thunderhead Games' Bluffside setting.
Power Classes: Explorer is the eighth book in Mongoose's Power Classes series introducing new 20-level classes in a short space.
Explorer is a mono softcover product costing $2.95. It consists of 16 pages, which are the same height as A4 but only half the width (equivalent of 8 full pages). The inside covers are used for credits, contents and OGL. Unfortunately, information from the back cover is repeated on the first page but margins, font size and white space are all within reasonable limits. The artwork, including the front cover showing Lara-Croft-gone-mediaeval, is average. Writing style is serviceable. Editing seems good, apart from one or two simple spelling errors.
I like the concept of the explorer - there's a touch of Indiana Jones about the whole idea that sparked my interest when I read through the introductory remarks, and the basic roleplaying information.
These are the class features given to the Explorer:
* Speed like a barbarian
* Resist effects of thirst and starvation
* Take 10 or 20 on Intuit Direction
* Cross wilderness areas in reduced time
* Bonus languages
* Bonuses to Bluff, Diplomacy and Intimidate
* Woodland Stride like a druid, but at mid-level
* Immune to diseases at mid-level
* Cross-class skills or exclusive skill can be chosen as class skill at higher levels
* Take 10 on stressful skill at high levels
The Explorer has a HD and BAB of a cleric, with save progression of a fighter, and 4 skill points. Proficient with simple and martial weapons, and light and medium armour.
This all fits quite nicely with the concept, but doesn't quite have the appeal from a game rule perspective that the roleplaying information conveyed.
Several new uses for old skills are discussed - creating healing balms and antitoxins using the Profession (Herbalist) skill, breaking ciphers and codes with the Decipher Script skill, and some new knowledges (like archaeology) for Explorer's only.
17 new feats are put forward including concealment (hiding an object or another creature), detect poison, disease resistance, and master tracker (move normal speed).
Conclusion:
I felt that this was maybe a weak class compared to the other core classes from a rules perspective, mostly stuff that could be recreated with some multiclassing and feats. However, there's nothing overly powerful in the class features and GMs should have no problem allowing a player to run an Explorer if the roleplaying concept appeals to the player. It would fit nicely in Thunderhead Games' Bluffside setting.