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Rate my Alternate Core Class - The Explorer
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<blockquote data-quote="Celebrim" data-source="post: 4733950" data-attributes="member: 4937"><p><strong>Some background</strong></p><p></p><p>The Explorer began life as as an NPC class, somewhat loosely inspired by the 1st Edition Mariner class. It's roots as an NPC class are still seen in the 'ordinary challenges' ability, which is something I give to NPC classes to easily explain how they manage to level up without doing alot of adventuring. It was originally intended as a full BAB 'expert', which could be used as a template for pirates and similar sorts of foes. Gradually, the class evolved to be more and more capable, until it has reached this stage and I think makes a decent PC class. It's not a real force in combat compared to the other martial classes, but its very well rounded and benefits well from pretty much every attribute.</p><p></p><p>Some additional notes may be required to help you understand what you are reading. So, here are the unusual feats on its bonus feats list:</p><p></p><p>ACLIMATED [TRAIT, GENERAL, EXPLORER, HUNTER]</p><p>You are accustomed to a particular environment.</p><p>Prerequisite: Rank 1 Survival</p><p>Benefit: Choose a particular terrain type: arctic alpine, desert, temperate forest, grasslands, jungle, swamp, underdark, or oceanic. You have a +5 insight bonus to survival checks in that particular terrain, and you have a +4 bonus on endurance checks to resist the extremes of climate in that terrain.</p><p></p><p>COMBAT IMPROVISATION [GENERAL, EXPLORER]</p><p>You can make almost anything into a weapon.</p><p>Prerequisites: Base attack bonus +2</p><p>Benefit: When making an attack with a weapon you are not proficient with, or with a weapon in which no proficiency is possible, you receive only a -2 penalty to attack.</p><p>Normal: You receive a -4 penalty for lacking proficiency in a weapon.</p><p></p><p>COSMOPOLITAN [TRAIT, EXPERT, EXPLORER]</p><p>You have a broad range of experiences.</p><p>Benefit: Choose one skill. That skill is always a class skill for you, and you have a +2 bonus on all skill checks made with it.</p><p>Special: Experts and Explorers may choose this as a bonus feat even if they are not 1st level.</p><p></p><p>DASH [GENERAL, EXPLORER]</p><p>Your athleticism makes you exceptionally fast.</p><p>Prerequisite: Str 13, Dex 13, Con 13, Run</p><p>Benefit: Your base move is increased by 5’ per round so long as you wear light or no armor.</p><p></p><p>DOUBLE STRIKE [GENERAL, EXPLORER, FIGHTER]</p><p>You can attack with both hands in perfect coordination.</p><p>Prerequisite: Combat Reflexes, Two-Weapon Fighting, base attack bonus +6</p><p>Benefit: Whenever you charge or draw an attack of opportunity, you may make an attack with both hands. If you do this, you must accept the normal penalties for fighting with two hands.</p><p></p><p>HARD AS NAILS [GENERAL, EXPLORER]</p><p>Prerequisite: Con 13, Toughness, Tough as Leather</p><p>Benefit: Your unarmed strike damage increases as if you were a creature one size class larger. Whenever you would take non-lethal damage from any source, you take one less non-lethal damage. You have a +2 bonus on concentration checks to resist distraction and on saving throws to resist the effects of pain.</p><p></p><p>HARDY BEYOND MORTAL KEN [GENERAL, EXPLORER]</p><p>You are capable of superhuman feats of endurance.</p><p>Prerequisite: Con 13, Endurance, Toughness</p><p>Benefit: You gain an additional +4 bonus to any check and save to which Endurance applies. This bonus stacks with the bonus from Endurance. (Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.) In addition, whenever you would fail any saving throw which would result in you becoming fatigued or exhausted, you may reroll that saving throw. You must keep the second result, even if it is worse than the first roll.</p><p></p><p>MULTICULTURAL [GENERAL, EXPLORER]</p><p>You blend into other cultures.</p><p>Prerequisite: Able to speak at least one language other than your own</p><p>Benefit: When communicating with beings whose native tongue you share, you are able to pass for a native. If you are not obviously a foreigner, you suffer no xenophobia penalty. If you are obviously an alien, for example a human speaking to dwarves, any xenophobia penalty you suffer in social interactions is still halved.</p><p></p><p>SOLID AS A ROCK [GENERAL, EXPLORER]</p><p>Prerequisite: Con 17, Hard as Nails, Toughness, Tough as Leather </p><p>Benefit: Your natural armor class increases by +1. You gain a +2 bonus to saves to resist spell effects of the transmutation school. Any creature which you successfully trip, overrun, or bull rush takes additional damage as if you had made a successful unarmed strike on them. </p><p></p><p>TOUGH AS LEATHER [GENERAL, EXPLORER]</p><p>Prerequisite: Con 13, Toughness</p><p>Benefit: You gain DR 1/-. If you already have DR, your DR improves by 1.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4733950, member: 4937"] [b]Some background[/b] The Explorer began life as as an NPC class, somewhat loosely inspired by the 1st Edition Mariner class. It's roots as an NPC class are still seen in the 'ordinary challenges' ability, which is something I give to NPC classes to easily explain how they manage to level up without doing alot of adventuring. It was originally intended as a full BAB 'expert', which could be used as a template for pirates and similar sorts of foes. Gradually, the class evolved to be more and more capable, until it has reached this stage and I think makes a decent PC class. It's not a real force in combat compared to the other martial classes, but its very well rounded and benefits well from pretty much every attribute. Some additional notes may be required to help you understand what you are reading. So, here are the unusual feats on its bonus feats list: ACLIMATED [TRAIT, GENERAL, EXPLORER, HUNTER] You are accustomed to a particular environment. Prerequisite: Rank 1 Survival Benefit: Choose a particular terrain type: arctic alpine, desert, temperate forest, grasslands, jungle, swamp, underdark, or oceanic. You have a +5 insight bonus to survival checks in that particular terrain, and you have a +4 bonus on endurance checks to resist the extremes of climate in that terrain. COMBAT IMPROVISATION [GENERAL, EXPLORER] You can make almost anything into a weapon. Prerequisites: Base attack bonus +2 Benefit: When making an attack with a weapon you are not proficient with, or with a weapon in which no proficiency is possible, you receive only a -2 penalty to attack. Normal: You receive a -4 penalty for lacking proficiency in a weapon. COSMOPOLITAN [TRAIT, EXPERT, EXPLORER] You have a broad range of experiences. Benefit: Choose one skill. That skill is always a class skill for you, and you have a +2 bonus on all skill checks made with it. Special: Experts and Explorers may choose this as a bonus feat even if they are not 1st level. DASH [GENERAL, EXPLORER] Your athleticism makes you exceptionally fast. Prerequisite: Str 13, Dex 13, Con 13, Run Benefit: Your base move is increased by 5’ per round so long as you wear light or no armor. DOUBLE STRIKE [GENERAL, EXPLORER, FIGHTER] You can attack with both hands in perfect coordination. Prerequisite: Combat Reflexes, Two-Weapon Fighting, base attack bonus +6 Benefit: Whenever you charge or draw an attack of opportunity, you may make an attack with both hands. If you do this, you must accept the normal penalties for fighting with two hands. HARD AS NAILS [GENERAL, EXPLORER] Prerequisite: Con 13, Toughness, Tough as Leather Benefit: Your unarmed strike damage increases as if you were a creature one size class larger. Whenever you would take non-lethal damage from any source, you take one less non-lethal damage. You have a +2 bonus on concentration checks to resist distraction and on saving throws to resist the effects of pain. HARDY BEYOND MORTAL KEN [GENERAL, EXPLORER] You are capable of superhuman feats of endurance. Prerequisite: Con 13, Endurance, Toughness Benefit: You gain an additional +4 bonus to any check and save to which Endurance applies. This bonus stacks with the bonus from Endurance. (Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.) In addition, whenever you would fail any saving throw which would result in you becoming fatigued or exhausted, you may reroll that saving throw. You must keep the second result, even if it is worse than the first roll. MULTICULTURAL [GENERAL, EXPLORER] You blend into other cultures. Prerequisite: Able to speak at least one language other than your own Benefit: When communicating with beings whose native tongue you share, you are able to pass for a native. If you are not obviously a foreigner, you suffer no xenophobia penalty. If you are obviously an alien, for example a human speaking to dwarves, any xenophobia penalty you suffer in social interactions is still halved. SOLID AS A ROCK [GENERAL, EXPLORER] Prerequisite: Con 17, Hard as Nails, Toughness, Tough as Leather Benefit: Your natural armor class increases by +1. You gain a +2 bonus to saves to resist spell effects of the transmutation school. Any creature which you successfully trip, overrun, or bull rush takes additional damage as if you had made a successful unarmed strike on them. TOUGH AS LEATHER [GENERAL, EXPLORER] Prerequisite: Con 13, Toughness Benefit: You gain DR 1/-. If you already have DR, your DR improves by 1. [/QUOTE]
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