Sadrik
First Post
Here is the explorer. A lucky character to say the least. Tell me what you think...
EXPLORER
The explorer is a traveler of the world. Along their travels they pick up a unique repertoire of skills and an uncanny sense of luck to help them on their travels.
Hit Die: d8.
Class SkillsThe explorer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Excape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Pilot (Dex), Research (Int), Ride (Dex), Search (Int), Sleight of Hand (Dex), Sneak (Dex), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Wis), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
The following are class features of the explorer class.
Weapon and Armor Proficiency: The explorer is proficient in the use of all simple weapons and short sword, long sword, scimitar, and rapier and with light armor and shields.
Luck (Ex): At 1st level, an explorer may once per day roll two dice instead of a single die and choose the die roll of the two that they want. The luck only functions on a single die and not all of the dice in a roll. She may use luck 2 times per day at 5th, 3 times per day at 9th, 4 times per day at 13th and 5 times per day at 17th.
Obscure Knowledge (Ex): An explorer picks up a vast repertoire of knowledge and may use her knowledge skills as untrained skills. Hence, they have a chance of knowing information in any given area even if they do not have a skill in it or they know where to find it. Their Obscure Knowledge ability also imparts a +2 bonus to the research skill.
Trapfinding: Explorers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Explorers can use the Craft Traps (Disable Device) skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
An explorer who beats a trap’s DC by 10 or more with a Craft Traps (Disable Device) check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Bonus Feats: An explorer gains a bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th and 20th). She can choose a feat from the following list.
Armor Proficiency (Medium), Combat Reflexes, Danger Sense (CA), Defensive Roll (as rogue ability, prerequisite: evasion), Defensive Strike (CW), Deft Opportunist (CA), Dodge, Endurance, Favored Enemy (as ranger ability, can only be selected only once), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Open Minded (CA), Opportunist (as rogue ability, prerequisite: combat reflexes), Quick Draw, Skill Application (any of the +2/+2), Skill Focus, Skill Mastery (as rogue ability, can be selected multiple times), Slippery Mind (as rogue ability, prerequisite: iron will), Dash (CW), Die hard, Run, Toughness, Track, Weapon Focus, Weapon Proficiency (Exotic) and Weapon Proficiency (Martial).
The explorer must still meet all prerequisites for the bonus feat. The class abilities that are feats can only be taken with the explorer’s bonus feats and not as feats from another source.
These bonus feats are in addition to the feat that a character of any class gets from advancing level.
Evasion (Ex): The explorer at 2nd level can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the explorer is wearing light armor or no armor. A helpless explorer does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, an explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): At 4th level the explorer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If an explorer already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Damage Reduction (Ex): At 7th level, an explorer becomes so lucky they gains Damage Reduction. Subtract 1 from the damage the explorer takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. This damage reduction improves to 2 at 13th and 3 at 20th.
Improved Uncanny Dodge (Ex): At 8th level and higher, an explorer can no longer be flanked. This defense denies a character with the ability to sneak attack the explorer by flanking him, unless the attacker has at least four more levels than the target has explorer levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a sneak attacker must be to flank the character.
Improved Evasion (Ex): At 10th level, an explorer’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless explorer does not gain the benefit of improved evasion.
EXPLORER
The explorer is a traveler of the world. Along their travels they pick up a unique repertoire of skills and an uncanny sense of luck to help them on their travels.
Hit Die: d8.
Class SkillsThe explorer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Excape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Pilot (Dex), Research (Int), Ride (Dex), Search (Int), Sleight of Hand (Dex), Sneak (Dex), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Wis), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Code:
[SIZE=2]Table: The Explorer
Base Attack Bonus:Average All Saves: Good
1st +0 +2 Luck 1/day, Obscure Knowledge, Trapfinding
2nd +1 +3 Bonus Feat, Evasion
3rd +2 +3 Trap Sense +1
4th +3 +4 Uncanny Dodge
5th +3 +4 Bonus Feat, Luck 2/day
6th +4 +5 Trap Sense +2
7th +5 +5 Damage Reduction 1/-
8th +6/+1 +6 Bonus Feat, Improved Uncanny Dodge
9th +6/+1 +6 Luck 3/day, Trap Sense +3
10th +7/+2 +7 Improved Evasion
11th +8/+3 +7 Bonus Feat
12th +9/+4 +8 Trap Sense +4
13th +9/+4 +8 Luck 4/day, Damage Reduction 2/-
14th +10/+5 +9 Bonus Feat
15th +11/+6/+1 +9 Trap Sense +5
16th +12/+7/+2 +10
17th +12/+7/+2 +10 Bonus Feat, Luck 5/day
18th +13/+8/+3 +11 Trap Sense +6
19th +14/+9/+4 +11
20th +15/+10/+5 +12 Bonus Feat, Damage Reduction 3/-[/SIZE]
The following are class features of the explorer class.
Weapon and Armor Proficiency: The explorer is proficient in the use of all simple weapons and short sword, long sword, scimitar, and rapier and with light armor and shields.
Luck (Ex): At 1st level, an explorer may once per day roll two dice instead of a single die and choose the die roll of the two that they want. The luck only functions on a single die and not all of the dice in a roll. She may use luck 2 times per day at 5th, 3 times per day at 9th, 4 times per day at 13th and 5 times per day at 17th.
Obscure Knowledge (Ex): An explorer picks up a vast repertoire of knowledge and may use her knowledge skills as untrained skills. Hence, they have a chance of knowing information in any given area even if they do not have a skill in it or they know where to find it. Their Obscure Knowledge ability also imparts a +2 bonus to the research skill.
Trapfinding: Explorers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Explorers can use the Craft Traps (Disable Device) skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
An explorer who beats a trap’s DC by 10 or more with a Craft Traps (Disable Device) check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Bonus Feats: An explorer gains a bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th and 20th). She can choose a feat from the following list.
Armor Proficiency (Medium), Combat Reflexes, Danger Sense (CA), Defensive Roll (as rogue ability, prerequisite: evasion), Defensive Strike (CW), Deft Opportunist (CA), Dodge, Endurance, Favored Enemy (as ranger ability, can only be selected only once), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Open Minded (CA), Opportunist (as rogue ability, prerequisite: combat reflexes), Quick Draw, Skill Application (any of the +2/+2), Skill Focus, Skill Mastery (as rogue ability, can be selected multiple times), Slippery Mind (as rogue ability, prerequisite: iron will), Dash (CW), Die hard, Run, Toughness, Track, Weapon Focus, Weapon Proficiency (Exotic) and Weapon Proficiency (Martial).
The explorer must still meet all prerequisites for the bonus feat. The class abilities that are feats can only be taken with the explorer’s bonus feats and not as feats from another source.
These bonus feats are in addition to the feat that a character of any class gets from advancing level.
Evasion (Ex): The explorer at 2nd level can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the explorer is wearing light armor or no armor. A helpless explorer does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, an explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): At 4th level the explorer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If an explorer already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Damage Reduction (Ex): At 7th level, an explorer becomes so lucky they gains Damage Reduction. Subtract 1 from the damage the explorer takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. This damage reduction improves to 2 at 13th and 3 at 20th.
Improved Uncanny Dodge (Ex): At 8th level and higher, an explorer can no longer be flanked. This defense denies a character with the ability to sneak attack the explorer by flanking him, unless the attacker has at least four more levels than the target has explorer levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a sneak attacker must be to flank the character.
Improved Evasion (Ex): At 10th level, an explorer’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless explorer does not gain the benefit of improved evasion.
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