Ok, here is the latest version of the explorer. Comments...
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 Skills
The 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:
[B]Table: The Explorer[/B]
Level BAB Fort Ref Will Special
1st +0 +2 +2 +2 Luck 1/day, Obscure Knowledge, Trapfinding
2nd +1 +3 +3 +3 Bonus Feat
3rd +2 +3 +3 +3 Luck 2/day
4th +3 +4 +4 +4 Bonus Feat
5th +3 +4 +4 +4 Luck 3/day
6th +4 +5 +5 +5 Bonus Feat
7th +5 +5 +5 +5 Luck 4/day
8th +6 +6 +6 +6 Bonus Feat
9th +6 +6 +6 +6 Luck 5/day
10th +7 +7 +7 +7 Bonus Feat
11th +8 +7 +7 +7 Luck 6/day
12th +9 +8 +8 +8 Bonus Feat
13th +9 +8 +8 +8 Luck 7/day
14th +10 +9 +9 +9 Bonus Feat
15th +11 +9 +9 +9 Luck 8/day
16th +12 +10 +10 +10 Bonus Feat
17th +12 +10 +10 +10 Luck 9/day
18th +13 +11 +11 +11 Bonus Feat
19th +14 +11 +11 +11 Luck 10/day
20th +15 +12 +12 +12 Bonus Feat
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 every odd level an explorer gains a daily use of the luck ability (1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th). As an immediate action they may roll two dice instead of a single die and choose the die roll of the two that they want. If the explorer rolls more than one die, the luck only functions on a single die in the roll and not all of the dice in it.
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 every even level (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th). She can choose a feat from the following list or from any of the new feats listed below.
[Any of the +2/+2 to two skills feats], Armor Proficiency (Medium), Combat Reflexes, Danger Sense (CA), Defensive Strike (CW), Deft Opportunist (CA), Dodge, Endurance, Improved Initiative, Mobility, Quick Draw, Skill Focus, Dash (CW), Die hard, Run, Track, 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.
New Feats:
Avoid Attack [General]
Prerequisite: 13 Dex, Dodge, Lucky Defense, Evade with Luck, Luck Ability.
Benefit: Spend a use of your luck ability as an immediate action, to make an attack that hit you miss you. Choose to use this ability before damage is rolled.
Dumb Luck [General]
Prerequisite: Luck Ability.
Benefit: Spend a use of your luck ability as a standard action, to give yourself another save against an ongoing effect, affecting you.
Evade with Luck [General]
Prerequisite: Luck Ability.
Benefit: Spend a use of your luck ability as an immediate action, to gain evasion as the rogue’s ability.
Lucky [General]
Benefit: You can use the luck ability like an explorer once per day. If you already have the luck ability you can use your luck ability two more times per day.
Grant Luck [General]
Prerequisite: Luck Ability.
Benefit: Spend a use of your luck ability as a free action, to give another willing recipient a +4 bonus that they can use on any one die roll until the end of the day.
Lucky Defense [General]
Prerequisite: 13 Dex, Dodge, Luck Ability.
Benefit: Spend a use of your luck ability as a free action, to add a +4 luck bonus to your AC until your next action 2 rounds from now.
Lucky Defense, Improved [General]
Prerequisite: Dex 13, Dodge, Lucky Defense, Luck Ability.
Benefit: Spend a use of your luck ability as a swift action, so that you cannot be flanked until your next action 2 rounds from now.
Lucky Opportunity [General]
Prerequisite: Combat Reflexes, Luck Ability.
Benefit: Spend a use of your luck ability as a swift action, to gain an attack of opportunity at your highest attack bonus against an opponent you are fighting.
Lucky Resiliency [General]
Prerequisite: Luck Ability, +4 base attack bonus.
Benefit: Spend a use of your luck ability as a swift action, to heal: 10 hit points, plus one more for every use of the Luck ability you can use a day.
Lucky Strike [General]
Prerequisite: Luck Ability.
Benefit: Spend a use of your luck ability as a swift action, to gain +1d6 damage on one of your attacks.
Lucky Strike, Improved [General]
Prerequisite: Lucky Strike, +4 base attack bonus and Luck Ability.
Benefit: Spend a use of your luck ability as a swift action, to gain +2d6 damage on one of your attacks.
Super Luck [General]
Prerequisite: Luck Ability, 10th level.
Benefit: When you use your luck ability you may now roll 3 dice and keep the highest.
Normal: The luck ability allows you to roll 2 dice and keep the highest one.