Explorer
The adventurer-archaeologist who searches for hidden
temples, ancient artefacts, and lost civilizations has acquired some notable
recognition. The extraordinary combination of scholarly and metaphysical
knowledge, exotic techniques and equipment, reckless coolness, and quick wit (not to mention good looks) results
in quite impressive, if somewhat obsessive, characters. Naturally, they often
run afoul organizations that seek to retrieve ancients secrets for their
personal gain.
Hit Dice and Ability Scores The Explorer uses d8 Hit Dice.
Dexterity is important for Explorers who often have to
rely on their agility to even reach the places they want to search for antique
goodies. A high Constitution allows them to deal better with hostile
environments, while Wisdom and Intelligence are quite useful to deal with
clues. Charisma is primer for making contacts and gathering information on a
global scale.
Class
Skills and Skill Points
The Explorer’s class skills (and the key Ability for
each) are:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
(Cha), Disable Device (Int), Drive (Dex), Gather Information (Cha), Handle
Animal (Cha), Investigate (int), Jump (Str), Knowledge (Architecture, Cultural
Arts, Foreign Culture, History, Occult, Religion, Streetwise - Int), Medical
(Wis), Open Lock (Dex), Pilot (Dex/Int), Poisons (Int), Repair (Int), Research
(Int), Ride (Dex), Search (Int), Speak Languages (Int), Spot (Wis), Survival
(Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis), Archery
(N/A), Gun Coimbat (N/A), Melee Attack (N/A), Melee Defence (N/A), Ranged
Defence (N/A), Thrown Weapons (N/A), Unarmed Attack (N/A), Unarmed Defence
(N/A)
The Explorer gets 6 + Int modifier Skill Points per
level.
Lvl
|
BAB
|
Ref
|
Will
|
Fort
|
Special
|
1
|
+0
|
+2
|
+0
|
+2
|
Adaptation (Heat, Cold) +1
|
2
|
+1
|
+3
|
+0
|
+3
|
Personal Gear +1
|
3
|
+2
|
+3
|
+1
|
+3
|
Bonus Feat, Divine
Relationship +1
|
4
|
+3
|
+4
|
+1
|
+4
|
Sixth Sense (Antique
Goodies) +1
|
5
|
+3
|
+4
|
+1
|
+4
|
Flunkies +1, Special
Movement (Light-Footed) +1
|
6
|
+4
|
+5
|
+2
|
+5
|
Personal gear +1, Defence
Combat Mastery +1
|
7
|
+5
|
+5
|
+2
|
+5
|
Bonus Feat
|
8
|
+6/+1
|
+6
|
+2
|
+6
|
Sixth Sense (Traps) +1
|
9
|
+6/+1
|
+6
|
+3
|
+6
|
Flunkies +1, Divine
Relationship +1
|
10
|
+7/+2
|
+7
|
+3
|
+7
|
Personal Gear +1, Special
Movement. (Swinging) +1
|
11
|
+8/+3
|
+7
|
+3
|
+7
|
Bonus Feat, Extra Defences
+1
|
12
|
+9/+4
|
+8
|
+4
|
+8
|
Heightened Awareness +1,
Defence Combat Mastery +1
|
13
|
+9/+4
|
+8
|
+4
|
+8
|
Flunkies +1
|
14
|
+10/+5
|
+9
|
+4
|
+9
|
Personal Gear +1
|
15
|
+11/+6/+1
|
+9
|
+5
|
+9
|
Bonus Feat, Divine Rel. +1,
Special Movem. (Wall-Bouncing) +1
|
16
|
+12/+7/+2
|
+10
|
+5
|
+10
|
Heightened Awareness +1
|
17
|
+12/+7/+2
|
+10
|
+5
|
+10
|
Flunkies +1
|
18
|
+13/+8/+3
|
+11
|
+6
|
+11
|
Personal Gear +1, Defence
Combat Mastery +1
|
19
|
+14/+9/+4
|
+11
|
+6
|
+11
|
Bonus Feat, Extra Defences
+1
|
20
|
+15/+10/+5
|
+12
|
+6
|
+12
|
Heightened Awareness +1,
Special Movement (Wall-Crawling)
|
Special Note
No Special Note.
|