Intrepid adventurers have led expeditions to lands unknown for time untold. Whether trekking through some distant jungle or breaking into a cursed tomb, explorers are those rare specialists who are expert at surviving danger. If anyone can be counted on to retrieve a lost artifact or discover a fabled treasure, it's an explorer.
Abilities:
Dexterity and Intelligence are the most important
abilities to the explorer, since these two scores cover most of his skills.
Hit Die:
d10
Starting Cash:
5d4 × 100ƒ
The explorer’s
class skills (and the key ability for each skill) are Balance (Dex), Climb (Str),
Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Drive
(Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex),
Jump (Str), Knowledge (art & artifacts) (Int), Knowledge (history) (Int),
Knowledge (natural sciences) (Int), Listen (Wis), Move Silently (Dex), Navigate
(Int), Pilot (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis),
Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier)
×
4.
Skill Points at Each Additional Level: 6 + Int modifier.
|
Table 3-3: The Explorer |
||||||
|
Level |
Base Attack Bonus |
AC Bonus |
Fort Save |
Ref Save |
Will Save |
Explorer Special Abilities |
|
1st |
+1 |
±0 |
+1 |
+1 |
+1 |
Trailblazing |
|
2nd |
+2 |
±0 |
+2 |
+2 |
+2 |
Trapfinding, sweep |
|
3rd |
+3 |
+1 |
+2 |
+2 |
+2 |
Endurance, linguistics |
|
4th |
+4 |
+1 |
+2 |
+2 |
+2 |
Uncanny dodge |
|
5th |
+5 |
+1 |
+3 |
+3 |
+3 |
Trap sense +1 |
|
6th |
+6/+1 |
+2 |
+3 |
+3 |
+3 |
Bonus feat |
|
7th |
+7/+2 |
+2 |
+4 |
+4 |
+4 |
Improved uncanny dodge |
|
8th |
+8/+3 |
+2 |
+4 |
+4 |
+4 |
Trap sense +2 |
|
9th |
+9/+4 |
+3 |
+4 |
+4 |
+4 |
— |
|
10th |
+10/+5 |
+3 |
+5 |
+5 |
+5 |
Skill mastery |
|
11th |
+11/+6/+1 |
+3 |
+5 |
+5 |
+5 |
Trap sense +3 |
|
12th |
+12/+7/+2 |
+4 |
+6 |
+6 |
+6 |
Bonus feat |
|
13th |
+13/+8/+3 |
+4 |
+6 |
+6 |
+6 |
Leadership |
|
14th |
+14/+9/+4 |
+4 |
+6 |
+6 |
+6 |
Trap sense +4 |
|
15th |
+15/+10/+5 |
+5 |
+7 |
+7 |
+7 |
Skill mastery |
|
16th |
+16/+11/+6/+1 |
+5 |
+7 |
+7 |
+7 |
Defensive roll |
|
17th |
+17/+12/+7/+2 |
+5 |
+8 |
+8 |
+8 |
Trap sense +5 |
|
18th |
+18/+13/+8/+3 |
+6 |
+8 |
+8 |
+8 |
Bonus feat |
|
19th |
+19/+14/+9/+4 |
+6 |
+8 |
+8 |
+8 |
— |
|
20th |
+20/+15/+10/+5 |
+6 |
+9 |
+9 |
+9 |
Skill mastery, Trap sense +6 |
All of the following
are class features of the explorer.
Starting Feats:
An explorer begins with Simple Weapons Proficiency, Personal Firearms
Proficiency, Exotic Weapon Proficiency (any one weapon), Light Armor
Proficiency, Medium Armor Proficiency, Shield Proficiency, Dodge, and Track.
Trapfinding:
1st-level explorers (and only explorers) can use the Search skill to locate
traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical 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 (and only explorers) can use the 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 Disable Device check can study a trap, figure
out how it works, and bypass it (with his party) without disarming it.
Trailblazing: A
2nd-level explorer can use a Survival check to shorten travel time through the
wilderness. A check of 15 or better reduces the time traveled by 25%. A check of
25 or better cuts it by 50%. The explorer can take 10 on this check, but not 20.
Travel time is reduced for everyone accompanying the explorer (no matter how
large the party), but not for anyone attempting to track the explorer's party.
Sweep: At 2nd
level, the explorer knows how to size up an area with one look. This provides a
+4 bonus to Spot checks for an area 30 feet in front of and around (but not
behind) the explorer. The explorer can use this ability at the start of an
encounter to find any obvious traps, enemies, escape routes, alarms, or
artifacts of historical, anthropological, or financial interest. Anything not
concealed can be spotted by a sweep with a DC 10 Spot check.
Endurance:
Explorers gain this feat as a bonus feat at 3rd level.
Linguistics:
Whenever the explorer encounters a new language, either spoken or written, he
can attempt an Intelligence modified level-check (for a spoken language) or a
Decipher Script check (for a written language) to learn it. The DC of the check
is 15 if the language is a common one, 20 if it is uncommon or unrelated to any
languages spoken by the explorer, and 25 if it is a rare or dead language.
Uncanny Dodge:
At 4th level, an explorer retains his Dexterity bonus to AC (if any) even if he
is caught flat-footed or struck by an invisible attacker. However, he still
loses his Dexterity bonus to AC if immobilized. If an explorer already has
uncanny dodge from a different class, he automatically gains improved uncanny
dodge (see below) instead.

Redd Jem, human explorer
Trap Sense:
Starting at 5th level, an explorer gains 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 by +1 every three explorer levels thereafter (8th, 11th, 14th,
17th, and 20th level). Trap sense bonuses gained from multiple classes stack.
Bonus Feats: At
6th, 12th, and 18th levels, the explorer may select a bonus feat from the
following list: Alertness, Animal Affinity, Cautious, Educated, Exotic Weapon
Proficiency, Force Stop, Studious, Vehicle Dodge, or Vehicle Expert.
Improved Uncanny
Dodge: At 7th level and higher, an explorer can no longer be flanked. This
defense denies a thief the ability to sneak attack the explorer by flanking him,
unless the attacker has at least four more thief 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 thief must be to flank the character.
Skill Mastery:
At 10th level, the explorer becomes so certain in the use of certain skills that
he can use them reliably even under adverse conditions.
Upon gaining this ability, he selects a number of skills equal to 3 + his
Intelligence modifier. When making a skill check with one of these skills, he
may take 10 even if stress and distractions would normally prevent his from
doing so. The explorer gains the skill master ability again at every 5th level
(15th, 20th, etc.).
Leadership:
Gained as a bonus feat at 13th level.
Defensive Roll:
A 16th-level explorer can roll with a potentially lethal blow to take less
damage from it than he otherwise would. Once per day, when he would be reduced
to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a
spell or special ability), the explorer can attempt to roll with the damage. To
use this ability, the explorer must attempt a Reflex saving throw (DC = damage
dealt). If the save succeeds, he takes only half damage from the blow; if it
fails, he takes full damage. He must be aware of the attack and able to react to
it in order to execute his defensive roll -- if he is denied his Dexterity bonus
to AC, he can’t use this ability.