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The Explorer

by Lucas Johnson

”’Where am I going?’ I have no idea. Isn’t that the point?”
        --Korran, half-orc explorer


The people who sail the seas to distant, unknown lands, hack through a jungle to find the secrets at its heart, brave the tortures of the desert to discover lost civilizations, and delve into the darkest dungeons without qualm: these are explorers. They are true adventurers, willing to go anywhere for glory, knowledge, challenge, and fun.

Making an Explorer
By their very nature, explorers are versatile characters, and the class itself is even moreso. An explorer’s biggest asset is their wide range f skills, but they also have a number of class abilities that are highly customizable, depending on the explorer’s chosen field. Because of thus choice, explorers can fit many roles in a party, able to replace or augment many types of characters. There may even be several explorers in a party, and none may directly overlap another’s abilities.

Abilities: The abilities important to an explorer depend on the focus of the explorer. Intelligence is important for most, to gain additional skills and to help with a couple of class abilities. Dexterity is also important for several skills and abilities. Dexterity and Strength are both important for adventurous explorers. Intelligence is especially important for academics. Dexterity, Intelligence, and Wisdom are all important for cautious explorers.

Races: Humans make the most obvious explorers, striving for adventure, danger, and change. However, most races might become explorers. Half-elves and half-orcs follow the urges of their human parentage. Halflings and gnomes are forever curious; Halflings may become adventurous, and gnomes academic or cautious. Even elves and dwarves may be explorers, going to the frontiers of their territories or seeking lost knowledge. Other races are less likely, but may still appear as explorers.

Alignment: Explorers tend towards moral neutrality, not being partial towards the motives for exploration other than for exploration and knowledge itself. They tend also toward chaos, enjoying the freedom of doing their own thing. However, explorers may be of any alignment, depending entirely on the individual explorer’s motives and personality.

Starting Gold: 6d4 x 10 gp (150 gp)
Starting Age: As ranger.

TABLE 1: THE EXPLORER HIT DIE: d8
Lv. BAB Fort Ref Will Special
1 +0 +0 +2 +0 Trapfinding, bonus feat, explorer trait
2 +1 +0 +3 +0 Explorer trait, bonus language
3 +2 +1 +3 +1 Bonus feat, trap sense +1
4 +3 +1 +4 +1 Evasion
5 +3 +1 +4 +1 Explorer trait, luck of adventure 1/day
6 +4 +2 +5 +2 Skill mastery
7 +5 +2 +5 +2 Bonus language, trap sense +2
8 +6 +2 +6 +2 Explorer trait
9 +6 +3 +6 +3 Bonus feat
10 +7 +3 +7 +3 Luck of adventure 2/day
11 +8 +3 +7 +3 Explorer trait, trap sense +3
12 +9 +4 +8 +4 Bonus language
13 +9 +4 +8 +4 Bonus feat
14 +10 +4 +9 +4 Explorer trait
15 +11 +5 +9 +5 Trap sense +4, luck of adventure 3/day
16 +12 +5 +10 +5 Bonus feat
17 +12 +5 +10 +5 Explorer trait, bonus language
18 +13 +6 +11 +6 Bonus feat
19 +14 +6 +11 +6 Trap sense +5
20 +15 +6 +12 +6 Explorer trait, luck of adventure 4/day
Class Skills (8 + Int modifier per level, x4 at 1st level): Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Speak Language (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).


Weapon and Armour Proficiency: Explorers are proficient with all simple weapons, martial weapons, and the whip, as well as light armour, but not shields.

Trapfinding (Ex): An explorer can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.

Bonus Feats: At 1st level, as well as 3rd, 9th, 13th, 16th, and 18th levels, an explorer gets a bonus feat, chosen from the following list. An explorer must meet all the prerequisites of the feat to take it. Alertness, Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Diligent, Dodge, Endurance, Great Fortitude, Improved Initiative, Investigator, Iron Will, Lightning Reflexes, Nimble Fingers, Quick Draw, Self-Sufficient, Skill Focus, Track.

Explorer Trait (Ex): At 1st level, 2nd level, and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th level) an explorer gains a special explorer trait, selected from the list below. There are three basic specializations that an explorer may take, and which are requirements for the rest of the abilities. Some abilities also have further requirements before they can be taken. An explorer is not limited to one specialization. The three specializations are Academic, Adventurous, and Cautious.

Academic: You gain a +1 competence bonus all on Decipher Script checks and all Knowledge checks. This bonus increases by an addition +1 for every three subsequent levels you gain in the explorer class. For example, if this trait is taken at 5th level, the bonus increases to +2 at 8th level.

Improved Flanking: When flanking an opponent, you gain a +4 bonus to attack rolls, rather than the normal +2. This does not give any additional benefits to your allies. This ability requires Academic.

Lore: You gather random pieces of knowledge, much like the bardic knowledge ability. You can make a lore check to know information about legends and other bits of knowledge about something. The check is d20 + explorer level + Intelligence modifier, and otherwise works identically to bardic knowledge (see page 28 of the Player’s Handbook). Explorer levels stack with levels of other classes with similar abilities for the purposes of lore checks (such as the bard and loremaster). This ability requires Academic.

Additional Skill Mastery: You increase you skill mastery. Choose a number of skills equal to your Intelligence modifier (minimum 1). Add these to the list of skills you can take 10 with, even under adverse circumstances. This ability requires Academic and Skill Mastery.

Magical Aptitude: Add Knowledge (Arcana), Spellcraft, and Use Magic Device to your list of class skills. This ability may be taken more than once; each additional time you take it, you gain a cumulative +1 bonus on checks made with these skills. This ability requires Academic.

Magical Talent: Choose a 1st-level spell. You may use this spell 1/day as a spell-like ability. This ability can be taken multiple times; each time, you may either choose a new spell, or use an existing spell-like ability one additional time per day. This ability requires Academic and Magical Aptitude.

Academic Fame: You are known in urban areas as an academic. You may access centres of knowledge, such as libraries and the personal collections of other academics. If you consult such resources and other academics, you may gain a bonus on Knowledge checks (determined by the DM). In addition, you are requested to give lectures and attend academic meetings on occasion, and can participate in the larger academic culture. This ability requires Academic and any one other Academic trait.

Adventurous: You gain a +1 competence bonus all on Climb, Jump, Survival, and Swim checks. This bonus increases by an addition +1 for every three subsequent levels you gain in the explorer class. For example, if this trait is taken at 5th level, the bonus increases to +2 at 8th level.

Speed Bonus: Your base land speed increases by +10 feet. This ability may be taken more than once, increasing your speed by +10 feet each time. This ability requires Adventurous.

Uncanny Dodge: You gain the uncanny dodge special ability (see rogue class feature, page 50 of the Player’s Handbook). This ability requires Adventurous.

Improved Uncanny Dodge: You gain the improved uncanny dodge special ability (see rogue class feature, page 50 of the Player’s Handbook). This ability requires Adventurous and Uncanny Dodge.

Sailor: You gain a +2 bonus on all Profession (Sailor) checks, as well as Balance and Tumble checks while on a ship. This ability requires Adventurous.

Woodland Stride: You may travel through natural undergrowth at your full speed. See the ranger class feature, page 48 of the Player’s Handbook. This ability requires Adventurous.

Trackless Step: You do not leave tracks when travelling. See the druid class feature, page 36 of the Player’s Handbook. This ability requires Adventurous and Woodland Stride.

Rescue Artist: You are skilled at extracting others from compromising situations. You automatically succeed on Climb checks made to catch a falling person (see page 69 of the Player’s Handbook). You also gain a +4 competence bonus on all Strength-based skill checks made while carrying or supporting another person. The DM may allow bonuses in other situations as well. This ability requires Adventurous and any one other Adventurous trait.

Cautious: You gain a +1 competence bonus all on Appraise, Disable Device, Open Lock, and Search checks. This bonus increases by an addition +1 for every three subsequent levels you gain in the explorer class. For example, if this trait is taken at 5th level, the bonus increases to +2 at 8th level.

Poison Resistance: You have built up a resistance to all poisons. You gain a +4 bonus on Fortitude saves to resist the effects of poison. This ability requires Cautious.

Sixth Sense: You have developed a sixth sense to danger. You gain your Intelligence modifier as a bonus on initiative rolls. This ability requires Cautious.

Stonecunning: You gain the stonecunning special ability (see dwarf racial feature, page 15 of the Player’s Handbook). This ability requires Cautious.

Invisible: Add Hide and Move Silently to your list of class skills. You gain a +1 bonus on these two skills. This ability can be taken more than once; each additional time you take it, you gain a cumulative +1 bonus on checks made with these skills. This ability requires Cautious.

Camouflage: You can make a Hide check even if you do not have cover or concealment, as long as you are in natural surroundings. See the ranger class feature, page 48 of the Player’s Handbook. This ability requires Cautious and Invisible.

Expert Trapsmith: You are an expert in traps. When crafting traps, you take only half as long as normal (multiply your weekly or daily progress by 2; see the Craft description on page 70 of the Player’s Handbook). In addition, if you are creating a very simple trap (such as covering a pit with branches, rigging a bunch of rocks to tumble down a cliff, etc.), and as long as the base materials are readily available (the pit is dug and branches are in the area, loose rubble is piled at the top of a cliff, etc.), you may create a basic trap without paying any significant cost, and with progress accumulated by 10-minute increments rather than the week (determine price as normal for purposes of time). Finally, if you succeed a Disable Device check on a trap by 10 or more, you can scrounge the trap for parts; if you later attempt to duplicate the trap, you pay only half the normal cost in raw materials. This ability requires Cautious and any one other Cautious trait.

Bonus Language (Ex): Your exploration of distant areas gives you mastery of new languages. At 2nd level and every five levels thereafter (7th, 12th, and 17th level) you gain a bonus language, which can be chosen from any language.

Trap Sense (Ex): An explorer is adept at avoiding the effects of traps. At 3rd level, they gain the trap sense class feature (see the barbarian class feature, page 26 of the Player’s Handbook). The bonuses rise by +1 for every four additional explorer level gained (+2 at 7th level, +3 at 11th level, etc.) and stacks with similar bonuses granted by other classes.

Evasion (Ex): At 4th level, an explorer gains the evasion special ability. See the rogue class ability, page 50 of the Player’s Handbook.

Luck of the Adventure (Ex): Explorers often find themselves needing a bit of luck in their adventures. At 5th level, the explorer may reroll any check made with a d20 (attack roll, skill check, ability check, saving throw, initiative roll, etc.) once per day. He must declare the use of this ability before knowing the result of the original check, and must take the second roll, even if it’s worse than the first. This ability may be used twice per day at 10th level, three times per day at 15th level, and four times at 20th level.

Skill Mastery (Ex): At 6th level, an explorer becomes very good at working even under stressful conditions. He may choose a number of skills equal to his current Intelligence modifier (minimum 1). Once these skills are chosen, they cannot be changed. The explorer may take 10 on any check involving those skills, even under conditions that would normally prevent it.



Playing an Explorer
Explorers are the stereotypical adventurer, willing to tackle any challenge to accomplish their goals. Embrace the adventurous spirit and dive into the unknown.

Explorers are extremely versatile; take advantage of this to create exactly the character you want to play. The possibilities are endless.

Religion
Explorers aren’t by nature religious, though they certainly can be. When they are, explorers tend to worship deities of adventure, exploration, travel, knowledge, and other related portfolios.

Other Classes
Explorers tend to work well with most other classes. Their versatile abilities are perfect supplements to the abilities of rogues, rangers, and similar classes, and they can also replace such characters if they are not in the party. Explorers are greatly augmented by the magic of arcane casters and the healing of divine casters, and can provide supplementary roles no matter what other classes they are with. Only paladins and perhaps monks do not work well with explorers, as the explorers often deride them for their strict code and narrow goals.

Combat
Explorers are not at their strongest in direct combat. Use your various abilities to gain every advantage you can in battle: tumble to flank an opponent, jump or climb to gain height advantage or cover, and in general, use the environment to your advantage: drop rocks off of cliffs you climb, fight in difficult terrain to slow your opponent, ambush enemies from hiding. Do what you can to augment and aid your allies, and act carefully and intelligently in combat.

Advancement
As you advance as an explorer, you gain huge versatility, so your advancement entirely depends on your character concept. Use many of your bonus feats for combat-related abilities, since combat isn’t your strength. You will probably take more than one explorer trait specialization, so take it early so you maximize the skill bonuses you receive from it. Vary your skills so you’re useful in every possible situation--especially put at least a few ranks in trained-only skills so you can use them when no one else can. Ultimately, take advantage of your versatility.

Explorers in the World
”So, you’ve never been there, you don’t know what we might find, it’ll almost certainly be dangerous, and there’s probably a vast amount of lost treasure? Sign me up!”
        --Korran, Society of the Lost Expedition Leader


Explorers are the adventurers of the world that travel to distant lands, explore ancient ruins, and return triumphantly to civilization laden with knowledge, treasure, and even more opportunities. They are the ones that lead expeditions of exploration, make contact with distant civilizations, and in essence make the world a larger place.

Daily Life
Daily life for an explorer is as varied as the explorers themselves. For one, a typical day might involve tramping through the wilderness, while another might spend most days teaching at an institution of learning. Still another mightlead an expedition across the ocean, research an ancient civilization or fight off cursed mummies in the depths of a foreign land. There is no characterizing the life of an explorer.

Notables
Explorers in the world are often archaeologist-adventurers, seeking out ancient ruins for knowledge of the past and to preserve history. Such is the case with Korran, an adventurous half-orc explorer. He works for the Society of the Lost, as an expedition leader. He leads dozens of labourers and archaeologists on dangerous missions to distant lands in search of answers to the past.

The explorer could also be a teacher at an institute of learning, as with the academic human explorer Edgar Favian. Edgar does his research in the field, then brings his findings back to Toroth University where he teaches his students history, sharing his first-hand experiences, and teaching how to interpret primary evidence.

Or, the explorer could be a true explorer, setting off on a ship across the ocean to find distant lands and untapped wealth, as with halfling adventurous explorer Everissa Waverider. She leads a crew of sailors on dangerous missions into the unknown, to discover and explore the previously untouched.

Organizations
Many organizations exist for explorers and their ilk. The Society of the Lost is an organization dedicated to exploration and rediscovery of ancient knowledge, with a special place for explorers. Explorers might also work with various universities, or be commissioned by governments. There is no one defining organization. At the same time, many explorers are independent, working for rich patrons, or just for themselves.

NPC Reactions
The reaction of an NPC to an explorer depends entirely on both the NPC and explorer in question. Generally, however, explorers are seen as thrill-seekers and adventurers, heedless of danger, and essentially foolish and suicidal. In some cultures, they may be seen as heroes, with many aspiring to join such a glorious profession.

Explorer Lore
Characters with ranks in Knowledge (geography) can research explorers to know more about them. When a character makes a skill check, read of paraphrase the following, including the information from lower DCs.

DC 10: “Explorers are adventurers at the most essential level, travelling, exploring, and adventuring.”
DC 15: “Explorers tend to be extremely versatile, able to adapt to any situation their travels present them with.”
DC 20: “In their travels, explorers pick up many languages. They also have great luck, which sometimes lets them survive where others would surely fail.”
DC 25: “Explorers are masters of adventure, gaining great proficiency in a myriad of abilities and skills, from the adventurous to the intellectual to the cautious.”

Explorers in the Game
Explorers can easily fit into any game. They’re versatile, and don’t depend on a magic system of any sort. They can fill several roles in a party, or adventure solo, being able to do so much. They make both great adventuring PCs as well as NPCs--perhaps an expedition leader, a guide for the PCs through unfamiliar territory, a patron for work, or even a rival treasure hunter.

Since their role is similar in many ways to other classes, such as ranger or rogue, the fact that they have not been encountered before in an ongoing campaign can simply be explained by the fact that similar characters simply chose other classes for the same characteristics.

Adaptation
Explorers are already extremely adaptable. They have few restrictions on characters and can fill so many different roles that it should be easy to fit them into any campaign. If you wish, you could make the explorer a more specialized class, perhaps having them be mainly part of a single organization, or have it be a profession only taken up by humans, or perhaps halflings, or only in a specific fringe society. The versatility of the explorer doesn’t stop at character creation.

 

 

 

 

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Damp With Murder is Copyright © 2007-2008 by Lucas Johnson and Allison RAPTOR. Contact at dampwithmurder@gmail.com