Explorer

HD: d8
Class Skills: Acrobatics, Appraisal, Athletics, Bluff, Ciphers, Creature Handling, Cultures, Devices, Endurance, Escape Artistry, Healing, Jump, Legerdemain, Perception, Psionics, Psychology, Stealth, Survival
Skill Points: 8 per level

Level BAB Fort Ref Will Class Features Expertise Dice Size
1st +0 +0 +2 +2 Expertise, Adaptive Talent d6
2nd +1 +0 +3 +3 Lesser Archetype Feature d6
3rd +2 +1 +3 +3 Adventurer’s Knack d8
4th +3 +1 +4 +4 Moderate Archetype Feature d8
5th +3 +1 +4 +4 Serendipity d10
6th +4 +2 +5 +5 Greater Archetype Feature d10
Proficiencies

The explorer is proficient with light armor and shields (except tower shields). He is proficient with simple weapons, three martial weapons of his choice, hiand improvised weapons.

Expertise

The explorer has a well of raw potential that he can draw from when the situation calls for it. He has a number of expertise dice equal to his Intelligence modifier plus his level, regained each day. Any time he is about to make a roll (including damage rolls), he can choose to apply an expertise die to it, adding the result of the roll and that of the expertise die together. This must be decided before the roll is made, and only a single expertise die can be applied to a given roll. Initially, an expertise die is a d6; at 3rd level, it upgrades to a d8; at 5th level, a d10.

Adaptive Talent

The explorer gains a bonus [Skill] feat at 1st level, for which he must meet the prerequisites. Once per day, the explorer may swap this bonus feat for another [Skill] feat he qualifies for – he must still fill the prerequisites of any feat he selects. This feat may not be used to qualify for another feat.

Lesser Archetype Feature

At 2nd level, the explorer chooses one of the archetypes from the list below. Once made, this choice is final. He gains the appropriate lesser feature for his archetype.

Adventurer’s Knack

A 3rd level explorer is treated as having one rank in every skill she otherwise has no ranks in, giving her access to the appropriate skill uses without the -5 untrained penalty. If she does have ranks in a skill, she can choose to apply expertise dice to that skill after the check is made and the result revealed.

Moderate Archetype Feature

At 4th level, the explorer gains the appropriate moderate feature for his archetype.

Serendipity

At 5th level, an explorer can no longer roll a natural one on anything – if he does, he immediately gains a free reroll. He must abide by the results of the reroll, unless it is another one. In addition, anytime he rolls a natural twenty on an attack roll, skill check, or saving throw, he immediately gains an expertise die. This die must be spent in the next three rounds, or is otherwise lost.

Greater Archetype Feature

At 6th level, the explorer gains the appropriate greater feature for his archetype.

Brave New World

At 6th level, once per encounter, the explorer may make use of one of the three following abilities:

  • All or Nothing: The explorer can add as many expertise dice as he wishes to a single attack roll, skill check, or saving throw. If the roll still fails to beat the DC or AC, she regains the expertise dice.
  • Hidden Potential: The explorer can treat himself as having 9 ranks in a class skill, or 6 ranks in another skill, for five rounds, gaining all of the appropriate skill uses for the duration.
  • Steady Course: After spending a swift action, the explorer can treat all of his expertise dice as having rolled their maximum value until the start of his next turn.

Coordinator (Archetype)

Consummate Helper (Lesser Archetype Feature)

When a coordinator assists an ally with an attack roll or skill check, he can apply one of his expertise dice to his ally’s roll in addition to the normal bonus for aiding another. He gains an extra expertise die per level; however, these extra dice can only be applied to others’ rolls.

Good Example (Moderate Archetype Feature)

After the coordinator successfully aids another and applies an expertise die to an allies roll, he gains the result of that die as a bonus to any one roll of the same type he makes within the next minute.

Drive to Action (Greater Archetype Feature)

The coordinator can take either a standard or full-round action to grant an extra move or standard action (respectively) to any or all allies within 30ft, to be performed immediately. This ability costs him one expertise die for every creature to be affected; the bonus dice given by this archetype can be spent for this ability.

Dilettante (Archetype)

Shifting Focus (Lesser Archetype Feature)

Each day, a dilettante selects from one of three focuses and gains the listed benefits. He also gains an extra expertise die per level; however, these extra dice can only be used on certain rolls, depending on his focus.

  • Luminance Focus gives the dilettante a number of power points equal to his Intelligence modifier, which he may use to manifest powers off the general psion/wilder list and one discipline list of his choice. He may only manifest first level powers, and he uses his explorer level as his manifester level. He may spend his bonus expertise dice to improve any roll related to manifesting a power, or to improve an Appraisal, Ciphers, Cultures, Healing, Psionics, or Psychology check.
  • Physical Focus increases the dilettante’s BAB by +1. He selects one martial discipline, and gains access to all of the first level maneuvers from that discipline; he may use one maneuver per encounter (except for stances, which may be used at will). He may spend his bonus expertise dice to improve an attack or damage roll, or to improve an Acrobatics, Athletics, Creature Handling, Endurance, Jump, or Survival check.
  • Subterfuge Focus grants the dilettante the Trapfinding ability and +1d6 sneak attack damage. He may spend his bonus expertise dice to improve a saving throw, or to improve a Bluff, Devices, Escape Artistry, Legerdemain, Perception, or Stealth check.
Jack of Many Trades (Moderate Archetype Feature)

The dilettante is treated as having an additional rank in the skills benefited by his focus, up to the maximum for his level. If he already has the maximum ranks for his level, he increases the size of his expertise dice by one step (d6→d8→d10→2d6) when applied to those skills. The virtual rank granted by this ability stacks with that of Adventurer’s Knack.

Greater Focus (Greater Archetype Feature)

The dilettante improves the benefits from his focus as follows:

  • Luminance Focus now gives the dilettante twice his intelligence modifier in power points. He may manifest both first and second level powers from the same list.
  • Physical Focus now increases the dilettante’s BAB by +2. He gains access to all first and second level maneuvers from the discipline he selects, and can use two maneuvers each encounter.
  • Subterfuge Focus now grants the dilettante +2d6 sneak attack damage and the Evasion ability, in addition to Trapfinding.

Drifter (Archetype)

Martial Wanderer (Lesser Archetype Feature)

A drifter gains the ability to learn and initiate Maneuvers, and selects one discipline to learn maneuvers from. He learns three 1st level maneuvers from that discipline; at least one of them must be a stance. Every level after this one, he learns an additional maneuver, gaining access to 2nd level maneuvers at 4th. These maneuvers are each usable once per encounter, except for stances. He gains an additional expertise die per level, which can only be spent to improve rolls made as part of a maneuver.

Ill Omen (Moderate Archetype Feature)

As an immediate action, the drifter can spend an expertise die (including those granted by this archetype) and subtract the result from any roll made by a creature he threatens. This can be done after the roll has been made and the result revealed.

Never Surprised (Greater Archetype Feature)

The drifter gains the Uncanny Dodge ability.

Pathfinder (Archetype)

Favored Terrain (Lesser Archetype Feature)

A pathfinder selects one of the following types of terrain as his favored terrain: forest, hills, jungle, mountains, plains, swamp, or underground. He gains an extra expertise die per level, which can only be spent while in the appropriate terrain. Each day, he may reselect his favored terrain. n addition, the pathfinder can ignore nonmagical difficult terrain.

As the Crow Flies (Moderate Archetype Feature)

The pathfinder can instinctively determine the shortest path from his current location to anywhere she has visited before. This instinct functions as a simple “straight line” in most cases, providing him with only a rough distance and direction. In addition, all expertise dice the pathfinder spends while in his favored terrain have their size increased by one step (d6→d8→d10→2d6).

Terrain Mastery (Greater Archetype Feature)

The pathfinder gains one free expertise die while in his favored terrain. When this expertise die is spent, he regains it after one minute. In addition, the Eternal Autumn is now a valid choice for the pathfinder’s favored terrain, and expertise dice can be spent after a roll has been made and the result revealed while he is in his favored terrain.

Gambler (Archetype)

Lucky Guess (Lesser Archetype Feature)

When using an expertise die on a roll, the gambler regains that expertise die if it rolls a 6 on a d6, a 7 or 8 on a d8, or an 8, 9, or 10 on a d10.

In addition, the gambler may choose to substitute base values in his derived attributes under certain conditions. Expertise dice cannot be applied to this roll.

  • Before the gambler knows the result of an attack against his AC or CMD, he may roll a d20 and apply the result in place of the default base value of 10.
Double Or Nothing (Moderate Archetype Feature)

When rolling an expertise die, the gambler may choose to spend two expertise dice and roll only one, doubling the result of the roll. If used with Lucky Guess, above, the Gambler regains both spent expertise dice.

In addition, the gambler gains more derived attributes that he can replace the base values of:

  • Before making an attack roll or combat maneuver check, the gambler may roll a d6 and apply the result in place of his BAB for that attack or combat maneuver.
  • Before making a Will or Reflex saving throw, the gambler may roll a d8 and apply the result in place of his base save value.
  • Before making a Fortitude saving throw, the gambler may roll a d4 and apply the result in place of his base save value.
Ace In The Hole (Greater Archetype Feature)

When the gambler regains an expertise die as detailed in Lucky Guess, he also gains one luck reoll. These luck rerolls can be expended to reroll all dice made in a single roll. Only one reroll may be used per dice roll, and the result of the reroll must be taken. The number of luck rerolls he has cannot exceed his level.

In addition, the gambler gains more derived attributes that he can replace the base values of:

  • Before making a skill check with a base ability modifier that is greater than or equal to 0, the gambler may roll a d6 and replace their base ability modifier with the result.

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Character
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Rules
Combat Classes: Brawler Gladiator Marksman Sentinel Zealot
Expert Classes: Engineer Explorer Poet Sage Scoundrel
Mystic Classes: Black Mage Blue Mage Green Mage Red Mage White Mage
Luminant Classes: Aspirant Empath Esoteric Kinetic Subliminal
Setting

Explorer

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