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Dragon Ninja
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Advanced Dungeons and Dragons Classes

The Explorer

Zappo's note: sorry for the incorrect translation of some traits or proficencies. I don't own the English Player's Option: Skills and Powers book.

Primary Requisites: Strength, Dexterity
Minimal requisites: Wisdom 12, Intelligence 12, Dexterity 13, Constitution 10, Charism1 10.
Races: any
Starting gold: (1d10+10)x10 gold coins
Alignment: Any

"Explorers travel far lloking for unexplored lands, new people and ancient artefacts. Their wish to travel often leads them to wild and dangerous lands where they need to be both good fighters and skillful merchants."

Explorers have one goal in life: to see what's beyond the next mountain or travel beyond the borders of the known world, to search for new lands, new people and wonders: their love for travels is always pushing them beyond any limit. They are the perfect adventurers, because they never stop in a city for more than a few days or weeks. They are always ready to explore ruins, abandoned temples and underground caves. Many of them are demihumans who, not feeling at ease in human cities, have dedicated themselves to the exploration.; other are halfbreeds, such as halfelves, halforcs and halfogres who feel more accepted in the wild lands than in their parents' communities. Sure, there are also human explorers, people who left their homes just because they want to see the world.

 

Hit dice, THAC0, Saving throws, level progression...

To determinate hit points the explorer uses 10 sided dice (+3 beyond 9th level). Level progression, saving throws and THAC0 follow the same rules as the Ranger. Like the fighters, they can make more attacks per round at the higher levels (at 7th they make 3 attacks every 2 rounds and at 13th 2 every round). The explorer can have exceptional Strength and use the Constitution bonuses, like fighters. For example, an explorer could have 18/30 strength and gain bonus HP with more than 16 Constitution.

Multiclassing combinations

The player can choose a multiclass character: wizard/explorer, cleric/explorer (if the PC belongs to a travelling cult or a cult related to travelling), thief/explorer and bard/explorer.

Skills

Non weapon proficiencies (7 character points): the explorer can choose from the General, Fighters and Rogues. Free: Survival (in two terrains chosen from: arctic, forest, desert, scrubland, mountain, tropical), Swimming. Suggested: Orienteering, Fire-building, Fishing, Meteorology, Seamanship, Local history, Navigation, Cryptography, Ancient languages, Ride, Drive carts, Appraising, Ancient history, Read/write, Modern languages, Mountaineering.

Weapon proficiencies (7 punti-personaggio): The explorer gains weapon proficiencies as a ranger. He can use all weapons except the large sized ones (such as a two handed sword) because, since he travels a lot, he'd rather not carry too much weigth.

The explorer can specialize in a weapon (an achieve mastery) as a ranger.

Traits: recommended: Precise memory, Varied culture, Acute sigth, Natural immunity to heat/cold, Acute hearing, Know direction, Climate sense, Attention.

Equipment

The explorer can wear at most chain mail armor and he can't use large sized weapons, becaus, since he is always traveling, he prefers not to carry too much weigth. The explorer can use shields.

At the beginning of the game the explorer must buy the minimal survival equipment: rope, nails, hammer, fishing tools, water, rations etcetera. Besides that he can buy anything he wants.

Magical items

The explorer can use magical items of the fighters and rogues. They like to use extradimensional spaces such as Bag of holding, Heward's practical sack, Elhonna's quiver, Portable hole etcetera.

Class skills

The explorer has 105 character points to buy class skills. Unused points can be spent later to purchase generic skills or kept to be used in game.

Notice: the skills marked with * can be raised when the explorer advances in level. For more information, consult "Skill improvement".

Climb* (10): the explorer can climb trees, rocks and other natural obstacles.

Move silently* (5): this skill lets the explorer walk without sound. He will move at one third of his usual speed.

Hide in shadows* (5): the explorer can try to hide in shadows, bushes or holes. A successful skill check indicates that the explorer is affectively invisible while he is still. He can move very slowly.

Read languages* (5): as the same name thief skill.

Find/remove traps* (10): these characters are always ready to explore ancient sites, abandoned temples and underground complexes; since each of these places can contain deadly traps, the explorers have developed the skill of finding and removing these traps.

Hear sounds* (5): this is the skill to hear noises which most people couldn't hear.

Dig tunnels* (10): the explorer might need to dig a small tunnel to reach the hideout of some treasure. Hi success depends on some factors. The table here shows the time needed to dig 3 meters of dirt with adequate tools. Every 3 meters the explorer must make a skill check: a failure means that the tunnel's ceiling caves in. He can try again counting the "moved land" modifier on the table.
Terrain Modifier Time
Sand or moved land -10% 5 hours
Hard land 10 hours
Rocky +10% 30 hours

Identify magical items (10): explorers with this skill have a 5% per level chance to identify the general use and function of any magical item. It's not needed to touch it; a close examination is sufficient. An elven explorer or a bard/explorer can't cumulate the same skill (since elves, bards and merchants have this skill).

Survival (5): the explorer has a +3 proficiency bonus but only in two terrains chosen by the character.

Resist disease (5): the explorer has a +1 to saves versus any natural disease.

Better movement (5): the explorer's base movement rate is 15 rather than 12.

Tongues (10): the explorer, thanks to his continuous traveling, gains one language every three levels.

Single specialization (10): the explorer can specialize in a particular weapon. To this cost you have to add the specific one for the specialization.

Defensive bonus (10): +2 to AC if he has no armor and zero encumbrance.

Hand language* (5): this skill permits to communicate with anyone able to see and understand the signs. The maximum distance usually is the line of sigth, if the area is well lit, or the recipient has good infravision. It can be a complex language to translate long speaks or a system to send brief messages like "attack", "orcs behind the boulder", or "you three to the left". To send the message the explorer must make a percentile roll (see Skill improvement); to receive it, the receiver must have at least a minimal knowledge of hand gestures and make an Intelligence check or a Hand language check if he is another explorer. If the message is brief and easy there is a +2 bonus (+10% for the explorer), while if it is more complex there is a malus of -1 (-5% for the explorer).

Send signals* (5): the explorer can use signals in the open (for example smoke signals) or underground. Underground, he can send messages through sounds. It's enough to tap the walls with a rock, a hammer or a metal bar: the sound will echo up to 1d6 kilometers away. The message will seem morse coded and can be long or short. To send the message the explorer must pass a percentile roll (see "skill improvement"); to receive it, the receiver must have at least a minimal knowledge of the signals and make a successful Intelligence check or a Send signals check if he is an explorer too. If the message was successfully sent but wasn't understood, it is possible that it is misinterpreted, understanding something very different from the original meaning.

Haggling* (5): Explorers travel everywhere and often end up in wild and dangerous lands where they need to be capable merchants. If they pass the skill check, the explorer will purchase any good paying 10% less than its original cost. If the explorer has Charisma 14 or 15 the chance is improved by 5%; with 16 or 17 by +10%; with Charisma 18 it becomes +15%. Every 2 points over 18, the percentile gains another +5%.

Cold resistance(5): +1 to ST versus cold or freezing.

Heat resistance (5): +1 to ST versus heat or fire.

Luck (10): once per day the explorer can, if he wants, add or subtract one point to or from a dice roll, including to hit rolls, to damage, saving throws etcetera. This bonus can nor be used during character creation, neither kept for the following day! The player must declare its use before rolling the dice.

Information gathering (5): spending 10d100 GP and passing an Intelligenca and Charisma check can obtain a general clue on anything he is researching (an underground city, an ancient artefact, a forgotten tomb, etcetera). Sometimes it is a generic information, sometimes he will manage to get the exact location.

Spells (10): during his travels the explorer learns a bit of everything, including the skill to cast spells. From 8th level the explorer can learn cleric spells of the Travel sphere. The usual rules for clerical spells are used, but no extra spells for high Wisdom are gained. Explorers can't use clerical scrolls. The spell progression is detailed in the following table.
The spells of the Travel sphere that the Explorer can learn are the following:

1st level 2nd level 3rd level
Locate plants and animals (c) Hold person (c) Fly (w)
Resist cold/heat (c) Levitation (w) Haste (w)
Mount (w) Floating disc (w) Slow (w)
- Messenger (c) -
(c) Work as the clerical spells of the same name.
(w) Work as the wizard spells of the same name
Explorer's level Cast level 1st level 2nd level 3rd level
8 1 1 - -
9 2 2 . .
10 3 2 1 -
11 4 2 2 -
12 5 2 2 -
13 6 3 2 1
14 7 3 2 1
15 8 3 3 2
16 9* 3 3 3
* Maximum casting level

Skill improvement

Skills' base scores

Skills Base percentile
Move silently 10%
Climb 60%
Hide in shadows 5%
Dig tunnels 15%
Send signals 30%
Hand language 30%
Hear noise 15%
Haggling 10%
Read languages 5%
Fine/remove traps 15%
Skill points: the base scores are modified depending on the race, Dexterity, armor or lackinf of armor. Then 60 points must be allocated to the scores. Every time an explorer gains a level, he gains 30 more points do divide at his will.

Racial modifiers
Skill Dwarves Elves Gnomes Halfelves Halforcs Halflings Humans
Move silently - +5% +5% - - +10% -
Climb -10% +5% -15% - - -10% -
Hide in shadows - +10% +5% +5% - +15% -
Dig tunnelsi +10% -10% +5% -5% - +5% -
Send signals +15% - - +5% +5% - -
Hand language +15% +10% - +5% +5% - -
Hear noise - +5% +10% - +5% +5% -
Haggling +10% - +5% -5% -10% +5% -
Read languages -5% - - - - -5% -
Find/remove traps +15% - +10% - +5% +5% -

Dexterity modifiers

Skill 9 10 11 12 13-15 16 17 18 19 20 21 22
Move silently -20 -15 -10 -5 - - +5 +10 +15 +15 +20 +20
Climb -10 -5 - - - - +5 +10 +15 +20 +20 +25
Hide in shadows -10 -5 - - - - +5 +10 +15 +20 +25 +30
Dig tunnels -10 -5 - - - - - +5 +10 +15 +20 +30
Find/remove traps -10 -10 -5 - - - - +5 +10 +15 +20 +20

Armor modifiers*

Skill No armor Elven chain mail Studded leather Heavier armors
Move silently +10% -10% -20% -35%
Climb +10% -20% -30% -35%
Hide in shadows +5% -10% -20% -35%
Dig tunnels +10% -5% -10% -25%
Hear noise - -5% -10% -15%
Find/remove traps - -5% -10% -25%
* Other skills, such as haggling, send signals etc. can always be used regardless of the armor worn.

 

Optional restrictions

An explorer can obtain more character points to spend in these abilities, willfully accepting restrictions. These restrictions are detailed here:

Limted armor (5/10): the explorer has limitations in the armor types he can choose. If the character chooses to use only studded leather armor or lighter, he gains 5 CP; if he decides to wear no armor, this restriction is worth 10 CP (the character can still use shields).

Limited weapons (5): an explorer with this restriction can only use thief weapons (club, dagger, darts, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword and staff).

Limited magical items (5+): an explorer with this restriction prefers to rely only on his resources and refuses certain magical items categories. For each forbidden category he gains 5 CP. Categories are: potions, oils and scrolls; rings, staves, wands, rods and miscellaneous magical items; weapons; armors.

Disadvantages

Explorers can't stop for long in a single place and they don't consider any place a home unless the "home" is a boat or a covered carriage. Thus, an explorer can't stay more than a few weeks at most in towns or fortresses.
Having a nomad nature, explorers don't attract followers and can't build castles or fortresses.

Fabio. E-mail: kmtjch@tin.it
Notice: the explorer follows the Player's Option: Skills and Powers rules