Difference between revisions of "Test Page 4"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="10;" style="background:#50545B;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Gunslinger</font></div>
+
! colspan="6;" style="background:#CDAA7D;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Explorer</font></div>
 
|-
 
|-
| colspan="7"|&nbsp;
+
| colspan="2"|&nbsp;
| colspan="3" style="background:#787B81;"|'''Maneuvers'''
+
! colspan="4" style="background:#DDC5A6;"|Charting
 
|-
 
|-
|width="5%"|'''Level'''
+
|width="10%"|'''Level'''
|width="7%" align="left"|'''BAB'''
+
|width="26%" align="left"|'''Special'''
|width="11%" align="left"|'''FAB'''
+
|width="16%"|''Moxie''
|width="9%"|'''Fort'''
+
|width="16%"|''Max Grade''
|width="9%"|'''Ref'''
+
|width="16%"|''Knacks''
|width="9%"|'''Will'''
+
|width="16%"|''Skills''
|width="20%" align="left"|'''Special'''
+
|width="10%"|''Readied''
+
|width="10%"|''Known''
+
|width="10%"|''Max Level''
+
 
|-
 
|-
|1 || align="left"|+0 || align="left"|+1 || +0 || +2 || +0 || align="left"|Fast Draw, Gunna, Tradition || 2 || 2 || 1st
+
|1 || align="left"|Mapmaking || 2 || Basic || 1 || 4
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|&nbsp; || 2 || 3 || 1st
+
|2 || align="left"|Cartography || 2 || Basic || 1 || 6
 
|-
 
|-
|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|&nbsp; || 2 || 4 || 1st
+
|3 || align="left"|&nbsp; || 3 || Lesser || 1 || 7
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|&nbsp; || 2 || 5 || 2nd
+
|4 || align="left"|Cartography || 3 || Lesser || 1 || 8
 
|-
 
|-
|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|&nbsp; || 3 || 6 || 2nd
+
|5 || align="left"|&nbsp; || 4 || Lesser || 2 || 10
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|&nbsp; || 3 || 7 || 2nd
+
|6 || align="left"|Cartography || 4 || Lesser || 2 || 11
 
|-
 
|-
|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|&nbsp; || 3 || 8 || 3rd
+
|7 || align="left"|&nbsp; || 5 || Lesser || 2 || 12
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|&nbsp; || 3 || 9 || 3rd
+
|8 || align="left"|Cartography || 5 || Expert || 2 || 14
 
|-
 
|-
|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|&nbsp; || 4 || 10 || 3rd
+
|9 || align="left"|&nbsp; || 6 || Expert || 2 || 15
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|&nbsp; || 4 || 11 || 4th
+
|10 || align="left"|Explorer Talent || 7 || Expert || 2 || 16
 
|-
 
|-
|11 || align="left"|+5 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|&nbsp; || 4 || 12 || 4th
+
|11 || align="left"|&nbsp; || 7 || Expert || 3 || 18
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Gunslinger Talent || 4 || 13 || 4th
+
|12 || align="left"|Explorer Talent || 8 || Expert || 3 || 19
 
|-
 
|-
|13 || align="left"|+6/+1 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|&nbsp; || 5 || 14 || 5th
+
|13 || align="left"|&nbsp; || 8 || Greater || 3 || 20
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Gunslinger Talent || 5 || 15 || 5th
+
|14 || align="left"|Explorer Talent || 8 || Greater || 3 || 22
 
|-
 
|-
|15 || align="left"|+7/+2 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|&nbsp; || 5 || 16 || 5th
+
|15 || align="left"|&nbsp; || 9 || Greater || 3 || 23
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Gunslinger Talent || 5 || 17 || 6th
+
|16 || align="left"|Explorer Talent || 9 || Greater || 3 || 24
 
|-
 
|-
|17 || align="left"|+8/+3 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|&nbsp; || 6 || 18 || 6th
+
|17 || align="left"|&nbsp; || 10 || Greater || 3 || 26
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Gunslinger Talent || 6 || 19 || 6th
+
|18 || align="left"|Explorer Talent || 10 || Master || 3 || 27
 
|-
 
|-
|19 || align="left"|+9/+4 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|&nbsp; || 6 || 20 || 6th
+
|19 || align="left"|&nbsp; || 11 || Master || 3 || 28
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Gunslinger Talent || 6 || 21 || 6th
+
|20 || align="left"|Explorer Talent || 11 || Master || 3 || 30
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Gunslinger=
+
=Explorer=
[[Image:Gunslinger.jpg|thumb|375px|right|Balthier, iconic gunslinger]]
+
[[Image:The_urban_explorer_by_luches-d3ll5ka.jpg|thumb|450px|right|Trish, iconic explorer]]
: ''"In a perfect world, you wouldn't need guns. This is not a perfect world."''
+
: ''"There's a whole lot out there to see."''
  
In a world where guns can blast through an armored warrior as easily as a hot knife through butter, the quintessential knight is replaced by another figure: the gunslinger. Garbed in light armor and wielding a weapon of the new age, the gunslinger uses finesse and speed where the fighter would use brute force and brawn.
+
There are plenty of places to explore in the worlds of Trinity: ancient ruins lost to the ravages of time; desolate lands that haven't seen a sentient face in ages; and many other secrets. Exploring these out-of-the-way places requires a surprisingly large skill set, and some choose to specialize on improving those skills, becoming explorers in the process. Everything from the logistics of planning a foray to the search for hidden passages is within the explorer's purview, and - since the world is a dangerous place - many also know their way around a weapon, even if aren't particularly graceful with one, and explorers who survive their expeditions often become an incredibly hardy lot. Explorers are as likely to find work as the scout for an adventuring party as they are to band together and hire a mercenary to deal with anything dangerous on their travels.
  
The gunslinger has rapidly replaced many other forms of combat, but only in regions where guns are common: in many parts of the worlds of Trinity, there is a significant presence of Magic or Psionics, which inhibits the usage of guns and encourages more "basic" weaponry. Due to the dangers of decompression, guns are typically prohibited on spacecraft, where a single stray bullet could lead to catastrophe. As such, gunslingers - while not rare - are not nearly as common as the effectiveness of their weapons would suggest.
+
==Game Rule Information==
 +
Thieves have the following game statistics.
  
Guns in Trinity run the gamut from relatively simple revolvers to exotic weapons like rail guns. Gunslingers are not necessarily trained immediately in the use of these more unusual weapons, but their knowledge of the basic principles at work allow them to rapidly pick these weapons up and use them, while others would be hard-pressed to even find the trigger.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
  
Firearms, unlike traditional ranged weapons, lend themselves to a variety of different combat styles. As such, there are multiple traditions, some spanning back half a millenia to the Ronkan Empire, while others are relatively new. In addition to learning how to best combine guns with these arts martial, nearly every gunslinger has a particular "style" of gun that they prefer, which also influences how they use their weaponry.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
  
==Game Rule Information==
+
'''Abilities:''' Dexterity, Bravery, and Luck are all important here.
Gunslingers have the following game statistics.
+
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Technology.
+
'''Hit Points at 1st Level:''' 15 + Con score.
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' SR 5 + level, PR 5 + level.
+
'''Hit Points at Each Additional Level:''' 9 + Con modifier.
  
'''Abilities:''' Perception is the most important ability for a gunslinger, as it modifies his firearm attack rolls. However, dexterity and wisdom are also important, as both improve his ability to defend himself.
+
'''Healing Surges:''' 10 + Con modifier.
  
'''Hit Die:''' d8.
+
'''Starting Age:''' Simple.
  
'''Class Skills:''' The Gunslinger’s class skills are [[Skills#Agility|Agility]] (Dex), Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Initiative (Dex), [[Skills#Insight|Insight]] (Wis), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), [[Skills#Notice|Notice]] (Per), Ride (Dex), Repair (Int), Search (Per), Sense Motive (Wis), Spot (Per), Survival (Wis), and Tumble (Dex).
+
==Class Features==
 +
All of the following are class features of the explorer.
  
'''Skill Points at Each Level:''' 4 + Int.
+
<div id="Proficiencies">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 +
|}
 +
'''Weapons:''' Any four.
  
'''Alignment:''' Any.
+
'''Armor:''' Cloth, leather.
  
'''Starting Age:''' Simple.
+
'''Implements:''' [[d20 Mechanic: Implements|Kits]].
  
'''Starting Gold:''' 3d4 x 10gp.
+
<div id="Skills_Feature">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Skills</font></div>
 +
|}
 +
Explorers are experts, and as such make use of ''skills'', specific ways that they can interact with the world that they have learned through training and experience in their particular field.
  
'''Favored By:''' [[Halfling|Halfling]].
+
To use skills, explorers must expend ''moxie'', which they regain slowly while resting.
  
==Class Features==
+
&nbsp;
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
 
! colspan="6;" style="background:#50545B;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Gunslinger: Combat Styles</font></div>
+
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="57;" style="background:#CDAA7D;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Explorer Knacks</font></div>
 
|-
 
|-
|width="50%"|'''Class'''
+
|width="10%"|'''Knack'''
|width="50%"|'''Availability'''
+
|width="10%"|'''Primary Ability'''
 +
|width="80%" align="left"|'''Description'''
 
|-
 
|-
|[[Class:_Archer|Archer]] || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
+
|Urbexor || Int || align="left"|Most at home in cities, urbexors learn how to traverse cities in unusual ways, and are by far the most social of explorers.
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|[[Class:_Defender|Defender]] || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
+
|Dungeoneer || Per || align="left"|Seemingly able to keep maps in their heads, dungeoneers focus on exploring catacombs, fortresses, and other sorts of ruins or complexes.
 
|-
 
|-
|[[Class:_Einhander|Einhander]] || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
+
|Pathfinder || Wis || align="left"|Able cartographers and able to navigate almost by instinct, pathfinders specialize in overland travel through forests, deserts, and mountains.
|-style="background:#A0A2A6;"
+
|}
|[[Class:_Executioner|Executioner]] || align="center" style="background:#FFFF99;"|[[File:Maybe.png|13px]]
+
 
 +
&nbsp;
 +
 
 +
Skills are completely mundane in nature, representing only an individual's honed senses and experience. Skills are divided into ''knacks'', which represent particular areas of expertise in the given expert's field. The ''moxie'' cost and minimum primary ability needed to use a skill are indicated on the table to the right.
 +
 
 +
{|class="collapsible" width="20%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="3;" style="background:#CDAA7D; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Maneuver Stats by Grade</font></div>
 +
|-
 +
! width="33%"|Grade
 +
! width="40%"|Minimum Primary Ability
 +
! width="27%"|Moxie Cost
 
|-
 
|-
|[[Class:_Falconer|Falconer]] || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
+
| Basic || 10 || 1
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|[[Class:_Karateka|Karateka]] || align="center" style="background:#FFFF99;"|[[File:Maybe.png|13px]]
+
| Lesser || 12 || 2
 
|-
 
|-
|[[Class:_Lancer|Lancer]] || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
+
| Expert || 14 || 3
|-style="background:#A0A2A6;"
+
|-style="background:#E6D5BE;"
|[[Class:_Unfettered|Unfettered]] || align="center" style="background:#FFFF99;"|[[File:Maybe.png|13px]]
+
| Greater || 16 || 5
 
|-
 
|-
|[[Class:_Warlord|Warlord]] || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
+
| Master || 18 || 8
 
|}
 
|}
All of the following are class features of the gunslinger.
 
  
'''Weapon and Armor Proficiencies:''' Gunslingers are proficient with all simple weapons and light armor, but not shields. Gunslingers are also proficient with all basic and advanced firearms. A gunslinger who spends at least ten minutes examining a firearm weapon with which he is not proficient gains proficiency with that weapon.
+
The explorer has a maximum amount of ''moxie'', based upon his class level. You gain a bonus to this amount equal to the highest of your Perception, Intelligence, and Bravery modifiers; this bonus is limited to half your class level, rounded down.
  
'''Firearm Attack Bonus:''' Unlike most other classes, gunslingers are specialized in one class of weapons, specifically firearms. Due to this, archers use a different attack bonus when using firearms.
+
After a ''long rest'', you automatically regain all ''moxie''.  
  
For all purposes other than making melee and non-firearm ranged attacks, treat the gunslinger's firearm attack bonus as his BAB (for purposes of meeting prerequisites and for effects that key off of BAB).  
+
During a ''short rest'', you can spend a ''healing surge'' to regain 1 ''moxie''. You can only spend one ''healing surge'' per ''short rest'' in this manner.
  
'''Tradition:''' At first level, the gunslinger makes a number of decisions about his approach to his craft.
+
To use a skill, you must expend some amount of ''moxie'', the amount required is determined by the grade of the skill.
  
First, the gunslinger determines if he will follow one of three paths: ''akimbo'', ''quickdraw'', or ''sniper''. Akimbo gunslingers specialize in using two firearms simultaneously, able to gun down many foes quickly; quickdraw gunslingers have unequaled situational awareness, taking a shot before they are even consciously aware of a threat; while sniper gunslingers provide combat support by taking out threats slowly and singly, but with certainty. This decision affects some of the gunslinger's later class features.
+
The explorer begins with four known skills. He gains knowledge of additional skills each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two skills for new skills from any knack he can access, of any grade he can access.
  
In addition, your choice of tradition determines the ability score you use to determine whether or not you acquire the ''bonus'' from some of your maneuvers. Note that only maneuvers on the gunslinger maneuver list have the possibility to trigger this effect; maneuvers you learn from other lists can benefit from a given ''bonus'', but cannot grant it themselves.
+
If you would gain access to a knack, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a knack and already have access to three knacks, you gain a bonus feat instead.
  
* ''Akimbo:'' Your ''bonus'' is keyed off of Dexterity.
+
The explorer's key ability for his ''exploration checks'' is the primary ability for the knack of the skill in question.
* ''Quickdraw:'' Your ''bonus'' is keyed off of Wisdom.
+
* ''Sniper:'' Your ''bonus'' is keyed off of Perception.
+
  
Second, the gunslinger decides which combat style he will pursue. Consult the table on the right to find the styles available to a gunslinger.
+
=Skills=
 +
The following is the explorer skill list, ordered by knack, then by grade.
  
* ''Archer:'' Any gunslinger can select this style. A gunslinger's max aim tokens equals one-half his gunslinger level + 3 (rounded down), and gains bonus aim tokens based on his Wisdom.
+
==Archaeology Knack==
* ''Executioner:'' A gunslinger can only select this style if he chooses ''sniper'' for his tradition (see above). '''We don't know anything about executioners yet, so ignore this for now.'''
+
The field of archaeology, in the sense that explorers use it, is focused on finding what you were not meant to find. Archaeologist explorers excel at finding the hidden treasure, secret passages, and lost tomes that often elude adventurers, and can often glean details of a site just from examining small sections of it. However, their process is slow and methodical; in addition, their attention to detail can sometimes make them miss obvious dangers. As such, while archaeologist explorers get many skills related to finding hidden details, they are often less adept at fully exploring a site, and get no training in noticing traps or denizens of the dark.
* ''Falconer:'' Any gunslinger can select this style. A gunslinger can have a number of maneuvers readied equal to the amount on the class table, above.
+
* ''Karateka:'' A gunslinger can only select this style if he chooses ''akimbo'' for his tradition (see above). A gunslinger has a number of bonus opportunity attacks each round equal to one-half his gunslinger level, rounded down. Light firearms are considered karateka weapons for you.
+
* ''Unfettered:'' A gunslinger can only select this style if he chooses ''quickdraw'' for his tradition (see above). '''We don't know anything about unfettered yet, so ignore this for now.'''
+
* ''Warlord:'' Any gunslinger can select this style. A gunslinger can have a number of maneuvers readied equal to the amount on the class table, above. A gunslinger's Command Bonus is equal to one-half what it would be for a warlord of the same class level.
+
  
=Design Notes=
+
&nbsp;
MANEUVERS FOR EVERYONE FOREVER
+
  
The gunslinger's adept mechanic is ''self-buffing'': in essence, the idea is that the gunslinger cycles through a series of buffs that happen more-or-less automagically that improve their damage output or do other things. A gunslinger can ''sometimes'' ensure that they'll get one buff sequence, but in general it's a chance-ish thing.
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Archaeology Basic Skills</font></div>
 +
|-
 +
! width="10%"|Skill Name
 +
! width="90%"|Effect
 +
|-style="background:white;" align="left"
 +
|Analysis, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and gain ''libra (exploration)'' against it.
 +
|- style="background:#E6D5BE;"
 +
|Awareness, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and determine the presence of ''hidden details''.
 +
|-
 +
|Identify || Learn the properties of an item.
 +
|-style="background:#E6D5BE;"
 +
|Investigate, Basic || Make an ''exploration check'' against the current ''zone'' with a -4 power penalty. If you hit, you make no ''progress'', but you ''uncover'' a ''hidden detail''.
 +
|-
 +
|Sift, Basic || Make an ''exploration check'' against a ''clutter''; if you hit, gain ''progress'' against it per your kit.
 +
|}
  
So let's examine the mechanic real quick.
+
&nbsp;
  
Hmm... well, the notion of a 50/50 chance is weak, and also does hokey things. (How do we figure that out? Natural result is even? What.) So I'm thinking a reverse of the shaman's ''rider'' mechanic, call it... ''extra''? ''Bonus''? ''Auxiliary''? The terminology will need some work, but the concept is sound: if you roll (20 - stat mod) on ''some'' attacks, they give you a buff that amplifies things. These will most likely specifically be maneuvers, but I'm sure that each tradition will probably also possibly trigger it in some fashion that's appropriate.
+
==Infiltration Knack==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Infiltration Basic Skills</font></div>
 +
|-
 +
! width="10%"|Skill Name
 +
! width="90%"|Effect
 +
|-style="background:white;" align="left"
 +
|Danger Sense, Basic || In response to a ''hazard check'', gain a +2 power bonus to defenses against it.
 +
|- style="background:#E6D5BE;"
 +
|Get Back! || In response to a ''creature encounter'', gain a +4 power bonus on the ''exploration check'' made to determine the encounter type.
 +
|-
 +
|Open Lock, Basic || Make an ''exploration check'' against a ''lock''; if you hit, gain ''progress'' against it per your kit.
 +
|- style="background:#E6D5BE;"
 +
|Scrutiny, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and learn one ''zone encounter''.
 +
|-
 +
|Stealth, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make no ''progress'', but gain ''potency 4 stealth'' while in the ''zone''.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
==Pathfinding Knack==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Pathfinding Basic Skills</font></div>
 +
|-
 +
! width="10%"|Skill Name
 +
! width="90%"|Effect
 +
|-style="background:white;" align="left"
 +
|Examination, Basic || Make an ''exploration check''. If you hit, you gain a +1 power bonus to the ''potency'' to your ''progress''.
 +
|- style="background:#E6D5BE;"
 +
|Navigate Terrain, Basic || Make an ''exploration check'' against an ''obstacle''; if you hit, gain ''progress'' against it per your kit.
 +
|-  
 +
|Search, Basic || Make an ''exploration check'' with a +2 power bonus.
 +
|- style="background:#E6D5BE;"
 +
|Shepherd || ''Traverse'' to a new ''zone'' via a known ''passage'' without expending actions.
 +
|-
 +
|Survey, Basic || Make an ''exploration check''. If you hit, you make no ''progress'', but you ''discover'' a ''passage''.
 +
|- style="background:#E6D5BE;"
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|Sweep, Basic || Make two ''exploration checks'', each with a -4 power penalty.
 +
|-
 +
|Triangulate || Make an ''exploration check'' against an adjacent ''zone''. If you hit, you make no ''progress'', but if that ''zone'' has a ''passage'' to a ''zone'' you have already found, you ''discover'' that ''passage'', and make ''potency 1 progress'' against the target ''zone''.
 +
|}
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 +
&nbsp;
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 +
=Feats=
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The following are a selection of feats that are relevant to explorers.
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 +
&nbsp;
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<div id="Scout">
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{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">SCOUT [Job]</font></div>
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|-style="background:white;" align="left"
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|You know a few things about getting along on the road.
 +
|-align="left"
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|'''Prerequisites:''' No levels in explorer.
 +
|-align="left"
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|'''Benefit:''' You gain access to a single explorer knack, and learn two explorer tricks of your choice from that knack. Your ''expertise die'' is d2.
 +
|-align="left"
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|'''Special:''' If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
 +
|}
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</div>
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 +
&nbsp;
 +
 
 +
=Design Notes=
 +
Second expert class.
  
...and I just realized that this is supposed to be a goddamn ''adept'' class, not just another combat class. Well shit. This is going to require some more tinkering...
+
'''Feb 14, 2017:''' Experts will have 8 skills per grade per knack. That's 120 I need to write. For each grade of each knack, four of the skills will be "standard" skills that appear at each grade level, while the other four will be other miscellaneous abilities that seem appropriate to that skill level. That seems like a decent enough starting point... I'm sure we'll think of more as time goes on.
  
[[category:Mechanics]]
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'''Mar 26, 2017:''' Modifying knacks to account for [[D20_Mechanic:_Exploration|exploration rules]] now having a solid foundation.
[[category:Base Classes]]
+
[[category:Technology]]
+

Latest revision as of 18:51, 26 March 2017

The Explorer
  Charting
Level Special Moxie Max Grade Knacks Skills
1 Mapmaking 2 Basic 1 4
2 Cartography 2 Basic 1 6
3   3 Lesser 1 7
4 Cartography 3 Lesser 1 8
5   4 Lesser 2 10
6 Cartography 4 Lesser 2 11
7   5 Lesser 2 12
8 Cartography 5 Expert 2 14
9   6 Expert 2 15
10 Explorer Talent 7 Expert 2 16
11   7 Expert 3 18
12 Explorer Talent 8 Expert 3 19
13   8 Greater 3 20
14 Explorer Talent 8 Greater 3 22
15   9 Greater 3 23
16 Explorer Talent 9 Greater 3 24
17   10 Greater 3 26
18 Explorer Talent 10 Master 3 27
19   11 Master 3 28
20 Explorer Talent 11 Master 3 30

 

Explorer

Trish, iconic explorer
"There's a whole lot out there to see."

There are plenty of places to explore in the worlds of Trinity: ancient ruins lost to the ravages of time; desolate lands that haven't seen a sentient face in ages; and many other secrets. Exploring these out-of-the-way places requires a surprisingly large skill set, and some choose to specialize on improving those skills, becoming explorers in the process. Everything from the logistics of planning a foray to the search for hidden passages is within the explorer's purview, and - since the world is a dangerous place - many also know their way around a weapon, even if aren't particularly graceful with one, and explorers who survive their expeditions often become an incredibly hardy lot. Explorers are as likely to find work as the scout for an adventuring party as they are to band together and hire a mercenary to deal with anything dangerous on their travels.

Game Rule Information

Thieves have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Dexterity, Bravery, and Luck are all important here.

Hit Points at 1st Level: 15 + Con score.

Hit Points at Each Additional Level: 9 + Con modifier.

Healing Surges: 10 + Con modifier.

Starting Age: Simple.

Class Features

All of the following are class features of the explorer.

Proficiencies

Weapons: Any four.

Armor: Cloth, leather.

Implements: Kits.

Skills

Explorers are experts, and as such make use of skills, specific ways that they can interact with the world that they have learned through training and experience in their particular field.

To use skills, explorers must expend moxie, which they regain slowly while resting.

 

Explorer Knacks
Knack Primary Ability Description
Urbexor Int Most at home in cities, urbexors learn how to traverse cities in unusual ways, and are by far the most social of explorers.
Dungeoneer Per Seemingly able to keep maps in their heads, dungeoneers focus on exploring catacombs, fortresses, and other sorts of ruins or complexes.
Pathfinder Wis Able cartographers and able to navigate almost by instinct, pathfinders specialize in overland travel through forests, deserts, and mountains.

 

Skills are completely mundane in nature, representing only an individual's honed senses and experience. Skills are divided into knacks, which represent particular areas of expertise in the given expert's field. The moxie cost and minimum primary ability needed to use a skill are indicated on the table to the right.

Maneuver Stats by Grade
Grade Minimum Primary Ability Moxie Cost
Basic 10 1
Lesser 12 2
Expert 14 3
Greater 16 5
Master 18 8

The explorer has a maximum amount of moxie, based upon his class level. You gain a bonus to this amount equal to the highest of your Perception, Intelligence, and Bravery modifiers; this bonus is limited to half your class level, rounded down.

After a long rest, you automatically regain all moxie.

During a short rest, you can spend a healing surge to regain 1 moxie. You can only spend one healing surge per short rest in this manner.

To use a skill, you must expend some amount of moxie, the amount required is determined by the grade of the skill.

The explorer begins with four known skills. He gains knowledge of additional skills each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two skills for new skills from any knack he can access, of any grade he can access.

If you would gain access to a knack, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a knack and already have access to three knacks, you gain a bonus feat instead.

The explorer's key ability for his exploration checks is the primary ability for the knack of the skill in question.

Skills

The following is the explorer skill list, ordered by knack, then by grade.

Archaeology Knack

The field of archaeology, in the sense that explorers use it, is focused on finding what you were not meant to find. Archaeologist explorers excel at finding the hidden treasure, secret passages, and lost tomes that often elude adventurers, and can often glean details of a site just from examining small sections of it. However, their process is slow and methodical; in addition, their attention to detail can sometimes make them miss obvious dangers. As such, while archaeologist explorers get many skills related to finding hidden details, they are often less adept at fully exploring a site, and get no training in noticing traps or denizens of the dark.

 

Archaeology Basic Skills
Skill Name Effect
Analysis, Basic Make an exploration check against the current zone. If you hit, you make progress and gain libra (exploration) against it.
Awareness, Basic Make an exploration check against the current zone. If you hit, you make progress and determine the presence of hidden details.
Identify Learn the properties of an item.
Investigate, Basic Make an exploration check against the current zone with a -4 power penalty. If you hit, you make no progress, but you uncover a hidden detail.
Sift, Basic Make an exploration check against a clutter; if you hit, gain progress against it per your kit.

 

Infiltration Knack

Infiltration Basic Skills
Skill Name Effect
Danger Sense, Basic In response to a hazard check, gain a +2 power bonus to defenses against it.
Get Back! In response to a creature encounter, gain a +4 power bonus on the exploration check made to determine the encounter type.
Open Lock, Basic Make an exploration check against a lock; if you hit, gain progress against it per your kit.
Scrutiny, Basic Make an exploration check against the current zone. If you hit, you make progress and learn one zone encounter.
Stealth, Basic Make an exploration check against the current zone. If you hit, you make no progress, but gain potency 4 stealth while in the zone.

 

Pathfinding Knack

Pathfinding Basic Skills
Skill Name Effect
Examination, Basic Make an exploration check. If you hit, you gain a +1 power bonus to the potency to your progress.
Navigate Terrain, Basic Make an exploration check against an obstacle; if you hit, gain progress against it per your kit.
Search, Basic Make an exploration check with a +2 power bonus.
Shepherd Traverse to a new zone via a known passage without expending actions.
Survey, Basic Make an exploration check. If you hit, you make no progress, but you discover a passage.
Sweep, Basic Make two exploration checks, each with a -4 power penalty.
Triangulate Make an exploration check against an adjacent zone. If you hit, you make no progress, but if that zone has a passage to a zone you have already found, you discover that passage, and make potency 1 progress against the target zone.

 

Feats

The following are a selection of feats that are relevant to explorers.

 

SCOUT [Job]
You know a few things about getting along on the road.
Prerequisites: No levels in explorer.
Benefit: You gain access to a single explorer knack, and learn two explorer tricks of your choice from that knack. Your expertise die is d2.
Special: If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

Design Notes

Second expert class.

Feb 14, 2017: Experts will have 8 skills per grade per knack. That's 120 I need to write. For each grade of each knack, four of the skills will be "standard" skills that appear at each grade level, while the other four will be other miscellaneous abilities that seem appropriate to that skill level. That seems like a decent enough starting point... I'm sure we'll think of more as time goes on.

Mar 26, 2017: Modifying knacks to account for exploration rules now having a solid foundation.