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="11;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Epochent</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="6"|&nbsp;
+
| colspan="2"|&nbsp;
| colspan="4" style="background:#F7E38A;"|'''Jikuu'''
+
! colspan="4" style="background:#DDC5A6;"|Charting
 
|-
 
|-
|width="4%"|'''Level'''
+
|width="10%"|'''Level'''
|width="6%" align="left"|'''BAB'''
+
|width="26%" align="left"|'''Special'''
|width="7%"|'''Fort'''
+
|width="16%"|''Moxie''
|width="7%"|'''Ref'''
+
|width="16%"|''Max Grade''
|width="7%"|'''Will'''
+
|width="16%"|''Knacks''
|width="33%" align="left"|'''Special'''
+
|width="16%"|''Skills''
|width="12%"|''Chronos Die''
+
|width="12%"|''Spheres''
+
|width="12%"|''Jikuu Known''
+
 
|-
 
|-
|1 || align="left"|+0 || +0 || +1 || +2 || align="left"|Tracer || d4 || 1 || 4
+
|1 || align="left"|Mapmaking || 2 || Basic || 1 || 4
|-style="background:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|2 || align="left"|+1 || +0 || +2 || +3 || align="left"|Chronos Lore || d4 || 1 || 6
+
|2 || align="left"|Cartography || 2 || Basic || 1 || 6
 
|-
 
|-
|3 || align="left"|+1 || +1 || +2 || +3 || align="left"|&nbsp; || d4 || 2 || 7
+
|3 || align="left"|&nbsp; || 3 || Lesser || 1 || 7
|-style="background:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|4 || align="left"|+2 || +1 || +2 || +4 || align="left"|Chronos Lore || d6 || 2 || 8
+
|4 || align="left"|Cartography || 3 || Lesser || 1 || 8
 
|-
 
|-
|5 || align="left"|+2 || +1 || +3 || +4 || align="left"|&nbsp; || d6 || 2 || 10
+
|5 || align="left"|&nbsp; || 4 || Lesser || 2 || 10
|-style="background:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|6 || align="left"|+3 || +2 || +3 || +5 || align="left"|Chronos Lore || d6 || 3 || 11
+
|6 || align="left"|Cartography || 4 || Lesser || 2 || 11
 
|-
 
|-
|7 || align="left"|+3 || +2 || +4 || +5 || align="left"|&nbsp; || d6 || 3 || 12
+
|7 || align="left"|&nbsp; || 5 || Lesser || 2 || 12
|-style="background:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|8 || align="left"|+4 || +2 || +4 || +6 || align="left"|Chronos Lore || d8 || 3 || 14
+
|8 || align="left"|Cartography || 5 || Expert || 2 || 14
 
|-
 
|-
|9 || align="left"|+4 || +3 || +4 || +6 || align="left"|&nbsp; || d8 || 4 || 15
+
|9 || align="left"|&nbsp; || 6 || Expert || 2 || 15
|-style="background:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|10 || align="left"|+5 || +3 || +5 || +7 || align="left"|Epochent Talent || d8 || 4 || 16
+
|10 || align="left"|Explorer Talent || 7 || Expert || 2 || 16
 
|-
 
|-
|11 || align="left"|+5 || +3 || +5 || +7 || align="left"|&nbsp; || d8 || 4 || 18
+
|11 || align="left"|&nbsp; || 7 || Expert || 3 || 18
|-style="background:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|12 || align="left"|+6/+1 || +4 || +6 || +8 || align="left"|Epochent Talent || d10 || 5 || 19
+
|12 || align="left"|Explorer Talent || 8 || Expert || 3 || 19
 
|-
 
|-
|13 || align="left"|+6/+1 || +4 || +6 || +8 || align="left"|&nbsp; || d10 || 5 || 20
+
|13 || align="left"|&nbsp; || 8 || Greater || 3 || 20
|-style="background:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|14 || align="left"|+7/+2 || +4 || +6 || +9 || align="left"|Epochent Talent || d10 || 5 || 22
+
|14 || align="left"|Explorer Talent || 8 || Greater || 3 || 22
 
|-
 
|-
|15 || align="left"|+7/+2 || +5 || +7 || +9 || align="left"|&nbsp; || d10 || 6 || 23
+
|15 || align="left"|&nbsp; || 9 || Greater || 3 || 23
|-style="background:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|16 || align="left"|+8/+3 || +5 || +7 || +10 || align="left"|Epochent Talent || d12 || 6 || 24
+
|16 || align="left"|Explorer Talent || 9 || Greater || 3 || 24
 
|-
 
|-
|17 || align="left"|+8/+3 || +5 || +8 || +10 || align="left"|&nbsp; || d12 || 6 || 26
+
|17 || align="left"|&nbsp; || 10 || Greater || 3 || 26
|-style="background:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|18 || align="left"|+9/+4 || +6 || +8 || +11 || align="left"|Epochent Talent || d12 || 6 || 27
+
|18 || align="left"|Explorer Talent || 10 || Master || 3 || 27
 
|-
 
|-
|19 || align="left"|+9/+4 || +6 || +8 || +11 || align="left"|&nbsp; || d12 || 6 || 28
+
|19 || align="left"|&nbsp; || 11 || Master || 3 || 28
|-style="background:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|20 || align="left"|+10/+5 || +6 || +9 || +12 || align="left"|Epochent Talent || d20 || 6 || 30
+
|20 || align="left"|Explorer Talent || 11 || Master || 3 || 30
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Epochent=
+
=Explorer=
[[Image:Templar3.jpg|thumb|325px|right|Moth'treyl, iconic epochent]]
+
[[Image:The_urban_explorer_by_luches-d3ll5ka.jpg|thumb|450px|right|Trish, iconic explorer]]
: ''"Time is not a linear thing, but a nebular web of existential freedom..."''
+
: ''"There's a whole lot out there to see."''
  
Time is a powerful thing. Those who study the nature of Time gain insights into its passage of which laymen can only dream; not content to be carried along by the river of moments, epochents seek to take control of their own fate, twisting time and space to their whims to accomplish that end. Through long years of study, epochents learn how to attune themselves to the timestream itself: rather than letting seconds pass by, epochents transform their bodies and minds into a quantum net, allowing them to capture the tiniest motes of temporal energy. This temporal energy - this ''quanta'' - is the epochent's source of power: with it, the learned chronist can alter gravity, space, even time itself, allowing her to unshackle herself from the relentless march of moments.
+
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.
 
+
Epochents often have a distorted - from the perspective of others - view of reality. Their ability to break the linkage between cause and event, even the power to change the course of history, gives them a distinctly alien outlook on events around them; for an epochent, this reality is merely one of an infinite number of possibilities, one that they only happen to inhabit by chance, and - if something occurs that is not to their liking - they may very well be able to make it such that that thing never came to pass to begin with. That such a task would result in a paradox is of no concern to the epochent; to her, "paradox" is simply a term that the unlearned use to describe something they think is impossible. For the epochent, the impossible is merely the improbable, and so long as that sliver of probability exists, time can be bent and hammered to her whim to make what was once only a mathematical possibility the reality that everyone remembers.
+
 
+
Ironically, while an epochent can modify the world around her, while those in the changed world remember events as she shaped them, she does not: the epochent, through being the agent of change in the timeline, recalls her own twisted path through time, and events that she may remember clearly become fiction to those closest to her. As an epochent progresses in her career, this possibility almost universally becomes certainty: most powerful epochents have very clear, very real memories of events that have since been removed from time entirely. It should be no surprise that no small number of epochents gradually lose their minds and become lost in the tides of time, being utterly unable to relate to anyone due to just how much they changed reality from the one they remember.
+
  
 
==Game Rule Information==
 
==Game Rule Information==
Epochents have the following game statistics.
+
Thieves have the following game statistics.
 
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Time.
+
 
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' UO 5 + level, CO 5 + level.
+
  
'''Abilities:''' Intelligence is most important to the epochent, as it impacts her ability to use jikuu.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
  
'''Hit Points at 1st Level:''' 5 + Con score.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
  
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
+
'''Abilities:''' Dexterity, Bravery, and Luck are all important here.
  
'''Healing Surges:''' 6 + Con modifier.
+
'''Hit Points at 1st Level:''' 15 + Con score.
  
'''Class Skills:''' The Epochent’s class skills are Analysis, Cultures, Insight, Investigation, Lore (Time), Notice, Resolve, and Search.
+
'''Hit Points at Each Additional Level:''' 9 + Con modifier.
  
'''Skill Points at Each Level:''' 4 + Int modifier.
+
'''Healing Surges:''' 10 + Con modifier.
  
'''Starting Age:''' Complex.
+
'''Starting Age:''' Simple.
  
 
==Class Features==
 
==Class Features==
All of the following are class features of the epochent.
+
All of the following are class features of the explorer.
  
 
<div id="Proficiencies">
 
<div id="Proficiencies">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
+
! 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:''' All simple weapons.
+
'''Weapons:''' Any four.
  
'''Armor:''' None.
+
'''Armor:''' Cloth, leather.
  
'''Implements:''' [[D20_Mechanic:_Implements#Pendulums|Pendulums]].
+
'''Implements:''' [[d20 Mechanic: Implements|Kits]].
  
<div id="Jikuu">
+
<div id="Skills_Feature">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Jikuu</font></div>
+
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Skills</font></div>
 
|}
 
|}
The epochent's ability to manipulate time are collectively known as ''jikuu'', and are grouped in ''spheres'', which are particular specializations within the study of time and temporal phenomenon.
+
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.
  
 
&nbsp;
 
&nbsp;
  
 
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| 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:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Temporal Spheres</font></div>
+
! 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="10%"|'''Sphere'''
+
|width="10%"|'''Knack'''
 +
|width="10%"|'''Primary Ability'''
 
|width="80%" align="left"|'''Description'''
 
|width="80%" align="left"|'''Description'''
|width="10%"|'''Base Jikuu'''
 
 
|-
 
|-
|Gravity || align="left"|Harnessing the crushing power of objects that occupy space, this sphere manipulates gravitational and magnetic forces. || something
+
|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:#F8E8A1;"
+
|-style="background:#E6D5BE;"
|Null || align="left"|Between every moment, between every atom, there is nothing: this sphere specializes in the exploitation of that emptiness. || something
+
|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.
 
|-
 
|-
|Numbers || align="left"|Time is often measured, be it by seconds of the clock or grains of sand; this sphere interacts with the metaphysical concept of enumeration itself. || something
+
|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:#F8E8A1;"
+
|Space || align="left"|Space and time are intricately interwoven, and thus - by extension of temporal manipulation - a chronist can also manipulate space. || something
+
|-
+
|Stars || align="left"|Deep within the void of space are celestial objects, and chronists are able to manipulate these objects to their own ends. || something
+
|-style="background:#F8E8A1;"
+
|Time || align="left"|Acceptance of the malleability of time and temporal events leads to the ability to change history. || something
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
The epochent does not prepare her jikuu ahead of time. Instead, she must open her mind to the passage of time around her. As a swift action, she can cast her temporal net, assessing the temporal energy of the present's possible futures, and gather ''quanta''. The amount of ''quanta'' she gathers is the result of her ''chronos die'', which begins at a d4 and increases as she gains chronist levels. Time, however, is a fickle mistress, and its energy is fleeting: at the beginning of each of her turns, the epochent's ''quanta'' resets to 0.
+
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.
  
To use any given jikuu, the epochent must have an Intelligence score of at least 10 + the ''quanta'' required to use that jikuu; base jikuu require a 10.
+
{|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>
The epochent begins with four known jikuu. She gains knowledge of additional jikuu each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two jikuu for new jikuu from any sphere she can access.
+
|-
 
+
! width="33%"|Grade
The epochent's ''key ability'' for her ''temporal attacks'' is her Intelligence.
+
! width="40%"|Minimum Primary Ability
 
+
! width="27%"|Moxie Cost
The epochent can use any jikuu she knows whose required ''quanta'' is equal to or less than her current amount. Regardless of her current ''quanta'', the epochent can always make use of the ''base jikuu'' of any sphere she can access, per the table above.
+
|-
 
+
| Basic || 10 || 1
The epochent can spend ten rounds (one minute) in concentration on gathering as much ''quanta'' as she can, carefully selecting each mote of temporal energy for maximal effect. If she does, at the end of the ten rounds, she gains ''quanta'' equal to the maximum result of her ''chronos die'': this allows her one use of any ''jikuu'' she knows.
+
|-style="background:#E6D5BE;"
 
+
| Lesser || 12 || 2
<div id="Tracer">
+
|-
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
| Expert || 14 || 3
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Tracer</font></div>
+
|-style="background:#E6D5BE;"
 +
| Greater || 16 || 5
 +
|-
 +
| Master || 18 || 8
 
|}
 
|}
One of the most important lessons an epochent learns is how to mark their passage through time. This allows her to ensure that, even if she becomes hopelessly lost amid the infinite possible futures, she will always be able to find her way home.
 
  
As a standard action, an epochent can set a ''tracer''. This is a metaphysical object that exists specifically at a single place, in a single moment. The ''tracer'' emits temporal energy both forward and backwards and time, and can be detected as a temporal effect.
+
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.
  
A ''tracer'' lasts for 12 hours, and an epochent can only ever have one ''tracer'' in existence at a time; if she creates a new tracer, the older is immediately and irrecoverably destroyed.
+
After a ''long rest'', you automatically regain all ''moxie''.  
  
While she has a ''tracer'' active, the epochent knows exactly how much time has passed since she placed it, and exactly where she is in relation to it.
+
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.
  
<div id="Chronos Lore">
+
To use a skill, you must expend some amount of ''moxie'', the amount required is determined by the grade of the skill.
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Chronos Lore</font></div>
+
|}
+
Epochents all choose the spheres of jikuu they wish to study, but - universally - epochents also study how to make use of their tracers. As she gains experience, an epochent learns how to work with the temporal energy gathered by her tracer, allowing her to perform incredible feats of time travel, spatial manipulation, and more.
+
  
Calling upon the energy of a tracer is demanding, however, and can temporarily put the epochent slightly out of phase with time, reducing her ability to gather ''quanta''. Each time you successfully use a ''chronos lore'' ability, you suffer a -1 penalty to your ''chronos'' rolls; this penalty stacks with itself. This slight temporal error corrects itself over time, and all penalties from this ability are removed after the epochent takes a ''long rest''.
+
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.
  
At each of the levels indicated on the class table, you can choose one ability from the following list. Unless otherwise specified, each ability can only be taken once.
+
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.
  
<div id="Save">
+
The explorer's key ability for his ''exploration checks'' is the primary ability for the knack of the skill in question.
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F8E8A1;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Save</font></div>
+
|}
+
As a standard action, you can replace a creature with an exact replica of itself from the moment you set your ''tracer'', essentially replacing the target with an earlier version of itself. The target must be willing. The target loses all knowledge of what has occurred since you set your ''tracer''. Any items the target had been carrying that have since been given to others, lost, or consumed are lost in the translation from past to present.
+
  
This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
=Skills=
 +
The following is the explorer skill list, ordered by knack, then by grade.
  
If your use of this ability succeeds, it ends your ''tracer''.
+
==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.
<div id="Reset">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F8E8A1;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Reset</font></div>
+
|}
+
{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="1;" style="background:#F7E38A; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:12px; font-family:tahoma;">Sidebar: Reset</font></div>
+
|-style="text-align:left;"
+
|When you use this ability, all players need to essentially make a copy of their character sheet as it exists at the moment the ''tracer'' is set, and the DM needs to note precisely when you set it. Make sure that everyone at the table is prepared for you to use this ability before moving on.
+
|}
+
As a standard action, you revert time, returning back to the precise moment when you set your ''tracer''. You retain all knowledge of what transpired since you set it, but only this knowledge is retained; all other events that occurred since you set your ''tracer'' are undone.
+
 
+
This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
+
 
+
<div id="Restore">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F8E8A1;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Restore</font></div>
+
|}
+
As a standard action, you return a touched object to its state from when you set your ''tracer'', replacing the item with an earlier version of itself.
+
 
+
This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
+
 
+
<div id="Warp">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F8E8A1;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Warp</font></div>
+
|}
+
As a standard action, you and all willing allies within 60 feet of you are instantly teleported to your ''tracer''. You occupy the square that your ''tracer'' was placed in, and all other creatures retain their positions relative to you as they had prior to the teleport. If a creature would be teleported into a space containing solid material, they are shunted to the nearest empty space.
+
 
+
This ability is a teleportation effect, and is blocked by effects that prevent teleportation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
+
 
+
==Jikuu==
+
The following are jikuu for the epochent.
+
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="3;" style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">1st-Level Epochent Jikuu</font></div>
+
! 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="20%"|'''Jikuu Name'''
+
! width="10%"|Skill Name
|width="10%"|'''Action'''
+
! width="90%"|Effect
|width="70%"|'''Effect'''
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|[[Jikuu_A-I#Accelerate|Accelerate]] || Standard || Increase target's initiative by 3.
+
|Analysis, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and gain ''libra (exploration)'' against it.
|-align="left" style="background:#FFF68F;"
+
|- style="background:#E6D5BE;"
|[[Jikuu_A-I#Accelerate_Metabolism|Accelerate Metabolism]] || Standard || Weaken target by acclerating its metabolism.
+
|Awareness, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and determine the presence of ''hidden details''.
|-align="left"
+
|-
|[[Jikuu_A-I#Alacrity|Alacrity]] || Standard || One target gains ''haste'' for 1 round.
+
|Identify || Learn the properties of an item.
|-align="left" style="background:#FFF68F;"
+
|-style="background:#E6D5BE;"
|[[Jikuu_A-I#Bomb|Bomb]] || Standard || Deal 1d8+1/level (max +5) magnetic damage to a creature.
+
|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''.
|-align="left"
+
|-
|[[Jikuu_A-I#Chronosense|Chronosense]] || Swift || Sense the passage of time.
+
|Sift, Basic || Make an ''exploration check'' against a ''clutter''; if you hit, gain ''progress'' against it per your kit.
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Decelerate|Decelerate]] || Standard || Target's move speeds are halved.
+
|-align="left"
+
|[[Jikuu_A-I#Defensive_Precognition|Defensive Precognition]] || Standard || Gain bonuses to AC and saves.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Deja_Vu|Deja Vu]] || Standard || Target repeats its last action.
+
|-align="left"
+
|[[Jikuu_A-I#Detect_Jikuu|Detect Time]] || Move || Detect temporal effects.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Drag|Drag]] || Immediate || Target creature falls faster.
+
|-align="left"
+
|[[Jikuu_A-I#Escape|Escape]] || Move || You or touched creature teleports a short distance.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Float|Feather Fall]] || Immediate || Target creature falls slower.
+
|-align="left"
+
|Float || Standard || Target creature gains the ''float'' status.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_J-R#Lethargy|Lethargy]] || Standard || Target gains ''dex down (1)''.
+
|-align="left"
+
|[[Jikuu_J-R#Moment|Moment]] || Swift || Refocus, resetting your intiative to 20.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_J-R#Offensive_Precognition|Offensive Precognition]] || Standard || Gain a bonus to attack rolls.
+
|-align="left"
+
|[[Jikuu_J-R#Pause|Pause]] || Standard || Reduce target's initiative by 4.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_J-R#Propel |Propel]] || Standard || Target gains a +30 ft. enhancement bonus to its movement speed.
+
|-align="left"
+
|Sleep || Standard || Targets in an area gain the ''sleep'' status.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Slide|Slide]] || Standard || Move target 5 feet.
+
|-align="left"
+
|[[Jikuu_S-Z#Surprise|Surprise]] || Swift || Flat-footed target takes a -10 to its initiative.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Temporal_Armor|Temporal Armor]] || Immediate || Gain a +4 haste bonus to initiative for 1 hour/level.
+
|-align="left"
+
|[[Jikuu_S-Z#Temporal_Weapon|Temporal Weapon]] || Standard || Touched weapon becomes Time-aligned.
+
|-align="left" style="background:#FFF68F;"
+
|True Strike || Standard || Touched creature gets +20 insight bonus on its next attack roll.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
==Infiltration Knack==
! colspan="3;" style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">2nd-Level Epochent Jikuu</font></div>
+
{|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="20%"|'''Jikuu Name'''
+
! width="10%"|Skill Name
|width="10%"|'''Action'''
+
! width="90%"|Effect
|width="70%"|'''Effect'''
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|[[Jikuu_A-I#Age_Item|Age Item]] || Move || Rapidly age an item.
+
|Danger Sense, Basic || In response to a ''hazard check'', gain a +2 power bonus to defenses against it.
|-align="left" style="background:#FFF68F;"
+
|- style="background:#E6D5BE;"
|[[Jikuu_A-I#Bestow_Time|Bestow Time]] || Partial || Grant a touched creature a partial action on its next turn.
+
|Get Back! || In response to a ''creature encounter'', gain a +4 power bonus on the ''exploration check'' made to determine the encounter type.
|-align="left"
+
|-
|[[Jikuu_A-I#Dimension_Swap|Dimension Swap]] || Standard || Switch ally's places.
+
|Open Lock, Basic || Make an ''exploration check'' against a ''lock''; if you hit, gain ''progress'' against it per your kit.
|-align="left" style="background:#FFF68F;"
+
|- style="background:#E6D5BE;"
|[[Jikuu_A-I#Disorient|Disorient]] || Standard || Target rerolls its Initiative, becomes ''flat-footed'' until its next turn.
+
|Scrutiny, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and learn one ''zone encounter''.
|-align="left"
+
|-
|[[Jikuu_A-I#Fold_Space|Fold Space]] || Standard || Fold space in on itself, removing squares from the battlefield.
+
|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''.
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Fracture_Flow|Fracture Flow]] || Standard || Target can takes its actions disparately.
+
|-align="left"
+
|[[Jikuu_A-I#Hustle|Hustle]] || Swift || Gain a move action.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Identify_Jikuu|Identify Jikuu]] || 5 minutes || Identiy the properties of a temporal item.
+
|-align="left"
+
|Jikuumental, Minor || 1 round || Coalesce time into a small jikuumental under your command.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_J-R#Offensive_Foresight|Foresight, Offensive]] || Standard || Gain a bonus to damage rolls.
+
|-align="left"
+
|[[Jikuu_J-R#Phase_Shift|Phase Shift]] || Standard || You can phase through up to 1 foot of solid material.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_J-R#Refresh|Refresh]] || Immediate || Target regains its swift or immediate action, and regains all of its opportunity attacks.
+
|-align="left"
+
|[[Jikuu_J-R#Regen|Regen]] || Standard || Grant a creature ''regen'' with ''potency 3''.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Slide_Potent|Slide, Potent]] || Standard || Move target up to 20 feet.
+
|-align="left"
+
|[[Jikuu_S-Z#Slow|Slow]] || Standard || One target/level gains the ''slow'' status ailment.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Speed|Speed]] || Standard || Target gains ''dex up (2)''.
+
|-align="left"
+
|[[Jikuu_S-Z#Temporal_Edit|Temporal Edit]] || Swift || Redo your turn's actions after the fact.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Time_Lapse|Time Lapse]] || Standard || Target effect's duration is shortened.
+
|-align="left"
+
|[[Jikuu_S-Z#Time Shield|Time Shield]] || Standard || Effects used on touched creature are delayed.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Time_Swap|Time Swap]] || Standard || Switch ally's Initiatives.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
===3rd===
+
==Pathfinding Knack==
'''JIKUU JP ACT EFFECT SAVE?'''
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
[[Jikuu_A-I#Blink|Blink]] 3 Stan As per blink.
+
! 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>
[[Jikuu_A-I#Bullet_Time|Bullet Time]] 3 Swif Perceive time passing slower.
+
|-
[[Jikuu_A-I#Chrono_Cross|Chrono Cross]] 3 Stan As mirror image, but better.
+
! width="10%"|Skill Name
[[Jikuu_A-I#Detect_Remembrance|Detect
+
! width="90%"|Effect
  Remembrance]] 3 Move Detect Blue and Chaos effects.
+
[[Jikuu_A-I#False_Gravity|False Gravity]] 3 Stan Travel on solid surface as though it
+
  had its own gravity.
+
[[Jikuu_A-I#Gravity|Gravity]] 3 Stan Target loses 25% current HP. Fort negates
+
[[Jikuu_A-I#Haste|Haste]] 3 Stan One target/level is hasted. None
+
[[Jikuu_J-R#Lag|Lag]] 3 Swif Target's init reduced by 3 each round
+
  for one round/level. Will negates (each round)
+
[[Jikuu_J-R#Meteorite|Meteorite]] 3 Stan 2d8+1/level dmg to target. Ref half
+
[[Jikuu_J-R#Restore_Item|Restore Item]] 3 Stan Restore an item to an earlier version;
+
  requires a tracer.
+
[[Jikuu_S-Z#Splice|Splice]] 3 Stan Two targets take their turns at the
+
    same time. Will negates
+
[[Jikuu_S-Z#Steal_Time|Steal Time]] 3 Swif As swift, touched creature loses a
+
  [[Partial_Action |partial action]] on next turn and you
+
  gain a [[Partial_Action |partial action]] this turn. Will negates
+
[[Jikuu_S-Z#Temporal_Shove|Temporal Shove]] 3 Stan Reduce target's init by 1d6/2 levels. Will negates
+
[[Jikuu_S-Z#Time_Hop|Time Hop]] 3 Stan Go forward 1 rd/level in time. Will negates
+
[[Jikuu_S-Z#Time_to_Act|Time to Act]] 3 Stan Target makes a skill check now. None
+
[[Jikuu_S-Z#Tracer|Tracer]] 3 Swif Put a tracer in the timestream. None
+
[[Jikuu_S-Z#Undo_Jikuu|Undo Jikuu]] 3 Stan As per dispel magic, but time.
+
 
+
===4th===
+
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_A-I#Age_Creature|Age Creature]] 4 Rapidly age a creature for 1 rd/level.
+
[[Jikuu_A-I#Compress_Time|Compress Time]] 4 Target's init increases by 2 each round
+
  for 1 rd/level.
+
[[Jikuu_A-I#Dimension_Door|Dimension Door]] 4 As per dimension door.
+
[[Jikuu_A-I#Expand_Space|Expand Space]] 4 Stretch space out.
+
[[Jikuu_A-I#Immobilize|Immobilize]] 4 Target cannot move from its square. Will negates
+
[[Jikuu_J-R#Quintessence|Quintessence]] 4 Compress time into a physical item.
+
[[Jikuu_J-R#Restore_Creature|Restore
+
  Creature]] 4 Rapidly youthen a creature for 1 rd/level.
+
[[Jikuu_J-R#Retrieve|Retrieve]] 4 Teleport an item to your hand. Will negates (if held)
+
[[Jikuu_S-Z#Temporal_Acceleration|Temporal
+
  Acceleration]] 4 1 round to act freely. None
+
[[Jikuu_S-Z#Time_Ebb|Time Ebb]] 4 Until your next turn, time does not
+
  count against effects' durations.
+
[[Jikuu_S-Z#Time_to_Pause|Time to Pause]] 4 Target can take 10 in an instant. Will negates
+
[[Jikuu_S-Z#Timetwister|Timetwister]] 4 Everyone rerolls their initiative.
+
[[Jikuu_S-Z#Trace_Teleport|Trace
+
  Teleport]] 4 Trace the destination of a teleport
+
  effect. None
+
[[Jikuu_S-Z#Warp|Warp]] 4 Physically return to a tracer. (Willing only)
+
 
+
===5th===
+
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_A-I#Comet|Comet]] 5 1d6/level dmg in 20-ft radius. Ref half
+
[[Jikuu_A-I#Days_Rest|Day's Rest]] 5 A day passes. Will negates
+
[[Jikuu_A-I#Decay|Decay]] 5 Target takes 2d4 damage/round. Fort negates (each round)
+
[[Jikuu_A-I#Detect_Force|Detect Force]] 5 Detect Force effects.
+
[[Jikuu_A-I#Freedom_of_Movement|Freedom of
+
  Movement]] 5 You cannot be held or immobilized.
+
[[Jikuu_J-R#Offensive_Dimension_Swap|Dimension Swap,
+
  Offensive]] 5 Switch enemy's places. Will negates
+
[[Jikuu_J-R#Quicken|Quicken]] 5 Target goes now. None
+
[[Jikuu_S-Z#Second_Chance|Second Chance]] 5 As immediate, gain a reroll.
+
[[Jikuu_S-Z#Speed_Mass|Speed, Mass]] 5 1 creature/level gets +4 DEX. Fort negates (harmless)
+
[[Jikuu_S-Z#Teleport|Teleport]] 5 As per teleport.
+
[[Jikuu_S-Z#Temporal_Dodge|Temporal Dodge]] 5 As immediate, avoid the effects of a
+
  single action.
+
[[Jikuu_S-Z#Temporal_Forewrite|Temporal
+
  Forewrite]] 5 Interact with a possible future.
+
[[Jikuu_S-Z#Temporal_Rewrite|Temporal
+
  Rewrite]] 5 Rewrite a small part of your past.
+
[[Jikuu_S-Z#Undo_Blue|Undo Blue]] 5 As per undo jikuu, but blue.
+
[[Jikuu_S-Z#Undo_Chaos|Undo Chaos]] 5 As per undo jikuu, but chaos.
+
 
+
===6th===
+
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_A-I#Adjust_Flow|Adjust Flow]] 6 Time flows faster or slower in area.
+
[[Jikuu_A-I#Chrono_Trigger|Chrono Trigger]] 6 As per contingency.
+
[[Jikuu_A-I#Demi|Demi]] 6 Target loses 50% current HP. Fort negates
+
[[Jikuu_A-I#Double|Double]] 6 Creature is cloned for 1 rd/level,
+
  then disappears for 1 rd/level. Will negates
+
[[Jikuu_A-I#Echo|Echo]] 6 Target creature suffers through the
+
  events of last round again. Will negates
+
[[Jikuu_A-I#Eject|Eject]] 6 Trap a target in folded space. Ref negates
+
[[Jikuu_A-I#Hasteaga|Hasteaga]] 6 Target gets additional action each rd. None
+
[[Jikuu_A-I#Immediacy|Immediacy]] 6 As immediate, gain a move action.
+
[[Jikuu_J-R#Permanency|Permanency]] 6 Make a jikuu a permanent effect.
+
Regena 6 Target heals 2d6 HP/round, or multiple
+
  targets heal 3 HP/round.
+
[[Jikuu_J-R#Reset|Reset]] 6 Bring a past version of yourself
+
  forward from a tracer.
+
[[Jikuu_S-Z#Temporal_Skip|Temporal Skip]] 6 As immediate, skip over a creature's
+
  turn. Will negates
+
[[Jikuu_S-Z#Time_Hop_Mass|Time Hop, Mass]] 6 Multiple targets go forward in time. Will negates
+
[[Jikuu_S-Z#Time_Slip|Time Slip]] 6 Target takes damage/action. Fort negates
+
 
+
===7th===
+
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_A-I#20_Minutes|20 Minutes]] 7 Target can take 20 in an instant. Will negates
+
[[Jikuu_A-I#Divert_Teleport|Divert
+
  Teleport]] 7 As per divert teleport. Will negates
+
[[Jikuu_A-I#Fate_of_One|Fate of One]] 7 Reroll any roll you just failed. None
+
Immobilize,
+
    Mass 7 Immobilize multiple creatures.
+
Instant Summons 7 Prepared object appears in your hand.
+
[[Jikuu_J-R#Nova|Nova]] 7 1d8/level dmg in 20-ft radius. Ref half
+
Reverse Gravity 7 Objects and creatures fall upward.
+
[[Jikuu_S-Z#Stitch_in_Time|Stitch in Time]] 7 Some creatures get an extra round.
+
[[Jikuu_S-Z#Synchronize|Synchronize]] 7 Negate all Jikuu. None
+
Teleport Object 7 As per ''teleport object''.
+
[[Jikuu_S-Z#Teleportaga|Teleportaga]] 7 As per greater teleport.
+
[[Jikuu_S-Z#Undo_Force|Undo Force]] 7 As per undo jikuu, but any force.
+
[[Jikuu_S-Z#Withering|Withering]] 7 Kill target by rapid aging.
+
 
+
===8th===
+
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_A-I#Discrete_Time|Discrete Time]] 8 Immediate actions can't be taken. Will negates
+
[[Jikuu_J-R#Quick|Quick]] 8 Templar takes two actions now. None
+
Regenaga 8 Target heals 2d8 HP/round, or multiple
+
  targets heal 5 HP/round.
+
Save State 8 Remember current version of creature
+
  to possibly replace later. (Willing only)
+
[[Jikuu_S-Z#Stop|Stop]] 8 Target is stopped. Will negates
+
Temporal
+
    Disjunction 8 Target lags in time. Will negates
+
Temporal
+
    Regression 8 Go back in time to a tracer. None
+
Temporal
+
    Stasis 8 As per temporal stasis. Fort negates
+
Tempoview 8 Scry on a creature in time. Will negates
+
 
+
===9th===
+
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_A-I#Borrow_Time|Borrow Time]] 9 Gain actions others don't take.
+
[[Jikuu_A-I#Chrono_Break|Chrono Break]] 9 You gain another position in the
+
  initiative order.
+
[[Jikuu_J-R#Meteor|Meteor]] 9 As per meteor swarm. Ref half
+
[[Jikuu_J-R#Rewind|Rewind]] 9 Relive the last round. None
+
Time Stop 9 1d4+1 rounds to act freely. None
+
Time Stretch 9 Actions take less time for you.
+
Temporal
+
    Projection 9 Visit other times and timelines, but
+
  unable to interact.
+
 
+
===10th===
+
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_J-R#Quantum_Leap|Quantum Leap]] 10 Choose the future.
+
[[Jikuu_J-R#Quarter|Quarter]] 10 Target loses 75% current HP. Fort negates
+
Regenaja 10 Target heals 2d10 HP/round, or multiple
+
  targets heal 7 HP/round.
+
[[Jikuu_S-Z#Stopaga|Stopaga]] 10 Multiple targets are stopped. Will negates
+
Temporal
+
    Abstraction 10 Gain 1d10 [[Partial_Action |partial actions]]. None
+
Time Gate 10 Open a gate through time.
+
Triple 10 Creature is cloned twice for 1 rd/level,
+
  then disappears for 2 rds/level. Will negates
+
 
+
=Feats=
+
The following are a selection of feats that are relevant to epochents.
+
 
+
&nbsp;
+
 
+
<div id="Chain Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">CHAIN JIKUU [Metajikuu]</font></div>
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You can cause a jikuu to tug at the timelines of creatures near the original target.  
+
|Examination, Basic || Make an ''exploration check''. If you hit, you gain a +1 power bonus to the ''potency'' to your ''progress''.
|-align="left"  
+
|- style="background:#E6D5BE;"
|'''Prerequisites:''' Chronist.
+
|Navigate Terrain, Basic || Make an ''exploration check'' against an ''obstacle''; if you hit, gain ''progress'' against it per your kit.
|-align="left"  
+
|-  
|'''Benefit:''' Any jikuu that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to one-half your chronist level (maximum 10). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.  
+
|Search, Basic || Make an ''exploration check'' with a +2 power bonus.
|-align="left"  
+
|- style="background:#E6D5BE;"
|If the chained jikuu deals damage, the secondary targets each take half as much damage as the primary target (rounded down), and can attempt Reflex saves for half damage (whether the jikuu allows the original target a saving throw or not). For jikuu that don't deal damage, the save DCs against arcing effects are reduced by 4.  
+
|Shepherd || ''Traverse'' to a new ''zone'' via a known ''passage'' without expending actions.
|-align="left"
+
|-  
|'''Cost:''' 3 JP, and increases the shaping time by 1 step.
+
|Survey, Basic || Make an ''exploration check''. If you hit, you make no ''progress'', but you ''discover'' a ''passage''.
 +
|- style="background:#E6D5BE;"
 +
|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''.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Extend Jikuu">
+
=Feats=
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
The following are a selection of feats that are relevant to explorers.
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTEND JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|You can temporally manipulate a jikuu, allowing its effect to linger longer than normal.  
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' An extended jikuu lasts twice as long as normal. A jikuu with a duration of concentration, instantaneous, or permanent is not affected by this feat.
+
|-align="left"
+
|'''Cost:''' 1 JP.
+
|}
+
</div>
+
  
 
&nbsp;
 
&nbsp;
  
<div id="Extraordinary_Talent">
+
<div id="Scout">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</font></div>
+
! 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>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You are more talented than your experience would otherwise suggest.
+
|You know a few things about getting along on the road.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Character level 21st+.
+
|'''Prerequisites:''' No levels in explorer.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
+
|'''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.
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Force_Attunement">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">FORCE ATTUNEMENT [General]</font></div>
+
|-style="background:white;" align="left"
+
|Through intense training, you have become exceptionally attuned to your Force, improving your resistances to other Forces in that trinity.  
+
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' [[#Versed in the Force|Versed in the Force]].
+
|'''Special:''' If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
|-align="left"
+
|'''Benefit:''' Choose a Force for which you are Force-aligned. Your resistances to other Forces in that Trinity increase by +2.
+
|-align="left"
+
|Force effects that would detect your Force that are from Forces that you are opposed within the Trinity for which you applied this feat register you as your Force-user level being two levels higher than it actually is. (Example: A technologist using a ''watcher'' against a mage with this feat would register the mage as being two levels higher than he really is).
+
|-align="left"
+
|'''Special:''' You may take this feat multiple times. Each time you do, you can either improve your resistances for an already chosen Force by +2, or you can choose a new Force to which you are Force-aligned.
+
|-align="left"
+
|This feat only affects race- and class-based Force resistances. It does not affect resistances granted by Force effects or by items.  
+
 
|}
 
|}
 
</div>
 
</div>
Line 553: Line 243:
 
&nbsp;
 
&nbsp;
  
<div id="Force_Field">
+
=Design Notes=
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
Second expert class.
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">FORCE FIELD [General]</font></div>
+
|-style="background:white;" align="left"
+
|Your mere presence alters the manner in which reality functions.
+
|-align="left"
+
|'''Prerequisites:''' [[#Versed in the Force|Versed in the Force]].
+
|-align="left"
+
|'''Benefit:''' Your race- and class-based Force resistances extend in a 5-foot radius around you, albeit at 5 lower than your resistance. If an effect that affects an area or multiple targets fails to overcome your resistance, it must check to see if it overcomes your field's resistance; if it does not, the area of your "force field" is also not affected (if an area, that area is unaffected; if targeted, no targets in your field are affected).
+
|-align="left"
+
|However, effects that prohibit or otherwise block Force creatures of your Force alignment treat the entirety of your "force field" as your area; thus, if you are Magic-aligned and an effect prevents Magic-aligned creatures from coming near, you are blocked an earlier 5 feet than you normally would be.
+
|-align="left"
+
|Your Force resistances are considered 5 higher for purposes of attempting to use Force-aligned items of Forces to which you are naturally opposed.
+
|-align="left"
+
|'''Special:''' You can take this feat multiple times. Each time you do, the radius of your "force field" increases by 5 feet, and the resistance granted to that area is further reduced by 5. If a portion of your field would be reduced to a Force resistance of less than 1, that portion of your field does not exist.
+
|-align="left"
+
|The increase to Force resistance for purposes of using Force-aligned items applies only the first time you take this feat.
+
|}
+
</div>
+
  
&nbsp;
+
'''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.
 
+
<div id="Jikuu Focus">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F0E68C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">JIKUU FOCUS [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your manipulations of time and space are harder to resist.
+
|-align="left"
+
|'''Prerequisites:''' Chronist level 1st+.
+
|-align="left"
+
|'''Benefit:''' Increase the Saving Throw DC of all jikuu you shape by +1.
+
|-align="left"
+
|'''Special:''' You may select this feat multiple times. It's effect stacks.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Jikuu Knowledge">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F0E68C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">JIKUU KNOWLEDGE [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|You have investigated the mysteries of time deeper than your peers.
+
|-align="left"
+
|'''Prerequisites:''' Chronist level 1st+.
+
|-align="left"
+
|'''Benefit:''' You gain knowledge of two additional jikuu of any level you can access.
+
|-align="left"
+
|'''Special:''' You may select this feat multiple times. Each time you do, choose new jikuu.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Jikuu Mastery">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F0E68C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">JIKUU MASTERY [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your familiarity with certain manipulations of time allow you to expend less energy to shape them.
+
|-align="left"
+
|'''Prerequisites:''' Chronist level 3rd+.
+
|-align="left"
+
|'''Benefit:''' Choose a number of jikuu equal to your Intelligence modifier (min 1). The JP cost for those jikuu is reduced by 1, to a minimum of 1.
+
|-align="left"
+
|'''Special:''' You can take this feat multiple times. Each time you do, you can do one of the following: choose a new set of jikuu, for which you reduce the JP cost by 1; or reduce the JP cost of a jikuu already chosen with this feat by another 1 point (minimum 1).
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Quantum Attunement">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F0E68C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">QUANTUM ATTUNEMENT [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your attunement with quanta improves, improving your access to your personal timeline.
+
|-align="left"
+
|'''Prerequisites:''' Chronist level 1st+.
+
|-align="left"
+
|'''Benefit:''' You gain 1 quanta (personal JP).
+
|-align="left"
+
|'''Special:''' You may select this feat multiple times. It's effect stacks; in addition, you gain 1 additional quanta (personal JP) for each time you have previously taken this feat.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Quicken Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">QUICKEN JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|By expending a significant amount of temporal energy, you can shape a jikuu in considerably less time than normal.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' A quickened jikuu has its activation time reduced by 3 steps, to a minimum of immediate.
+
|-align="left"
+
|'''Cost:''' 4 JP.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Rapid Shaping">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F0E68C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">RAPID SHAPING [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your proficiency with a selected jikuu is so strong that you can alter the timeline faster with it than normal.
+
|-align="left"  
+
|'''Prerequisites:''' [[#Jikuu Mastery|Jikuu Mastery]].
+
|-align="left"
+
|'''Benefit:''' Choose a jikuu you have selected at least once with Jikuu Mastery. The activation time for that jikuu is reduced one step: from 1 round to 1 full action, from 1 full action to 1 standard, from standard to move, from move to swift, or from swift to immediate.
+
|-align="left"
+
|You cannot reduce the activation time for a jikuu below 1 immediate action.
+
|-align="left"
+
|If the activation time for the chosen jikuu is more than 1 round, it is reduced by 1 round.
+
|-align="left"
+
|If the activation time for the jikuu is measured in minutes, then it is reduced by 1 minute. If the activation time of the jikuu is 1 minute, it is now measured in rounds (ie, 10 rounds).
+
|-align="left"
+
|'''Special:''' You can take this feat multiple times. Each time you do, you can do one of the following: choose a new jikuu previously chosen with Jikuu Mastery, for which you can reduce the activation time by one step; or reduce the activation time of a jikuu already chosen with this feat by another step.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Repeat Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">REPEAT JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|You twist and fold the temporal energy of a jikuu, causing it to shape itself again on your next turn.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' A repeated jikuu is automatically shaped again at the beginning of your next turn. No matter where you might have moved since your last turn, the second jikuu originates from the same location and affects the same area as the original jikuu. If the original jikuu designates a ranged target, the repeated jikuu affects the same target if it is within 30 feet of its original position; otherwise, the second jikuu fails.
+
|-align="left"
+
|Touch range jikuu cannot be affected by this feat.
+
|-align="left"
+
|'''Cost:''' 3 JP.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Tachyon Attunement">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F0E68C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">TACHYON ATTUNEMENT [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your attunement with tachyons improves, giving you greater power to manipulate time over short periods.
+
|-align="left"
+
|'''Prerequisites:''' Chronist level 1st+.
+
|-align="left"
+
|'''Benefit:''' You gain 2 tachyons (universal JP).
+
|-align="left"
+
|'''Special:''' You may select this feat multiple times. It's effect stacks; in addition, you gain 1 additional tachyon (universal JP) for each time you have previously taken this feat.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Twin Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">TWIN JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|When shaping a jikuu, you can expend additional temporal energy to shape it twice simultaneously.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' Shaping a twinned jikuu causes the jikuu to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you make about the jikuu (including target and area), are applied to both jikuu, with affected creatures receiving all the effects of each jikuu individually (including getting two saving throws, if applicable).
+
|-align="left"
+
|A jikuu whose effects wouldn't stack if it was activated twice under normal circumstances will create redundant effects if successfully twinned.
+
|-align="left"
+
|'''Cost:''' 4 JP.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Versed_in_the_Force">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">VERSED IN THE FORCE [General]</font></div>
+
|-style="background:white;" align="left"
+
|You have been well-trained in the ways of a specific Force, making your ability to draw upon it far more potent than normal.
+
|-align="left"
+
|'''Benefit:''' Choose a Force for which you are Force-aligned. You gain a +4 bonus to your Force-user level for that Force. If this feat would increase your Force-user level above your Hit Dice, the maximum it can be raised to is equal to your Hit Dice + the number of times you have taken this feat for that Force.
+
|-align="left"
+
|'''Special:''' You may take this feat multiple times. Each time you do, you may choose the same Force, or choose a different Force it applies to. If you choose the same Force, the bonus provided improves by +2 (but is still restricted by your HD + the number of times you have taken this feat for that Force).
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Widen Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">WIDEN JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|You can alter the spatial aspects of a jikuu, affecting a larger area than normal.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' You can alter a burst, emanation, line, or spread shaped jikuu to increase its area. Any numeric measurements of the jikuu's area are doubled.
+
|-align="left"
+
|Jikuu that do not have an area of one of these four sorts are not affected by this feat. 
+
|-align="left"
+
|'''Cost:''' 2 JP.
+
|}
+
</div>
+
 
+
&nbsp;
+
  
[[Category:Mechanics]]
+
'''Mar 26, 2017:''' Modifying knacks to account for [[D20_Mechanic:_Exploration|exploration rules]] now having a solid foundation.
[[category:Base Classes]]
+
[[category:Time]]
+

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.