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:#F8E799;"|'''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:#FAF0C0;"
+
|-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:#FAF0C0;"
+
|-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:#FAF0C0;"
+
|-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:#FAF0C0;"
+
|-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:#FAF0C0;"
+
|-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:#FAF0C0;"
+
|-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:#FAF0C0;"
+
|-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:#FAF0C0;"
+
|-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:#FAF0C0;"
+
|-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:#FAF0C0;"
+
|-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'''
 
|-
 
|Celestial || 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:#FAF0C0;"
 
|Gravity || align="left"|Harnessing the crushing power of objects that occupy space, this sphere manipulates gravitational and magnetic forces. || something
 
 
|-
 
|-
|Null || align="left"|Between every moment, between every atom, there is nothing: this sphere specializes in the exploitation of that emptiness. || 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:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|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
+
|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.
 
|-
 
|-
|Space || align="left"|Space and time are intricately interwoven, and thus - by extension of temporal manipulation - a chronist can also manipulate space. || 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:#FAF0C0;"
+
|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="Predict">
+
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:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Predict</font></div>
+
|}
+
As a standard action, you can use your ''tracer'' and your current point in time to attempt to triangulate the position of a possible future that you want to come to pass. Until the start of your next turn, whenever a random roll of any sort is made, two rolls are made instead, and you choose which of them becomes real, as you use the temporal energy of your tracer to influence the 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="Save">
+
&nbsp;
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FAF0C0;" 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.
+
{|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>
If your use of this ability succeeds, it ends your ''tracer''.
+
|-
 
+
! width="10%"|Skill Name
<div id="Reset">
+
! width="90%"|Effect
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
|-style="background:white;" align="left"  
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Reset</font></div>
+
|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;"
{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
|Awareness, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and determine the presence of ''hidden details''.
! 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;"
+
|Identify || Learn the properties of an item.
|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.
+
|-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''.
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.
+
|-
 
+
|Sift, Basic || Make an ''exploration check'' against a ''clutter''; if you hit, gain ''progress'' against it per your kit.
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:#FAF0C0;" 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:#FAF0C0;" 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''.
+
 
+
=Epochent Spheres and Jikuu=
+
The jikuu index can be found [[Time:_Jikuu_List|here]].
+
 
+
==Celestial Sphere==
+
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Celestial Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 ||  ||  ||
+
|-align="left"
+
|align="center"|1 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 ||  ||  ||
+
|-align="left"
+
|align="center"|2 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 ||  ||  ||
+
|-align="left"
+
|align="center"|3 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 ||  ||  ||
+
|-align="left"
+
|align="center"|4 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Regen || Standard || Target gains ''regen''.
+
|-align="left"
+
|align="center"|5 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 ||  ||  ||
+
|-align="left"
+
|align="center"|6 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 ||  ||  ||
+
|-align="left"
+
|align="center"|7 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 ||  ||  ||
+
|-align="left"
+
|align="center"|9 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 ||  ||  ||
+
|-align="left"
+
|align="center"|11 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 ||  ||  ||
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Gravity Sphere==
+
==Infiltration Knack==
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; 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="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Gravity 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;">Infiltration Basic Skills</font></div>
|- style="background:#F8E799;"
+
|-
|width="8%" |'''''Quanta'''''
+
! width="10%"|Skill Name
|width="15%" align="left"|'''Jikuu'''
+
! width="90%"|Effect
|width="10%" align="left"|'''Action'''
+
|-style="background:white;" align="left"  
|width="67%" align="left"|'''Effect'''
+
|Danger Sense, Basic || In response to a ''hazard check'', gain a +2 power bonus to defenses against it.
|-align="left"
+
|- style="background:#E6D5BE;"
|align="center"|Basic || Drop || Standard || Target becomes ''prone''.
+
|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" style="background:#FAF0C0;"
+
|-
|align="center"|1 || Drag || Immediate || Target falls faster.
+
|Open Lock, Basic || Make an ''exploration check'' against a ''lock''; if you hit, gain ''progress'' against it per your kit.
|-align="left"
+
|- style="background:#E6D5BE;"
|align="center"|1 || Float || Immediate || Target gains ''float''.
+
|Scrutiny, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and learn one ''zone encounter''.
|-align="left" style="background:#FAF0C0;"
+
|-
|align="center"|2 ||  ||  ||  
+
|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"
+
|align="center"|2 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 ||  ||  ||
+
|-align="left"
+
|align="center"|3 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 ||  ||  ||
+
|-align="left"
+
|align="center"|4 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 ||  ||  ||
+
|-align="left"
+
|align="center"|5 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 ||  ||  ||
+
|-align="left"
+
|align="center"|6 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 ||  ||  ||
+
|-align="left"
+
|align="center"|7 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 ||  ||  ||
+
|-align="left"
+
|align="center"|9 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 ||  ||  ||
+
|-align="left"
+
|align="center"|11 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 ||  ||  ||
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Null Sphere==
+
==Pathfinding Knack==
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; 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="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Null 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;">Pathfinding Basic Skills</font></div>
|- style="background:#F8E799;"
+
|-
|width="8%" |'''''Quanta'''''
+
! width="10%"|Skill Name
|width="15%" align="left"|'''Jikuu'''
+
! width="90%"|Effect
|width="10%" align="left"|'''Action'''
+
|-style="background:white;" align="left"  
|width="67%" align="left"|'''Effect'''
+
|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;"
|align="center"|Basic || Ruin || Standard || Deal ''potency 2'' damage to a creature at range.
+
|Navigate Terrain, Basic || Make an ''exploration check'' against an ''obstacle''; if you hit, gain ''progress'' against it per your kit.
|-align="left" style="background:#FAF0C0;"
+
|-  
|align="center"|1 || Lethary || Standard || Target gains ''dex down''.
+
|Search, Basic || Make an ''exploration check'' with a +2 power bonus.
|-align="left"
+
|- style="background:#E6D5BE;"
|align="center"|1 || Sleep || Standard || Target gains ''sleep''.
+
|Shepherd || ''Traverse'' to a new ''zone'' via a known ''passage'' without expending actions.
|-align="left" style="background:#FAF0C0;"
+
|-  
|align="center"|2 || Fade || Standard || Target gains ''fade''.
+
|Survey, Basic || Make an ''exploration check''. If you hit, you make no ''progress'', but you ''discover'' a ''passage''.
|-align="left"
+
|- style="background:#E6D5BE;"
|align="center"|2 || Vanish || Standard || Target gains ''invisible''.
+
|Sweep, Basic || Make two ''exploration checks'', each with a -4 power penalty.
|-align="left" style="background:#FAF0C0;"
+
|-  
|align="center"|3 || Amnesia || Standard || Target gains ''amnesia''.
+
|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''.
|-align="left"
+
|align="center"|3 || Strip || Standard || Remove status boons from a target.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Ruinga || Standard || Deal ''potency 2'' damage in an area.
+
|-align="left"
+
|align="center"|4 || Weakness || Standard || Target gains ''weakness''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Skip || Standard || Target loses its next turn.
+
|-align="left"
+
|align="center"|5 || Temporal Dodge || Immediate || Briefly leave time to ignore one effect.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Phase || Standard || Target gains ''insubstantial''.
+
|-align="left"
+
|align="center"|6 || Undo Time || Standard || Negate temporal effects.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Eject || Standard || Target gains ''eject''.
+
|-align="left"
+
|align="center"|7 || Vanishga || Standard || Multiple targets gain ''invisible''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Undo Force || Standard || Negate Force effects.
+
|-align="left"
+
|align="center"|9 || Doom || Standard || Target gains ''doom''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 || Ethereal || Standard || Target becomes ''ethereal''.
+
|-align="left"
+
|align="center"|11 || Nondetection || Standard || Target is undetectable.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Erase || Standard || Erase a target from existence.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Numbers Sphere==
+
=Feats=
{| class="collapsible" width="78%" 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.
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Numbers Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic || Libra || Standard || You gain ''libra''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 ||  ||  ||
+
|-align="left"
+
|align="center"|1 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Imperil || Standard || Target gains a ''vulnerability'' of your choice.
+
|-align="left"
+
|align="center"|2 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 ||  ||  ||
+
|-align="left"
+
|align="center"|3 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 ||  ||  ||
+
|-align="left"
+
|align="center"|4 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Bubble || Standard || Target gains ''bubble''.
+
|-align="left"
+
|align="center"|5 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Balance || Standard || Deal damage to a creature equal to the amount of HP you have lost.
+
|-align="left"
+
|align="center"|6 || Reverse || Standard || Target gains ''reverse''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 ||  ||  ||
+
|-align="left"
+
|align="center"|7 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Double || Standard || Create a copy of a creature for a short time, after which both disappear.
+
|-align="left"
+
|align="center"|9 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 ||  ||  ||
+
|-align="left"
+
|align="center"|11 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Triple || Standard || Create two copies of a creature for a short time, after which all disappear.
+
|}
+
  
 
&nbsp;
 
&nbsp;
  
==Space Sphere==
+
<div id="Scout">
{| class="collapsible" width="78%" 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;"
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Space Jikuu</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:#F8E799;"
+
|-style="background:white;" align="left"  
|width="8%" |'''''Quanta'''''
+
|You know a few things about getting along on the road.
|width="15%" align="left"|'''Jikuu'''
+
|-align="left"  
|width="10%" align="left"|'''Action'''
+
|'''Prerequisites:''' No levels in explorer.
|width="67%" align="left"|'''Effect'''
+
|-align="left"  
|-align="left"
+
|'''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="center"|Basic || Slide || Standard || Force a creature to move some distance.
+
|-align="left"  
|-align="left" style="background:#FAF0C0;"
+
|'''Special:''' If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
|align="center"|1 || Escape || Move || Willing target teleports up to their speed.
+
|-align="left"
+
|align="center"|1 || Propel || Standard || Increase target's speed.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Dimension Swap || Standard || Switch ally's places.
+
|-align="left"
+
|align="center"|2 || Fold Space || Standard || Fold space in on itself.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Distort Space || Standard || Distort space around a creature, making it difficult for it to specify targets.
+
|-align="left"
+
|align="center"|3 || Immobilize || Standard || Target gains ''immobilize''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Expand Space || Standard || Stretch space out, creating more area.
+
|-align="left"
+
|align="center"|4 || Retrieve || Standard || Teleport an object you can see to your hand.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 ||  ||  ||
+
|-align="left"
+
|align="center"|5 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Disable || Standard || Target gains ''disable''.
+
|-align="left"
+
|align="center"|6 || Wormhole || Standard || Create a portal between two points in space.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 ||  ||  ||
+
|-align="left"
+
|align="center"|7 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Teleport || Standard || Instantly travel with other creatures to a distant place.
+
|-align="left"
+
|align="center"|9 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 ||  ||  ||
+
|-align="left"
+
|align="center"|11 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 ||  ||  ||
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
==Time Sphere==
+
=Design Notes=
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
Second expert class.
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Time Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic || Accelerate || Standard || Increase a creature's Initiative by 4.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || Alacrity || Standard || Target gains ''haste'' on its next turn.
+
|-align="left"
+
|align="center"|1 || Pause || Standard || Reduce a creature's Initiative by 3.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Decelerate || Standard || Target gains ''hobbled'' for 5 rounds.
+
|-align="left"
+
|align="center"|2 || Déjà Vu || Standard || Target repeats its last action.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Hustle || Swift || You gain a move action.
+
|-align="left"
+
|align="center"|3 || Slow || Standard || Multiple creatures gain ''slow''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Chrono Cross || Standard || Make multiple temporal copies of yourself.
+
|-align="left"
+
|align="center"|4 || Haste || Standard || Multiple creatures gain ''haste''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Extend || Standard || Increase the duration of an effect or status.
+
|-align="left"
+
|align="center"|5 || Delay || Standard || Target's turn is delayed until after your next turn.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Echo || Standard || Target relives the last round.
+
|-align="left"
+
|align="center"|6 || Quick || Standard || Target gains a standard action immediately.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Stop || Standard || Target gains ''stop''.
+
|-align="left"
+
|align="center"|7 || Moment || Standard || You gain a set of actions in which to freely act, but cannot interact with the world.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Chrono Trigger || Standard || Set up a contingent effect.
+
|-align="left"
+
|align="center"|9 || Rewind || Standard || Go back in time to the last round.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 || Stopaga || Standard || Multiple targets gain ''stop''.
+
|-align="left"
+
|align="center"|11 || Temporal Abstraction || Full || Gain a number of additional actions.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Chrono Break || Standard || Gain an extra turn in the Initiative order.
+
|}
+
  
&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.
  
[[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.