Job: Explorer

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The Explorer
Degree Job Feature HP JP BAB Fort Ref Will
I Trapfinding   1     +1  
II Evasion   2        
III Uncanny Dodge   1   +1    
IV Trap Sense   2     +2  
V Improved Uncanny Dodge   1        
VI Explorer Talent   2   +1    
VII Explorer Talent   1     +1  
VIII Explorer Talent   2        
IX Explorer Talent   1   +1    
X Explorer Talent   2     +2  

 

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. Those who would investigate these mysteries tend to find that a certain set of skills serves them well, even if not within the usual forte that is their chosen profession. Some hire other individuals who have gained these skills; others choose to study the skills themselves, and in the process, become explorers.

Explorers come from all walks of life, and for nearly every profession, one can find someone who is also an explorer. Some are rogues and outcasts; some are professors or teachers; while others are simply born adventurers, and find that having the additional skills this job lends useful, if not life-saving.

Game Rule Information

Explorers have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Dexterity and Perception are among the most important abilities for an explorer, who relies on skills based off of those abilities to deal with traps, locks, and other hazards.

Job Skills: The explorer's job skills are Balance (Dex), Climb (Str), Disable Device (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (dungeoneering) (Int), Listen (Per), Move Silently (Dex), Open Lock (Dex), Search (Per), Sleight of Hand (Dex), Stealth (Dex), Spot (Per), Swim (Str), and Tumble (Dex).

Job Features

All of the following are job features of the explorer.

Trapfinding: Explorers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a normal trap has a DC of at least 20, or higher if it is well hidden. Finding a force-aligned trap has a base DC of 25, with a modifier based the force effect used to create it.

Explorers can use the Disable Device skill to disarm force-aligned traps. A force-aligned trap generally has a base DC of 25, with a modifier based upon the force effect used to create it.

An explorer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion: At 2nd degree and higher, an explorer can avoid even force effects and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the explorer is wearing light armor or no armor. A helpless explorer does not gain the benefit of evasion.

Uncanny Dodge: Starting at 3rd degree, an explorer can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An explorer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If an explorer already has uncanny dodge from a different class or job, she automatically gains improved uncanny dodge (see below) instead.

Trap Sense: At 4th degree, an explorer gains an intuitive sense that alerts her to danger from traps, giving her a bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps equal to one-half her explorer degree, rounded down. Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge: An explorer of 5th degree or higher can no longer be flanked.

This defense denies other creatures the ability to sneak attack the explorer by flanking her. A creature that has levels or degrees in classes or jobs with four or more total levels or degrees than the explorer in classes and jobs that grant uncanny dodge can be affected by sneak attack from such creatures.

If a character already has uncanny dodge (see above) from another class or job, the levels and degrees from the classes and jobs that grant uncanny dodge stack to determine the minimum total of class level and job degree required to flank the character.

Example: Trish is an 8th-level unfettered and 5th-degree explorer. Her total level for purposes of others gaining sneak attack is 13, and thus a creature would have to have a total of at least 17 from both levels and degrees in classes and jobs that grant uncanny dodge to be able to sneak attack her.

Explorer Talent: At 6th degree, and every degree thereafter, the explorer gains an ability that assists her in dungeon-delving and similar activities. Choose one of the talents below.

  • Canny Observer: Gain a +4 insight bonus on Listen, Search, and Spot checks.
  • Expert Leaper: When making Jump checks, the explorer is always considered to have a running start. Also, when the explorer deliberately falls, a DC 15 Tumble check allows her to ignore the first 20 feet fallen, instead of the first 10 feet. (Prerequisites: Jump must be a class skill for you)
  • Fast Picks: An explorer with this talent can use the Open Lock skill to attempt to open a lock as a standard action instead of a full-round action. (Prerequisites: Open Lock must be a class skill for you)
  • Fast Stealth: This ability allows the explorer to move at full speed using the Hide and Move Silently skill without penalty. (Prerequisites: Hide and Move Silently must be class skills for you)
  • Improved Evasion: This ability works like evasion, except that while the explorer still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless explorer does not gain the benefit of improved evasion.
  • Iron Guts: The explorer gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all effects that cause the nauseated or sickened conditions.
  • Last Ditch Effort: Once per day per two explorer degrees, an explorer with this ability who accidentally activates a trap while attempting to disarm it may immediately attempt another Disable Device check to disarm it, albeit at a -5 penalty. The result of the second check is taken even if the result is lower, and only one secondary attempt can be attempted per trap. (Prerequisites: Disable Device must be a class skill for you)
  • Ledge Walker: The explorer can move along narrow surfaces at full speed using the Balance skill without penalty. In addition, an explorer with this talent is not flat-footed when using Balance to move along narrow surfaces. (Prerequisites: Balance must be a class skill for you)
  • Nimble Climber: When an explorer with this talent fails a Climb check by 5 or more, she can immediately make another Climb check at the surface’s base DC +10. If successful, she stops her fall by clinging onto the surface. The explorer does not take falling damage when she stops her fall in this manner. (Prerequisites: Climb must be a class skill for you)
  • Quick Disable: It takes an explorer with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). (Prerequisites: Disable Device must be a class skill for you)
  • Quick Scrounge: The explorer can search a creature, object, or area in half as much time as normal. If her Search check would normally require a full-round action or less, it becomes one step shorter along the following progression: full-round action, standard action, move action, swift action, immediate action. (Prerequisites: Search must be a class skill for you)
  • Survivalist: Add Heal and Survival to your list of job skills.
  • Terrain Mastery: Choose a terrain. Due to the explorer's experience in that environment, she gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. She also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment). You can take this talent multiple times; each time you do, choose a new terrain, and increase one terrain's bonuses by +2.
  • Trap Spotter: Whenever an explorer with this talent comes within 10 feet of a trap, she receives an immediate Search check to notice the trap. (Prerequisites: Search must be a class skill for you)
  • Wall Scramble: An explorer with this talent rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the rogue is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Climb checks. (Prerequisites: Climb must be a class skill for you)

Feats

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

 

JOB TALENT [General]
You have a greater breadth of knowledge in one of your jobs.
Prerequisites: At least one job talent.
Benefit: You gain a talent from the talent list of one of your jobs. You cannot select a talent from a job in which you do not have at least one job talent.

 

Design Notes

First job. Intended to be a replacement for rogues, since we've pretty much concluded that the class doesn't work in Trinity anymore.

The more social aspects of the rogue will be in a different job.