Explorer

Driven by a thirst for knowledge, an unyielding curiosity, or a craving for adventure, the Explorer lives to plumb the unknown. She is Earhart, Livingston, and Armstrong all rolled into one. She might serve her own agenda or a larger organization. Regardless of her loyalties, the Explorer’s investigative talents serve her well when unravelling the secrets of vanished cultures, mapping and surveying new lands, or unearthing the treasures of ancient dynasties. The Explorer’s survival skills also make her an excellent scout and guide.  
REQUIREMENTS
Skills: Knowledge (earth and life sciences) 3 ranks, Knowledge (history, physical sciences, or theology and philosophy) 1 rank, Perception 1 rank, Survival 3 ranks.   Talent: The Aware Dedicated Hero talent.  
CLASS INFORMATION
Hit Die: d8.   Action Points: 6 + half character level (rounded down) per level.   Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Handle Animal (Cha), Investigate (Int), Knowledge (art, earth and life sciences, history, physical sciences, theology and philosophy) (Int), Linguistics (Int), Navigate (Int), Perception (Wis), Pilot (Dex), Research (Int), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis).   Skill Ranks Per Level: 6 + Intelligence modifier.  
TABLE: THE EXPLORER
 

CLASS FEATURES

Explorer Lore: An explorer picks up stray and obscure facts during her adventures. Whenever she makes a Knowledge check of any kind, she treats the information's point of origin as being one category closer, lowering the DC of the check. For example, if the point of origin is 75 km from the Explorer's home community, the DC of the check would normally be modified by +5. The Explorer treats this information as if originated less than 50 km away and thus has no modifier to the DC.   At 6th level, the Explorer treats the information's point of origin as two categories closer.   Guide: The Explorer gains Guide as a bonus feat.   Resolve: Beginning at 2nd level, an Explorer adds half her class level (rounded down) to the DC of Intimidate checks made against her. She also receives a +2 morale bonus to Will saves against fear effects.   Skilled Searcher: An Explorer of 2nd level or higher gains a bonus of half her class level (rounded down) to Perception checks made to find secret doors or compartments, or to find traps.   Bonus Feat: At 3rd, 6th, and 9th level, the Explorer gets a bonus feat. The bonus feat must be selected from the following list, and the Explorer must meet all the prerequisites of the feat to select it.   Action Boost, Action Hero, Advanced Two-Weapon Fighting, Aircraft Operation, Archaic Weapons Proficiency, Attentive, Brawl, Dodge, Educated, Endurance, Exotic Firearms Proficiency, Exotic Weapon Proficiency, Heroic Surge, Improved Feint, Improved Knockout Punch, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Nimble, Renown, Streetfighting, Studious, Two-Weapon Fighting, Vehicle Expert.   Trap Sense: At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks made by traps. These bonuses rise to +2 at 7th level and +3 at 10th level.   Free Step: An Explorer of 5th level or higher can spend an action point to take a step as a free action during her turn.   At 10th level, the Explorer can take a step as a free action once per turn without spending an action point.   Explorer's Evasion: If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (a grenade blast, for example), the Explorer suffers no damage if she makes a successful saving throw.   If the Explorer already has evasion (the Fast Hero's evasion talent, for example), she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw.


Cover image: Trash Planet by nkabuto