Extreme Explorer
(Eberron Campaign Setting variant, p. 79)
The extreme explorer is the iconic action hero of Eberron.
Requirements
Base Attack Bonus: +4
Skills: Knowledge (dungeoneering) 4 ranks , Survival 4 ranks
Feats: Action Boost
Hit die
d8
Skill points
6 + Int
Class Features
Weapon and Armor Proficiency: Extreme explorers gain no proficiency with any weapons, armor, or shields.
Additional Action Points: An extreme explorer's maximum action points per level increases by 2.
Trap Sense (Ex): An extreme explorer has an intuitive sense that alerts him to danger from traps, providing a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by 1 every two extreme explorer levels thereafter (to +2 at 3rd and +3 at 5th level). Trap sense bonuses gained from multiple classes stack.
Dodge Bonus (Ex): At 2nd level, an extreme explorer's intuitive sense expands to combat. When not encumbered and wearing light armor or unarmored, he gains a +1 dodge bonus to his Armor Class. At 4th level this bonus increases to +2. An extreme explorer loses this bonus when he is immobilized or helpless, when he wears any armor other than light armor, when he carries a shield, or when he carries a medium or heavy load.
Evasion (Ex): An extreme explorer of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an extreme explorer is wearing light or no armor. A helpless extreme explorer does not gain the benefit of evasion.
Extreme Hustle (Ex): As a free action once per round, an extreme explorer can spend 1 action point to gain a move action.
Bonus Feat: At 3rd level and at 5th level, an extreme explorer gains a bonus feat. These bonus feats must be selected from the following list, and the extreme explorer must meet the prerequisites of a feat to select it. Action Surge, Heroic Spirit, Pursue, Spontaneous Casting.
Extreme Action (Ex): Any time an extreme explorer spends 1 action point to improve the result of a d20 roll, he has a chance to retain the action point. If the result of the modified d20 roll was a success, and if the result of the action point die roll was 8, the extreme explorer retains the action point.
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Additional action points, trap sense +1 |
2nd | +1 | +0 | +3 | +0 | Dodge bonus +1, evasion, extreme hustle |
3rd | +2 | +1 | +3 | +1 | Trap sense +2, bonus feat |
4th | +3 | +1 | +4 | +1 | Dodge bonus +2, extreme action |
5th | +3 | +1 | +4 | +1 | Trap sense +3, bonus feat |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Balance | DEX | ||
Climb | STR | ||
Decipher Script | INT | ||
Disable Device | INT | ||
Escape Artist | DEX | ||
Jump | STR | ||
Knowledge (arcana) | INT | ||
Knowledge (dungeoneering) | INT | ||
Knowledge (history) | INT | ||
Listen | WIS | ||
Open Lock | DEX | ||
Ride | DEX | ||
Search | INT | ||
Speak Language | None | ||
Survival | WIS | ||
Swim | STR | ||
Tumble | DEX | ||
Use Magic Device | CHA | ||
Use Rope | DEX |