Extreme Explorer

Nature: Prestige Class
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Prerequisites

Feats: Action Boost
Base Attack Bonus: +4
Skills: Knowledge (dungeoneering) 3 ranks, Survival 3 ranks
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Level Progression

lvl Class Features
1 ●+2 Action Points ●Trap Sense +1 ●Bonus Feat nr 1
2 ●Extreme Hustle ●Dodge bonus +1 ●Evasion
3 ●+2 Action Points ●Trap Sense +2 ●Bonus Feat nr 2
4 ●Extreme Action ●Dodge bonus +2
5 ●+2 Action Points ●Trap Sense +3 ●Bonus Feat nr 3

Class Traits

Hit Dice: d10. Skill Ranks: 6 + Int mod.
BaB: Medium. High Saves: Fortitude & Reflex.
Class Skills:
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Class Features

1/3/5.Additional Action Points: The number of Action Points the character gets each level is increased by +2 at 1st, 3rd and 5th level (for a total of +6).

1/3/5.Bonus Feat: Gains a new feat for free. These bonus feats must be Action Point related feats, and the character must meet the prerequisites of a feat to select it.

1.Trap Sense (Ex): Gain an intuitive sense alerting him to danger from traps, getting a +1 bonus on Reflex saves to avoid traps & a +1 dodge bonus to AC vs trap attacks. These bonuses rise to +2 when at 3rd level and to +3 when he reaches 5th level. Trap sense bonuses gained from multiple classes stack.

2/4.Dodge Bonus (Ex): The explorer’s intuitive sense expands to combat. When not encumbered and wearing light armor or unarmored, he gains a +1 dodge bonus to Armor Class. At 4th level this bonus increases to +2.

The 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.

2.Evasion (Ex): 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 the explorer is wearing light or no armor. A helpless explorer does not gain the benefit of evasion.

2.Extreme Hustle (Ex): Whenever the Extreme Explorer spends an Action Point, he also gains an additional free move action.

4.Extreme Action (Ex): When the character spends 1 Action Point to improve the result of a d20 roll, he has a chance to keep the action point as if it hadn't been spent after all.

If the result of the modified d20 roll was a success, and if the result of the action point die roll is 8 or higher, the explorer retains the action point.
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Extreme Explorers

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