Eberron Prestige Class : Extreme Explorer
The ancient depths of Sharn, the tangled jungles of Q'barra, the howling crags of the Demon Wastes, and the cyclopean ruins of Xen'drik are like home to the extreme explorer. Whether motivated by a thirst for knowledge about Eberron's most ancient civilizations, a hunger for the long-lost secrets of tremendous arcane power, or simply a lust for gold, extreme explorers subject themselves to tremendous danger to achieve their goal--and somehow manage to escape in one piece, often by the skin of their teeth. The extreme explorer is the iconic action hero of Eberron: courageous, resourceful, determined, and just plain lucky.
The key feature of the extreme explorer is his use of action points. He gains more action points than most other characters, and gains bonus action feats to help spend those points in dramatically heroic ways. Members of any class can qualify to become extreme explorers without much difficulty.
Extreme explorer is a uniquely heroic class, making NPC explorers quite rare. Extreme explorer NPCs work best in the campaign as plot devices. They can fail to return from an expedition deep beneath Sharn, send their notebooks to a PC pupil before disappearing forever in Xen'drik, or hire the PCs to accompany them into the Demon Wastes.
Requirements
To qualify to become an Extreme Explorer, a character must fulfill all the following criteria:
- Skills: Knowledge (dungeoneering) 4 ranks, Survival 4 ranks.
- Feats: Action Boost.
- Base Attack Bonus: +4.
Class Skills
The extreme explorer's class skills are Balance, Climb, Decipher Script, Disable Device, Escape Artist, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Listen, Open Lock, Ride, Search, Speak Language, Survival, Swim, Tumble, Use Magic Device, and Use Rope.
Skill Points at Each Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: Extreme explorers gain no proficiency with any weapons, armor, or shields.
Additional Action Points: The extreme explorer's action point maximum per level is increased 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 AC against attacks made by traps. These bonuses increase by +1 every 2 extreme explorer levels thereafter (at 3rd and 5th level). Trap sense bonuses gained from multiple classes stack.
Dodge Bonus (Ex): At 2nd level, the extreme explorer's intuitive sense expands to combat. When unencumbered and wearing light armor or unarmored, he gains a +1 dodge bonus to his Armor Class. At 4th level this bonus is increased to +2. The 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, the extreme explorer can spend 1 action point to gain a move action. He may only do this once per round.
Bonus Feats: At 3rd level and at 5th level, the extreme explorer gains a bonus feat. These bonus feats must be selected from the following list: Action Surge, Heroic Spirit, Pursue, Spontaneous Casting.
An extreme explorer must meet all prerequisites for a bonus feat in order to select it.
Extreme Action (Ex): Any time the extreme explorer spends 1 action point to increase the result of a d20 roll, there is a chance that he will recover the action point. If the action is successful, and if the result of the action point roll is 8, the extreme explorer recovers the action point.
Eldeen Ranger | Hit Die: d8 | ||||
---|---|---|---|---|---|
CL | 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 action feat |
4th | +3 | +1 | +4 | +1 | Dodge Bonus +2, Extreme Action |
5th | +3 | +1 | +4 | +1 | Trap sense +3, bonus action feat |
Source: Eberron Campaign Setting