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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 no yes
Climb STR no yes
Decipher Script INT yes no
Disable Device INT yes no
Escape Artist DEX no yes
Jump STR no yes
Knowledge (arcana) INT yes no
Knowledge (dungeoneering) INT yes no
Knowledge (history) INT yes no
Listen WIS no no
Open Lock DEX yes no
Ride DEX no no
Search INT no no
Speak Language None yes no
Survival WIS no no
Swim STR no yes
Tumble DEX yes yes
Use Magic Device CHA yes no
Use Rope DEX no no

Spells for Extreme Explorer

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