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Extreme Explorer

(Eberron Campaign Setting, page 79, DnD 3.5)


The extreme explorer is the iconic action hero of Eberron.

Requirements

Base Attack Bonus: +4

Feats Required: Action Boost

Skills required: Knowledge (dungeoneering) 4 ranks, Survival 4 ranks

Hit die

d8

Skill points

Skillpoints per level: 6 + intelligence modifier.

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.

Class 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 nameUntrained?Key Ability
BalanceYesDEX*
RideYesDEX
JumpYesSTR*
ClimbYesSTR*
Decipher ScriptNoINT
Disable DeviceNoINT
Escape ArtistYesDEX*
Knowledge (arcana)NoINT
Knowledge (dungeoneering)NoINT
Knowledge (history)NoINT
ListenYesWIS
Open LockNoDEX
SearchYesINT
Speak LanguageNoNone
SurvivalYesWIS
SwimYesSTR*
TumbleNoDEX*
Use Magic DeviceNoCHA
Use RopeYesDEX