Jeux de r�le Qu�bec - Apocalypse Earth
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Explorateur

Description
Introduction
Ces individus sont des naturels exploreur et aventurier, plein de curiosité et entrainé à réagir et survivre à toutes sortes de situations. Les exploreurs sont polyvalent autant sur la terre que dans l’espace et savent reconnaitre le danger instinctivement. Ces pionniers de l’exploration recherchent la connaissance et les réponses aux énigmes de l’espace. La plupart d’entre eux font d’excellent pilote et deviennent parfois des marchants lorsqu’ils cessent d’explorer, utilisant leurs connaissancent de la galaxie pour voyager en toute quiétude.
D� de vie
(d8)
Skills
The explorer class skills (and the key ability for each skills) are Apparaise (Int), Balance (Dex), Climb (Dex), Computer use (Int), Craft (Int), Decipher Script (Int), Drive (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Navigate(Int), Pilot (Dex), Profession (Wis), Repair (Int), Research (int), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str).

Nombre de skills au 1er niveau: (6 + Modificateur d'Intelligence) x 4
Nombre de skills par niveau: 6 + Modificateur d'Intelligence

Explorateur
NiveauBase AttackFortitudeR�flexeVolont�Habilit�s de classe
1+0+1+1+1Explorer lore, Starting feats
2+1+2+2+2Spacer, Trailblazing
3+2+2+2+2Heart +1
4+3+2+2+2Bonus feat
5+3+3+3+3Skill mastery, Uncanny dodge (Dex bonus to defense)
6+4+3+3+3Evasion
7+5+4+4+4Heart +2
8+6+4+4+4Bonus feat
9+6+4+4+4
10+7+5+5+5Skill mastery, Uncanny dodge (Can't be flanked)
11+8+5+5+5Heart +3
12+9+6+6+6Bonus feat
13+9+6+6+6
14+10+6+6+6
15+11+7+7+7Heart +4, Skill mastery
16+12+7+7+7Bonus feat
17+12+8+8+8
18+13+8+8+8
19+14+8+8+8Heart +5
20+15+9+9+9Skill mastery

Habilet�s de classe
Explorer lore
An explorer picks up stray and obscure facts during her adventures. She may make a special Explorer lore check with a bonus equal to her Explorer class level + her intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in knownledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check.
An explorer lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.
The GM can determine the Difficulty Class with his own judgement.
Starting feats
The explorer begins play with the following feats:
Weapon group proficiency (blaster rifles)
Weapon group proficiency (blaster pistols)
Weapon group proficiency (simple weapons)
Armor proficiency (light).
Spacer
The explorer gain the spacer feat.
Trailblazing
Beginning at 2nd level, the explorer becomes particulary skills at finding the best route throught unfamiliar or obstructed areas. When traveling in poor conditions or difficult terrain, the explorer may make a survival check to refuce traveling time.

With a check result of 15 or better, the explorer reduces the total travel time by 25%. With a 25 of better, the time is reduced by 50%.

The explorer can guide a group of up to four indivudla with no penalty. However, for each additionnal three in the group being guided, apply a -2 penalty to the trailblazing check.

The explorer can take 10 on this check, but he can't take a 20. This ability does not apply to tactical movement or local movement, as described in Chapter six: heroic characteristics.
Heart +1
The explorer posseses a great deal of self-confidence and courage. Because of this, once per day the explorer can focus his will and gain a circumstance bonus based on his innate belief in himself and his abilities. The bonus ranges from a +1 at 3rd level to +5 at 20th level.

This bonus can be applied to any skill check, ability check, or attack roll. You must decide to use this class features before roll the dice.
Bonus feat
At 4th, 8th, 12th and 16th level, the explorer gains a bonus feat. This feat must be selected from the following list, and the explorer must meet any prerequisites.
Cautious, Endurance, Great Fortitude, Lightning Reflexes, Rugged, Sharp-Eyes, Starship dodge, Starship Operation, Track, Zero-G Training.
Skill mastery
At 5th level, the explorer designate a skill. When making a skill check with this skills, the scout may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in the use of the skill that he can use it reliably even under adverse conditions. He designates an additionnal skills at 10th, 15th and 20th level.
Uncanny dodge (Dex bonus to defense)
Starting at 5th level, a explorer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Evasion
At 6th level and higher, a explorer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the explorer is wearing light armor or no armor. A helpless explorer does not gain the benefit of evasion.
Uncanny dodge (Can't be flanked)
A explorer of 10th level or higher can no longer be flanked. This defense denies the agentability to sneak attack the character by flanking her, unless the attacker has at least four more levels of agent than the target has in explorer level.
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