User:Average/Explorer

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Explorers go travelling the vast landscape. They are rangers. They roam the Unknown as part of their person and to get eXPerience. They are pacifists by nature and won't kill if they can help it, though they may turn the opponent`s forces against themselves. In this way, they accumulate mana and good vibes. Realms aren't as safe when travelling alone, and they learn to be self-sufficient. They might fashion and carry a knife (i.e. of their own making), to be maximally useful in all situations, particularly for food.

For this class, they may want to break from the group and explore on their own rather than search for kills, as they don't gain extra experience fighting unless party members give XP to them. In darkness, damage dice are halved (except for sprung traps that were missed) within familiar territory. This is unique to the explorer class.

They gain about 5 XP per time-slot of travel (1 XP/ft), 2 if they've been there before, 7 if they're gaining elevation into a mountain range (-3 if they've been on that path before). This class gains levels by exploring, finding major arcana (an ancient coin with some forgotten language on it) or other rare discoveries (an entrance into a cave system) gets them mad eXPerience. If they find items of interest, they can make a map. The amount they can sell the map to another player is awarded XP by an amount equal to 10x the copper pieces for which it sells (or whatever the DM wants to reward). A good map not only maps out routes, but records items of interest: a cave (terrain), various flora/fauna found there (horticulture), crystals embedded in rock (geology), skeleton of X (anthropology), and perhaps meteorological interests (persistent fog).

Gets footfall skill, receiving less liklihood of damage for places previously visited.

They also can receive or give gifts of XP and loot from/to other players, if they are exceptionally pious and help them on their journey (like to herbalists or from showing others the likely direction of the hidden caves of a dragon). They won't join a fight except to tip the odds in favor of their allies. If they multiclass with a cleric, they become a monk. Who wouldn't be impressed and intimidated with a fab monk in your party, wondering if they were on the bad side of =>righteousness<=?

Regardless of race, at each tier change, they can gain +1 PER (unless they've lost it from frivolity or needless violence) and the peace it gives from attention to greater surroundings (up to 20, unless dragonkind). Can lose PER if frivolous. If you're the DM, show them vistas (the pass which separates two kingdoms?) which give them a sense of their world, small challenges they can win and get food. They don't have a map, so tell them about other interesting objects they can see from those vistas that might motivate the direction of thier next adventure.

Instead of guilds, this class makes maps which can become highly prized (showing caves, mountain passes, rivers, etc.), even by the DM.

If players stay pacifists, their accumulated mana can be turned into HP (which can be useful when multiclassing into a fighter). The conversion rate is 1000 mana equal 1 HP(???). They lose this HP as normal, but at each tier this class reaches, their mana regeneration is more quicker if they ever multi-class. If they're fighters, this regeneration machinery gets turns into higher HP which can be turned into CON (10HP = 1 CON). If they didn't stay pacifists, their mana gets reduced by the amount of HP they took unjustly from other characters (-1HP= -100mana??).

This class doesn't head out without a strong sense of a healthy CON to handle whatever their explorations hand to them. Their PTY helps them act wisely and get a sense of the world, but INT helps them make use of their explorations. Explorers use PER to perfect themselves.

Damage from falls and such events during exploring, is half-damage. Their higher PER protects them in mysterious ways that you don't have to question, so that they fall, for example, in a protective fashion.

If an explorer makes maps of his/her explorations, they can save up to half of their XP when they multiclass, depending on the quality and re-useability by the DM. They will still have to advance each level, but they gain levels at any significant event. XXX???

They are good partners to herbalists who are always looking for interesting flora for gathering remedies, while this class can act as the keener eyes for the herbalist, seeing desired places from a distance.

They level on these XP boundaries: +1000, +2000, +3000, +4000, and so on (in other words: must gain (present_level*1000) in XP to get to next level).