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The Explorerby Shesheyan
Explorers are orientation experts, very adept at surviving in the wilderness as they search for long lost ruins and artefacts. They are versed in traps and and lock designs. Some of them are tomb raiders while other seek to learn more about past civilizations and record their findings in travel journals.
Prime requisite: DEX
Hit Dice: 1d4
Maximum level: 14
Armour: Leather, no shields Weapons: Any
Languages: Alignment, Common
They cannot wear armour heavier than leather and cannot use shields. They can use any weapon.
When flanking an opponent the Explorer receives a +1 bonus to hit and doubles damage dealt. Roll twice + bonus.
They detect room traps on a 2 in 6 chance.
An Explorer of 4th level or higher can read non-magical text in any language (including dead languages and basic codes) with 80% probability. If the roll does not succeed, the explorer may not try to read that particular text again until they reach a higher level of experience.
Climb sheer surfaces
Find and remove treasure traps
Open locks. Requires thieves tools.
Orientation : Explorers never get lost in clear terrain. They only get lost on a 5+ (d6) in other over land terrain.
Tracking : Level 1 at 50%. Plus 2% for each DEX bonus. (+2, +4 or +6).
Hunting and Foraging : Explorers have 4 in 6 chances of finding enough food for 1d4+2 person. It takes half a day.
XP Progression, Saving Thows, Attack Matrix
Same as thieves