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Ruin Explorer Prestige Class


A ruin explorer thinks of himself as one who retrieves priceless artifacts from lost vaults, restoring pieces of our common history to the light of day. Their critics see them as specialized burglars, who work trapped tombs and vaults and seek to rob people of their most valuable and well-protected property.

As a ruin explorer, your deal with ancient traps and magical legacies. You are tough as nails and able to resist the most insidious poisons. Your spells are limited, but will still help you immensely if used right. But you are not as practiced and able as a rouge or bard when it comes to trickery and dealing with people.

Almost all ruin explorers were rogues; a few bards and rangers practice the profession as well. Many aspired to become wizards, but found that class too restricting and studious, choosing a middle way between practical skills, magic and scholarship. Attracted to the class by a desire to explore, a liking for the challenge of traps and puzzles and perhaps in an effort to avoid the fighting common in more conventional adventuring, ruin explorers are often intellectual types who try to avoid bloodshed and find an intelligent solution rather than use brute force. This is not to say all ruin explorers are good; some raid tombs for selfish purposes or acquire items to be used for evil. Others are merely out to strike it rich. But the best in the profession see it as their duty to explore the past and bring back lost treasures into the light of day, for all to enjoy.

The ruin explorers of the world form a loose fraternity, keeping tabs on each other's exploits through the rumor mill. But there is no guild or formal training for the class, and rivalry is common. Some ruin explorers are trained by elders in the class, while others attend a few classes at a wizard's academy and develop the other abilities of the class for themselves.

Hit Die: d6

Requirements

To qualify as a ruin explorer, the character must fulfill all the following criteria.

Skills:

Search: 8 ranks
Disable Device: 4 ranks
Knowledge (history): 4 ranks

Class Skills:

Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, restricted skill), Disable Device (Int), Escape Artist (Dex) , Forgery (Int), Intuit Direction (Wis), Jump (Str), Knowledge (any) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha, restricted skill), Wilderness Lore (Wis).

Skill points at each level: 6 + Int modifier.

Class Features

Weapon and Armor Proficiency: Ruin explorers are proficient with all simple weapons and with the light pick, heavy pick, hand crossbow and whip. The ruin explorer is not proficient with armor or shields.

Spells: As a ruin explorer, you cast arcane spells. You are limited to a certain number of spells of each spell level per day, according to your class level. You must prepare spells ahead of time by getting a good night's sleep and spending 1 hour studying your spellbook. While studying, you decide which spells to prepare. To learn, prepare, or cast a spell, you must have an Intelligence score of at least 10 + the spell's level. Your bonus spells are based on Intelligence. The Difficulty Class for saving throws against your spells is 10 + the spell's level + the your Intelligence modifier.

Ruin Explorer have their own spell list. You start out with two first level spells from this list at first level in the class, and gain two more free spells for each level you advance, selected from among the spell levels you can cast. You can scribe additional spells in your spellbook in the same manner as a wizard, but only for spell on your class list.

Trap Lore: Like rogues, ruin explorers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Like rogues, ruin explorers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A ruin explorer who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Trap Dodge: When attacked by a trap, you always have your dexterity adjustment to armor class, as long as you can move out of the way. You are never surprised by traps. This is a limited version of the rogue's uncanny dodge ability.

Trap Sense: Whenever you move within 5' of a trap or trap trigger, you are allowed to make a search roll against the DC of the trap. If this roll succeeds, you get a hunch that something is about, which will allow you to take appropriate action (usually further searching). Using this ability is a standard action; effectivley, you can scan for traps while moving at your normal rate instead of only searching a 5 ft. square each round.

Trick Sense: As Trap Sense, but you can now sense mechanical and magical phenomena that are not strictly traps, such as curses, teleport portals, magic wells, rotating chambers, sliding doors and so on. If no search roll would normally be allowed for subtle effects, the difficulty of this roll is 25 + spell level or 25 + half the encounter level of the situation.

Door Sense: As Trap Sense, but applies to secret doors and compartments.

Trap Initiative: You get a variable bonus to your Reflex Saving throws against traps as you advance in levels. This is also a Dodge bonus to your Armor Class against attacks from traps.

Master Explorer: You get a variable bonus on the Intuit direction, Disable device and Search skills as you advance in levels.

Outsmart Traps: On any successful disabling of a trap, you can opt to bypass it (with your party) and leave it in place, just as if you had beaten the DC by ten.

Running Sense: You can use the Trap Sense, Trick Sense and Door Sense abilities as a free action, regardless of which speed you move at. If you make the roll, you may stop in your tracks without disturbing anything.

Level    Base
Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells
1 2 3 4
1 +0 +2 +2 +0 Trap lore, trap dodge 0 - - -
2 +1 +3 +3 +0 Trap sense 1 - - -
3 +2 +3 +3 +1 Trap initiative +2 1 0 - -
4 +3 +4 +4 +1 Outsmart traps 1 1 - -
5 +3 +4 +4 +1 Master explorer +2 1 1 0 -
6 +4 +5 +5 +2 Trick Sense 1 1 1 -
7 +5 +5 +5 +2 Trap initiative +4 2 1 1 0
8 +6 +6 +6 +2 Door Sense 2 1 1 1
9 +6 +6 +6 +3 Master explorer +4 2 2 1 1
10 +7 +7 +7 +3 Running sense 2 2 2 1

Spell List

1st level

2nd level

3rd level

4th level

  1. Alarm
  2. Arcane Lock
  3. Comprehend Languages
  4. Dancing Lights
  5. Detect Magic
  6. Detect Secret Doors
  7. Endure Elements
  8. Erase
  9. Expeditious Retreat
  10. Feather Fall
  11. Identify
  12. Jump
  13. Mage Hand
  14. Mending
  15. Light
  16. Read Magic
  1. Animate Rope
  2. Augury
  3. Darkvision
  4. Delay Poison
  5. Knock
  6. Levitate
  7. Locate Object
  8. Mage Armor
  9. Make Whole
  10. Nystrul's Magic Aura
  11. Nystrul's Undetectable Aura
  12. Resist Elements
  1. Daylight
  2. Dispel Magic
  3. Freedom of Movement
  4. Gust of Wind
  5. Legend Lore
  6. Lesser Restoration
  7. Obscure Object
  8. Remove Curse
  9. Secret Page
  10. Water Breathing
  11. Water Walk
  1. Analyze Dweomer
  2. Arcane Eye
  3. Break Enchantment
  4. Dimension Door
  5. Minor Creation
  6. Neutralize Poison
  7. Shrink Item
  8. Telekinesis


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Copyright © 1998 and onwards, Carl Cramér. Last update Sunday, January 04, 2004.