Prime requisite: DEX
Hit dice: D6
Advances as: Thief
Attacks as: Thief
Saves as: Thief
Weapons permitted: Sword, dagger, spear, bow.
Armour permitted: Leather
Magical items permitted: Any permitted to fighters or thieves.
She laughed at their trepidation, as she walked unto the bridge. She'd crossed far worse in the jungles of the east. Now, if her instincts were right, the temple should be around here.
A traveller and wanderer, explorers live for the parts of the map that reads “here be dragons”.
Citizen of the world: Explorers have a knack for foreign customs and habits. When encountering other humans or demi humans that have no specific reason to be hostile, if the explorer leads the conversation, a “hostile” reaction roll may be rolled again once.
A sense of direction: A party involving an explorer is unlikely to be lost. All probabilities for losing their way are reduced to half the normal chance. In addition, explorers have a base chance of 5% per level for finding their way back to the entrance of an unmapped dungeon or cave they have travelled through. The roll must be repeated every hour.
That wasn't here before: On a D6 roll of 1-2, the explorer may recognize “moving” or “shifting” dungeon features, such as sliding walls, elevators, moving rooms, teleporters and similar.
Travel light and pack well: Explorers only count 90% of their carried weight, when calculating encumbrance. In addition, a staff or walking stick is never counted towards encumbrance.
Better path: When moving outside the dungeon, the party may move 10% faster.