Ability Requirements: Strength 13 Dexterity 12 Prime Requisite: Strength Races Allowed: Human, Elf, Half-elf, Dwarf, Gnome, HalflingNot only are explorers as good at fighting as are fighters, they also have the abilities to find and remove traps, read a few languages, and use a few spells.
Birthright Note:
An Explorer seldom become a regent, finding it to stationary, but if they do become regents, Explorers collects regency as follows:
Full from: Trade route, Province Half from: Guild, Law None from: Temple, SourceProficiency slots:
WP NWP initial #levels penalty initial #levels 3 3 -2 3 3Calculation numbers:
Race: All Combat Value: Warrior Saving Throw: Warrior Hit dice d10 Armour allowed: Limited (max AC 5) Weapons allowed: All Hp after 9'th: +3 Abilities: Fighter Con. bonus Fighter Str. Bonus Read Languages Find/Remove Traps Cast one sphere of spells (Travellers) Restrictions: Cannot keep more than can carry Non-human level limit of 9 (if Non-human)XP:
Level XP needed Hit dice 1 0 1d10 2 3,300 2d10 3 6,600 3d10 4 13,200 4d10 5 33,000 5d10 6 66,000 6d10 7 132,000 7d10 8 247,500 8d10 9 462,000 9d10 10 495,000 9d10+3 11 990,000 9d10+6 12 1,485,000 9d10+9 13 1,980,000 9d10+12 14 2,475,000 9d10+15 15 2,970,000 9d10+18 16 3,465,000 9d10+21 17 3,960,000 9d10+24 18 4,455,000 9d10+27 19 4,950,000 9d10+30 20 5,440,000 9d10+33Notes:
Level Find/ of Remove Read Thief Traps Languages 1 20% -- 2 25% -- 3 30% -- 4 35% 20% 5 40% 25% 6 45% 30% 7 50% 35% 8 55% 40% 9 60% 45% 10 65% 50% 11 70% 55% 12 75% 60% 13 80% 65% 14 85% 70% 15 90% 75% 16 95% 80% 17* 99% 80%*max scores are attained in 17'th level