Homebrew - The Explorer (Hybrid Class)


Homebrew and House Rules

Dark Archive

So the story of how I came to put this homebrew together is that originally it started out as a MCA or Multiclass Archetype concept I came up with much help and a great deal of the work done by Elghinn Lightbringer.

Credit given where credit is do, much respect to him.

Yet on July 14 2015th, I posted a revised version of the MCA as a Hybrid class to be P.E.A.C.Hed on Giants of the Playground. I got some helpful advice and suggestion revising and I thought why not post it here and see what others have to say.

Let me know what you think.
----------------

The life of an explorer is filled with danger, yet allows one to discover secrets few would otherwise find. They are those trained at collages and universities as seekers of knowledge and learning, yet with a wonderlust that turns them from merely knowing about the world from books to actually seeing it for themselves. Seeking lore and artifacts of ancient places, learning both magic and alchemy, an explorer gains the skills necessary to take on whatever obstacles or challenges that lay before her. She relies on inspiration to lead her to paths she could not otherwise walk, and often finds herself in strange new worlds or planes of existence as she plods forth on a never ending journey of discovery. It is the promise of new sights and wonders just over the next rise that are ever pushing her to greater heights as she learns of the hidden magic locked within her.

The Explorer (Hybrid Class)


I feel that in some ways you have taken the hybrid thing to much to heart. Its time to leave certain parts behind and continue with more of your original ideas. I see very little of the bard in this class. It's more like an investigator variant.

Weapons
This list looks pretty familiar, yet doesn't say "explorer" to me in any way. Maybe create your own list of weapons.

Spellcasting
Again, write your own spell list. Are those bonus spells added to the list of available spells or to the spellbook? If it's the latter, that's way too many free spells.

Inspiration
Seems fitting, although I think you might want to rethink which skills get the free d6. This is the explorer, not the investigator.

Alchemy
This component of the class doesn't fit in, I feel. Even though he casts spells instead of creating extracts, he can make an extract in 1/10th of the time a real alchemist can. Also, it's basically an extra spell per day. I think you should drop alchemy from the class completely.

Trained scholar
The extra language bit is a bit boring. You have an Int based class, and after a few ranks in Linguistics your language list will be getting pretty big. After that, magic makes languages less of a barrier. If you are going to use skill unlocks, then just call it skill unlock like the new rogue.

Master explorer
For the sake of simplicity, just substitute this will trapfinding. What have written might as well be an advanced talent for the rogue. Your class gets it at 2nd level.

Pathfinding
The DC to grant this to allies is pretty low. Maybe if it became harder with each additional ally.


I'm sorry, but this class feels like you just grabbed the Ranger, Bard and Investigator and put it in a blender.

Hybrid classes are supposed to stand out from their parent classes by taking a route not taken by either parent classes.

Your class has a good approach but a lack of its own original features.


Lots of review:
The Explorer could use some work, and definitely a unique mechanic.

Instead of the martial weapons you've chosen, perhaps the Shortbow, Net, Pick (light and heavy), Handaxe, Whip, and Machete may be more appropriate?

A unique, individually written spell list would do a lot to improve the uniqueness of the class. Having movement-based spells is a good first step, although it could also use some slightly rogueish spells. Perhaps the option to poach (1 spell per spell level) your choice of Bard, Investigator, or Hunter spells would make the list interesting.

Perhaps the spell list should include (but not be limited to): Cure Wounds (Light-Critical, Mass Light, Mass Moderate), Summon Nature's Ally 1-6, Detect spells, Protection from Elements, Planar Adaptation, 1st level wizard movement transmutations, and all the bonus spells listed in the Explorer document.

Inspiration is nice to have, but feels like you're borrowing a bit much from the Investigator. A strong reworking/reimagining of Inspiration would be nice, otherwise you should probably drop it.

Alchemy is a strange hanger-on. It should probably be removed.

Trained Scholar is oddly worded, but it is a good ability and makes sense. Be careful about doubling up on the skill buffs with the Inspiration ability. Perhaps the ability to understand all languages by the mid-late game (10th-16th level) would be welcome, as well as some non-language benefit for having lots of ranks in Linguistics.

Undaunting Fortitude is nice, but just a simple Endurance feat would save page space and reader fatigue. Honestly, most readers will not take a second glance at the bonuses, since they are very specific.

Master Explorer and Danger Sense are welcome small buffs that make sense. I'm tempted to say you should put in more non-numerical buffs, but these work fine.

Augury would be better if it scaled with level, either by optionally becoming a better spell, having more castings, or both.

Detect Magic seems like an unusually weak ability, especially since it is available as a cantrip. If it were a permanent always-on ability, or contained other Detect abilities (undead, demons, alignment, surface thoughts, magic aura, etc.), it would be more useful.

Extracurricular Study and Skill Focus seem like two different ways to do more or less the same thing - get a buff to skills. It seems only useful if you really, really want a huge buff to one skill, though.

Investigator Talent should probably be restricted to one copy of the ability, or a small list of Investigator Talents.

Studied Combat is mentioned in the table, but not specifically as an ability. I'd assume it works the same as the regular Investigator. With this still present, it feels like an extensive archetype of the Investigator.

Studied Strike could be adjusted or entirely removed for this class.

I like Surefooted. A non-numerical bonus that lets you do cool things.

Greater Knowledge comes somewhat out of the blue. Are you supposed to be an exploration nature-y class, a magical item class, a knowledge class, or what? It introduces a different direction to the class that wasn't really there before level 9. Master Knowledge is a follow-up on that.

True Inspiration is a straight-up copy of the Investigator ability. Perhaps you could replace it with an entirely unique ability?

---

I'd love to see some sort of Bardic Performance/Studied Target sort of fusion ability, perhaps one that gives your allies +1/3 your level to hit and damage against an opponent, among other things.

Mental Resolve and Call It Out are both interesting abilities that should be base class features, or perhaps part of above-mentioned Bardic Performance/Studied Target fusion.

A dash more Bard and less straight Investigator would be good for the class. Lore Master and Inspire Competence are two Bard abilities that it would be cool to adapt to this class.

Perhaps a Favored Terrain-like ability would be good. Some levels could use more abilities, especially the ones that only advance your Studied Strike.


Good to see some free hybrid explorer stuff. ;)

Dark Archive

I just like to thank everyone for offering their thoughts and review for the Explorer. I'll see what I can do about updating this.

At the very least I can look into creating a unique spell list for the hybrid class and consider a few additional unique class skills.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Homebrew - The Explorer (Hybrid Class) All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules