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==Gentleman Explorer== | ==Gentleman Explorer== | ||
− | *Anthropology: Any gentleman explorer worth a grain of spice or a drop of laudanum must be intimately familiar with the practices of all societies, even the backward and savage ones. He may make a special Anthropology check of 1d20 + character level + class level + Intelligence modifier to see if he knows some relevant information about any culture or intelligent creature. This roll functions as the appropriate Knowledge check, and may be made in addition to a real Knowledge check. | + | *Anthropology (Ex): Any gentleman explorer worth a grain of spice or a drop of laudanum must be intimately familiar with the practices of all societies, even the backward and savage ones. He may make a special Anthropology check of 1d20 + character level + 1/2 class level + Intelligence modifier to see if he knows some relevant information about any culture or intelligent creature. This roll functions as the appropriate Knowledge check, and may be made in addition to a real Knowledge check. |
− | *Elephant Gun: A gentleman explorer cannot be bothered with lilliputian firearms that spew wayward bullets this way and that. A hand-pistol is for a woman, and furthermore any man who misses a shot with a proper rifle might just as well shave off his muttonchops! When wielding any two-handed projectile weapon with which he is proficient, a gentleman explorer may make a single attack with a +8 competence bonus to attack and an extra 1d8 damage per class level. This attack bonus and extra damage (which is never multiplied) come at the cost of spending 1 whole turn to execute the attack. This consumes the gentleman explorer's entire round and does not resolve until the beginning of his next turn | + | *Elephant Gun (Ex): A gentleman explorer cannot be bothered with lilliputian firearms that spew wayward bullets this way and that. A hand-pistol is for a woman, and furthermore any man who misses a shot with a proper rifle might just as well shave off his muttonchops! When wielding any two-handed projectile weapon with which he is proficient, a gentleman explorer may make a single attack with a +8 competence bonus to attack and an extra 1d8 damage per class level. This attack bonus and extra damage (which is never multiplied) come at the cost of spending 1 whole turn to execute the attack. This consumes the gentleman explorer's entire round and does not resolve until the beginning of his next turn; during the round in which he initiates this ability, he may take no actions other than free actions, and these must be performed before he begins. Such focus is required that the gentleman explorer is even prevented from taking a 5-foot step. He may opt to make an attack of opportunity or take an immediate action, but this cancels Elephant Gun. |
− | *Big Game Hunter: Subduing the great behemoths of the wild is not a crude feat of the body — it is a noble feat of the mind! A gentleman explorer should fight his quarry with the strength of a superior mind, placing precise shots where they will be most troublesome for the dreadful beast. When making an attack with Elephant Gun, he may reduce the bonus damage from Elephant Gun in order to apply one or more of the effects, as shown in the table below. He may not reduce the bonus damage below 0. All save DCs are equal to 10 + 1/2 character level + Intelligence modifier. | + | *Big Game Hunter (Su): Subduing the great behemoths of the wild is not a crude feat of the body — it is a noble feat of the mind! A gentleman explorer should fight his quarry with the strength of a superior mind, placing precise shots where they will be most troublesome for the dreadful beast. When making an attack with Elephant Gun, he may reduce the bonus damage from Elephant Gun in order to apply one or more of the effects, as shown in the table below. He may not reduce the bonus damage below 0. All save DCs are equal to 10 + 1/2 character level + Intelligence modifier. |
:*If struck, the target must make a Fortitude save or be [[Immobilized (3.5e Condition)|immobilized]] for 1 round. | :*If struck, the target must make a Fortitude save or be [[Immobilized (3.5e Condition)|immobilized]] for 1 round. | ||
:*If struck, the target must make a Will save or be [[shaken]] for 1 round. | :*If struck, the target must make a Will save or be [[shaken]] for 1 round. | ||
:*If struck, the target must make a Reflex save or be considered flat-footed for 1 round. | :*If struck, the target must make a Reflex save or be considered flat-footed for 1 round. | ||
:*If struck, the target is subject to a targeted [[SRD:Greater Dispel Magic|greater dispel magic]] at a caster level equal to the gentleman explorer's character level. | :*If struck, the target is subject to a targeted [[SRD:Greater Dispel Magic|greater dispel magic]] at a caster level equal to the gentleman explorer's character level. | ||
− | *Bar Bar Bar: Any cultured outdoorsman must be capable of adapting to every pidgin and creole he might encounter, no matter how crude. How else can he tell the savages how to civilize themselves? By spending five minutes conferring with a creature speaking a language he does not know, a gentleman explorer can learn the spoken form of the language. | + | *Bar Bar Bar (Ex): Any cultured outdoorsman must be capable of adapting to every pidgin and creole he might encounter, no matter how crude. How else can he tell the savages how to civilize themselves? By spending five minutes conferring with a creature speaking a language he does not know, a gentleman explorer can learn the spoken form of the language. |
− | *Extinctionist: What man could ever call his menagerie complete until he has killed the last of every species in the world? A gentleman explorer gains | + | *Extinctionist: What man could ever call his menagerie complete until he has killed the last of every species in the world? A gentleman explorer gains [[Track (3.5e Feat)|Tome track]] as a bonus feat. Additionally, after spending 1 hour tracking any one creature, he gains the benefits of Minor favored enemy against its creature type, as [[Ranger, Tome (3.5e Class)|Tome ranger]]. This lasts for 24 hours or until he tracks a creature of another type. |
− | *Trailblazer: With enough experience, a gentleman explorer learns to flatten a new path as he walks along. If he dirties his hands, he is not properly experiencing the wild. He ignores difficult terrain. Furthermore, any ally can ignore difficult terrain adjacent to the gentleman explorer. | + | *Trailblazer (Ex): With enough experience, a gentleman explorer learns to flatten a new path as he walks along. If he dirties his hands, he is not properly experiencing the wild. He ignores difficult terrain. Furthermore, any ally can ignore difficult terrain adjacent to the gentleman explorer. |
− | *Pith and Vinegar: A khaki headdress and a flask of acetic spirits are all a gentleman explorer needs to survive the tropical climes. So long as he wears some variety of hat and keeps himself hydrated, he benefits from | + | *Pith and Vinegar (Su): A khaki headdress and a flask of acetic spirits are all a gentleman explorer needs to survive the tropical climes. So long as he wears some variety of hat and keeps himself hydrated, he benefits from ''avoid planar effects''<sup>[[Publication:Planar Handbook|Planar]]</sup> and ''[[SRD:Endure Elements|endure elements]]''. |
− | *Fisticuffs: A bare-knuckle brawl is a sad, uncivil necessity sometimes, and a gentleman explorer is nothing if not a pragmatist. When the need arises, he can lay flat any strapping ruffian that comes his way. With a swift action, he may designate any adjacent opponent as his Detested Malcontent. This designation ends when the gentleman explorer is no longer adjacent to his Detested Malcontent, when he designates another Detested Malcontent, when he attacks any creature other than his Detested Malcontent, or when he uses a free action to end the designation. A gentleman explorer gains the following benefits while he has a Detested Malcontent: | + | *Fisticuffs (Ex): A bare-knuckle brawl is a sad, uncivil necessity sometimes, and a gentleman explorer is nothing if not a pragmatist. When the need arises, he can lay flat any strapping ruffian that comes his way. With a swift action, he may designate any adjacent opponent as his Detested Malcontent. This designation ends when the gentleman explorer is no longer adjacent to his Detested Malcontent, when he designates another Detested Malcontent, when he attacks any creature other than his Detested Malcontent, or when he uses a free action to end the designation. A gentleman explorer gains the following benefits while he has a Detested Malcontent: |
:*He gains the Unarmed Strike class feature of a first-level [[monk]]. This can only be used to attack his Detested Malcontent. This does not stack with similar (or identical) class features. | :*He gains the Unarmed Strike class feature of a first-level [[monk]]. This can only be used to attack his Detested Malcontent. This does not stack with similar (or identical) class features. | ||
:*When the gentleman explorer moves into a square adjacent to his Detested Malcontent, his Detested Malcontent is not entitled to an attack of opportunity. When using this ability, the gentleman explorer cannot also tumble, and he must move at half speed. | :*When the gentleman explorer moves into a square adjacent to his Detested Malcontent, his Detested Malcontent is not entitled to an attack of opportunity. When using this ability, the gentleman explorer cannot also tumble, and he must move at half speed. | ||
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:*Once per round, when the gentleman explorer's Detested Malcontent attempts to move away — even with a five-foot step or a teleportation effect — the gentleman explorer may make an attack of opportunity against it. If this attack hits, the opponent must make a Reflex save (DC 10 + 1/2 class level + Int modifier) or be unable to move away for 1 round. The Detested Malcontent may, at its option, redirect the movement such that it moves to another space adjacent to the gentleman explorer (assuming that such movement is possible). | :*Once per round, when the gentleman explorer's Detested Malcontent attempts to move away — even with a five-foot step or a teleportation effect — the gentleman explorer may make an attack of opportunity against it. If this attack hits, the opponent must make a Reflex save (DC 10 + 1/2 class level + Int modifier) or be unable to move away for 1 round. The Detested Malcontent may, at its option, redirect the movement such that it moves to another space adjacent to the gentleman explorer (assuming that such movement is possible). | ||
:*Against attacks made by his Detested Malcontent, the gentleman explorer gains a dodge bonus to AC equal to his Intelligence bonus (if any, maximum +8). This does not stack with any other abilities that give him an ability modifier to AC, but it does stack with the normal Dexterity modifier to AC. | :*Against attacks made by his Detested Malcontent, the gentleman explorer gains a dodge bonus to AC equal to his Intelligence bonus (if any, maximum +8). This does not stack with any other abilities that give him an ability modifier to AC, but it does stack with the normal Dexterity modifier to AC. | ||
− | *Gentlemen Don't Ask for Directions: A gentleman explorer has no need of flimsy paper maps to guide him! With his wits alone, he can get anywhere he needs to be, and what's more he'll get there faster than any nancy with a compass. Once per day, with one minute of concentration, a gentleman explorer may make a DC 15 survival check to learn the layout of the surrounding area. He becomes aware of all geographic features, landmarks, and permanent settlements (though not the names of these things) within 1 mile, plus 1 mile for every 2 points by which he beats the DC. He may take 10 on this check, but he may not take 20. The gentleman explorer only learns of surface features — caves and indoor locations are excluded — but he is henceforth able to recall this information with perfect accuracy. When travelling through any area which he has mentally mapped with this ability, he and any allies travelling with him (up to 1 per class level) may hustle indefinitely without taking nonlethal damage or becoming fatigued. | + | *Gentlemen Don't Ask for Directions (Su): A gentleman explorer has no need of flimsy paper maps to guide him! With his wits alone, he can get anywhere he needs to be, and what's more he'll get there faster than any nancy with a compass. Once per day, with one minute of concentration, a gentleman explorer may make a DC 15 survival check to learn the layout of the surrounding area. He becomes aware of all geographic features, landmarks, and permanent settlements (though not the names of these things) within 1 mile, plus 1 mile for every 2 points by which he beats the DC. He may take 10 on this check, but he may not take 20. The gentleman explorer only learns of surface features — caves and indoor locations are excluded — but he is henceforth able to recall this information with perfect accuracy. When travelling through any area which he has mentally mapped with this ability, he and any allies travelling with him (up to 1 per class level) may hustle indefinitely without taking nonlethal damage or becoming fatigued. |
− | *Whack the Bush: Overgrown greenery and fiddly-whatsits of stone cannot impede a gentleman explorer lining up for a shot! When using Elephant Gun, he may ignore cover less than total cover and concealment less than total concealment. | + | *Whack the Bush (Ex): Overgrown greenery and fiddly-whatsits of stone cannot impede a gentleman explorer lining up for a shot! When using Elephant Gun, he may ignore cover less than total cover and concealment less than total concealment. |
− | *The Game's Afoot: Beasts have no notion of sport, and few will stand to fight when challenged. The gentleman explorer, then, must learn to act with haste if he wants to mount that tarrasque head on his wall. He may use Elephant Gun as a full-round action. This means that the attack occurs on the same turn on which he initiates it, and that he is no longer prevented from taking a five-foot step, using a swift or immediate action, or making an attack of opportunity. Once per minute, he may use Elephant Gun as a standard action instead. | + | *The Game's Afoot (Ex): Beasts have no notion of sport, and few will stand to fight when challenged. The gentleman explorer, then, must learn to act with haste if he wants to mount that tarrasque head on his wall. He may use Elephant Gun as a full-round action. This means that the attack occurs on the same turn on which he initiates it, and that he is no longer prevented from taking a five-foot step, using a swift or immediate action, or making an attack of opportunity. Once per minute, he may use Elephant Gun as a standard action instead. |
− | *Trophy Room: Lugging about the husk of a devastation beetle is difficult for the experienced gentleman explorer who might fell such a monstrosity. He certainly lacks the time to bring it to his stately manor, so the natural solution is bringing the manor to it! At will, a gentleman explorer may use [[SRD:Mage's Magnificent Mansion|''mage's magnificent mansion'']] as a spell-like ability at a caster level equal to his character level. The mansion continues to exist even when the spell effect would normally end, and each use creates a portal to the same mansion instead of producing an entirely new mansion. It can be redesigned with each use according to the spell's specifications, but any objects and creatures in it are preserved. The food produced by the spell restocks every 24 hours | + | *Trophy Room (Sp): Lugging about the husk of a devastation beetle is difficult for the experienced gentleman explorer who might fell such a monstrosity. He certainly lacks the time to bring it to his stately manor, so the natural solution is bringing the manor to it! At will, a gentleman explorer may use [[SRD:Mage's Magnificent Mansion|''mage's magnificent mansion'']] as a spell-like ability at a caster level equal to his character level. The mansion continues to exist even when the spell effect would normally end, and each use creates a portal to the same mansion instead of producing an entirely new mansion. It can be redesigned with each use according to the spell's specifications, but any objects and creatures in it are preserved. The food produced by the spell restocks every 24 hours. |
− | + | *What Ho! (Ex): Keen instinct and quick wits — ''those'' are the key to getting along in terra incognita. If you don't have the brains to follow your gut or the guts to follow your brain, you'll end up ass-over-tip in a punji pit. When a gentleman explorer (but not an ally) triggers a trap, he may take an immediate action to roll a survival check. This check functions as if it were a search check made to find the trap with the trapfinding class feature. If the gentleman explorer succeeds on this check, he becomes aware of the trap and does not set it off; he instead stops just short of completing whatever action would have triggered it. If he fails on this check, the trap is triggered as normal. Additionally, any time a gentleman explorer would be excluded from a surprise round, he may instead roll initiative normally, but his initiative count is considered 10 lower during the surprise round. | |
− | *What Ho!: Keen instinct and quick wits — ''those'' are the key to getting along in terra incognita. If you don't have the brains to follow your gut or the guts to follow your brain, you'll end up ass-over-tip in a punji pit. When a gentleman explorer (but not an ally) triggers a trap, he may take an immediate action to roll a survival check. This check functions as if it were a search check made to find the trap with the trapfinding class feature. If the gentleman explorer succeeds on this check, he becomes aware of the trap and does not set it off; he instead stops just short of completing whatever action would have triggered it. If he fails on this check, the trap is triggered as normal. Additionally, any time a gentleman explorer would be excluded from a surprise round, he may instead roll initiative normally, but his initiative count is considered 10 lower during the surprise round. | + | *Voodoo Curse (Su): Exposure to the sorceries and blasphemies of savage medicine men can teach the wily trekker a thing or two about magic. With a swift action, a gentleman explorer can attempt to remove a single active spell effect from himself as the targeted version of ''[[SRD:Dispel Magic|dispel magic]]'' (caster level equals character level). If successful, he may then place this spell effect in any single unarmed strike or weapon attack that he makes before his next turn; this decision is made before rolling the attack. Any one target struck by this attack must make a Will save at DC 10 + 1/2 character level + Int modifer or suffer the spell effect for the remainder of its duration. The originator of the effect retains any control over it that they might have had, such as the ability to dismiss it. |
− | *Voodoo Curse: Exposure to the sorceries and blasphemies of savage medicine men can teach the wily trekker a thing or two about magic. With a swift action, a gentleman explorer can attempt to remove a single active spell effect from himself as the targeted version of ''[[SRD:Dispel Magic|dispel magic]]'' (caster level equals character level). If successful, he may then place this spell effect in any single unarmed strike or weapon attack that he makes before his next turn; this decision is made before rolling the attack. Any one target struck by this attack must make a Will save at DC 10 + 1/2 character level + Int modifer or suffer the spell effect for the remainder of its duration. The originator of the effect retains any control over it that they might have had, such as the ability to dismiss it. | + | *Confound Electromechanical Bamboozlements (Ex): Savage cultures do not quite understand hospitality. Their dwellings are full of spring-loaded darts and razor-sharp whirligigs which, far from providing comfort for an unwary guest, may leave him uncomfortable on a quite permanent basis! An experienced voyager must learn to cleverly find his way past such contraptions, since it would be rude to vandalize them. When a gentleman explorer has successfully located a trap — whether with a search check, by using What Ho!, or by having it pointed out to him — he may, with 1 minute of close examination, attempt a survival check against the disable device DC it would require to disarm the trap. If successful, he devises a way to introduce a delay so that he and his allies can move past; the next time the trap is triggered, its effects are delayed by 1 round for every point of Intelligence bonus that the gentleman explorer has (minimum 1 round). |
Revision as of 17:48, 15 August 2012
Gentleman Explorer
- Anthropology (Ex): Any gentleman explorer worth a grain of spice or a drop of laudanum must be intimately familiar with the practices of all societies, even the backward and savage ones. He may make a special Anthropology check of 1d20 + character level + 1/2 class level + Intelligence modifier to see if he knows some relevant information about any culture or intelligent creature. This roll functions as the appropriate Knowledge check, and may be made in addition to a real Knowledge check.
- Elephant Gun (Ex): A gentleman explorer cannot be bothered with lilliputian firearms that spew wayward bullets this way and that. A hand-pistol is for a woman, and furthermore any man who misses a shot with a proper rifle might just as well shave off his muttonchops! When wielding any two-handed projectile weapon with which he is proficient, a gentleman explorer may make a single attack with a +8 competence bonus to attack and an extra 1d8 damage per class level. This attack bonus and extra damage (which is never multiplied) come at the cost of spending 1 whole turn to execute the attack. This consumes the gentleman explorer's entire round and does not resolve until the beginning of his next turn; during the round in which he initiates this ability, he may take no actions other than free actions, and these must be performed before he begins. Such focus is required that the gentleman explorer is even prevented from taking a 5-foot step. He may opt to make an attack of opportunity or take an immediate action, but this cancels Elephant Gun.
- Big Game Hunter (Su): Subduing the great behemoths of the wild is not a crude feat of the body — it is a noble feat of the mind! A gentleman explorer should fight his quarry with the strength of a superior mind, placing precise shots where they will be most troublesome for the dreadful beast. When making an attack with Elephant Gun, he may reduce the bonus damage from Elephant Gun in order to apply one or more of the effects, as shown in the table below. He may not reduce the bonus damage below 0. All save DCs are equal to 10 + 1/2 character level + Intelligence modifier.
- If struck, the target must make a Fortitude save or be immobilized for 1 round.
- If struck, the target must make a Will save or be shaken for 1 round.
- If struck, the target must make a Reflex save or be considered flat-footed for 1 round.
- If struck, the target is subject to a targeted greater dispel magic at a caster level equal to the gentleman explorer's character level.
- Bar Bar Bar (Ex): Any cultured outdoorsman must be capable of adapting to every pidgin and creole he might encounter, no matter how crude. How else can he tell the savages how to civilize themselves? By spending five minutes conferring with a creature speaking a language he does not know, a gentleman explorer can learn the spoken form of the language.
- Extinctionist: What man could ever call his menagerie complete until he has killed the last of every species in the world? A gentleman explorer gains Tome track as a bonus feat. Additionally, after spending 1 hour tracking any one creature, he gains the benefits of Minor favored enemy against its creature type, as Tome ranger. This lasts for 24 hours or until he tracks a creature of another type.
- Trailblazer (Ex): With enough experience, a gentleman explorer learns to flatten a new path as he walks along. If he dirties his hands, he is not properly experiencing the wild. He ignores difficult terrain. Furthermore, any ally can ignore difficult terrain adjacent to the gentleman explorer.
- Pith and Vinegar (Su): A khaki headdress and a flask of acetic spirits are all a gentleman explorer needs to survive the tropical climes. So long as he wears some variety of hat and keeps himself hydrated, he benefits from avoid planar effectsPlanar and endure elements.
- Fisticuffs (Ex): A bare-knuckle brawl is a sad, uncivil necessity sometimes, and a gentleman explorer is nothing if not a pragmatist. When the need arises, he can lay flat any strapping ruffian that comes his way. With a swift action, he may designate any adjacent opponent as his Detested Malcontent. This designation ends when the gentleman explorer is no longer adjacent to his Detested Malcontent, when he designates another Detested Malcontent, when he attacks any creature other than his Detested Malcontent, or when he uses a free action to end the designation. A gentleman explorer gains the following benefits while he has a Detested Malcontent:
- He gains the Unarmed Strike class feature of a first-level monk. This can only be used to attack his Detested Malcontent. This does not stack with similar (or identical) class features.
- When the gentleman explorer moves into a square adjacent to his Detested Malcontent, his Detested Malcontent is not entitled to an attack of opportunity. When using this ability, the gentleman explorer cannot also tumble, and he must move at half speed.
- If he moves at least ten feet during his turn, the gentleman explorer deals an additional 2d6 damage per class level with his next unarmed strike againt his Detested Malcontent. This extra damage only applies if used before the gentleman explorer's next turn, and it can only occur once per round.
- Once per round, when the gentleman explorer's Detested Malcontent attempts to move away — even with a five-foot step or a teleportation effect — the gentleman explorer may make an attack of opportunity against it. If this attack hits, the opponent must make a Reflex save (DC 10 + 1/2 class level + Int modifier) or be unable to move away for 1 round. The Detested Malcontent may, at its option, redirect the movement such that it moves to another space adjacent to the gentleman explorer (assuming that such movement is possible).
- Against attacks made by his Detested Malcontent, the gentleman explorer gains a dodge bonus to AC equal to his Intelligence bonus (if any, maximum +8). This does not stack with any other abilities that give him an ability modifier to AC, but it does stack with the normal Dexterity modifier to AC.
- Gentlemen Don't Ask for Directions (Su): A gentleman explorer has no need of flimsy paper maps to guide him! With his wits alone, he can get anywhere he needs to be, and what's more he'll get there faster than any nancy with a compass. Once per day, with one minute of concentration, a gentleman explorer may make a DC 15 survival check to learn the layout of the surrounding area. He becomes aware of all geographic features, landmarks, and permanent settlements (though not the names of these things) within 1 mile, plus 1 mile for every 2 points by which he beats the DC. He may take 10 on this check, but he may not take 20. The gentleman explorer only learns of surface features — caves and indoor locations are excluded — but he is henceforth able to recall this information with perfect accuracy. When travelling through any area which he has mentally mapped with this ability, he and any allies travelling with him (up to 1 per class level) may hustle indefinitely without taking nonlethal damage or becoming fatigued.
- Whack the Bush (Ex): Overgrown greenery and fiddly-whatsits of stone cannot impede a gentleman explorer lining up for a shot! When using Elephant Gun, he may ignore cover less than total cover and concealment less than total concealment.
- The Game's Afoot (Ex): Beasts have no notion of sport, and few will stand to fight when challenged. The gentleman explorer, then, must learn to act with haste if he wants to mount that tarrasque head on his wall. He may use Elephant Gun as a full-round action. This means that the attack occurs on the same turn on which he initiates it, and that he is no longer prevented from taking a five-foot step, using a swift or immediate action, or making an attack of opportunity. Once per minute, he may use Elephant Gun as a standard action instead.
- Trophy Room (Sp): Lugging about the husk of a devastation beetle is difficult for the experienced gentleman explorer who might fell such a monstrosity. He certainly lacks the time to bring it to his stately manor, so the natural solution is bringing the manor to it! At will, a gentleman explorer may use mage's magnificent mansion as a spell-like ability at a caster level equal to his character level. The mansion continues to exist even when the spell effect would normally end, and each use creates a portal to the same mansion instead of producing an entirely new mansion. It can be redesigned with each use according to the spell's specifications, but any objects and creatures in it are preserved. The food produced by the spell restocks every 24 hours.
- What Ho! (Ex): Keen instinct and quick wits — those are the key to getting along in terra incognita. If you don't have the brains to follow your gut or the guts to follow your brain, you'll end up ass-over-tip in a punji pit. When a gentleman explorer (but not an ally) triggers a trap, he may take an immediate action to roll a survival check. This check functions as if it were a search check made to find the trap with the trapfinding class feature. If the gentleman explorer succeeds on this check, he becomes aware of the trap and does not set it off; he instead stops just short of completing whatever action would have triggered it. If he fails on this check, the trap is triggered as normal. Additionally, any time a gentleman explorer would be excluded from a surprise round, he may instead roll initiative normally, but his initiative count is considered 10 lower during the surprise round.
- Voodoo Curse (Su): Exposure to the sorceries and blasphemies of savage medicine men can teach the wily trekker a thing or two about magic. With a swift action, a gentleman explorer can attempt to remove a single active spell effect from himself as the targeted version of dispel magic (caster level equals character level). If successful, he may then place this spell effect in any single unarmed strike or weapon attack that he makes before his next turn; this decision is made before rolling the attack. Any one target struck by this attack must make a Will save at DC 10 + 1/2 character level + Int modifer or suffer the spell effect for the remainder of its duration. The originator of the effect retains any control over it that they might have had, such as the ability to dismiss it.
- Confound Electromechanical Bamboozlements (Ex): Savage cultures do not quite understand hospitality. Their dwellings are full of spring-loaded darts and razor-sharp whirligigs which, far from providing comfort for an unwary guest, may leave him uncomfortable on a quite permanent basis! An experienced voyager must learn to cleverly find his way past such contraptions, since it would be rude to vandalize them. When a gentleman explorer has successfully located a trap — whether with a search check, by using What Ho!, or by having it pointed out to him — he may, with 1 minute of close examination, attempt a survival check against the disable device DC it would require to disarm the trap. If successful, he devises a way to introduce a delay so that he and his allies can move past; the next time the trap is triggered, its effects are delayed by 1 round for every point of Intelligence bonus that the gentleman explorer has (minimum 1 round).