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Grounded/Explorer

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Description

  • HUNTER: The Explorer might not want to fight often, but being forceful is their forte.
  • ACTIVE: Laying traps is dangerous work. To have somebody who will have your back will be a considerable aid. Explorers start with one Passive Ability and two Active Abilities.
  • SABOTEUR: Not known for staying in one place too long, Explorers carry with them a penchant for battlefield control and fighting dirty.

Base Statistics

The following statistics are added to the base statistics of a character's chosen race:

Detriment: 15
Ardor: 5
Ward: 10
Mar: 0
Impetus: 0
Aegis: 0
Alacrity: 0
Schism: 0
Cadence: 10
Bewilderment: 0

  • WEAPON PROFICIENCIES: 4 - Explorers can choose a combination of 4 Melee or Ranged weapons to form their arsenal, allowing them to wield and level those weapons as well as granting them the Trick sets for each weapon.
  • ARMOR CLASS: COAT, SHIELDS - Explorers can wear any set of armor up to Coat Armor, the lowest tier of medium armor available. Explorers can also use shields, granting them the shield Trick set.
  • RESOURCE: PARTS - All Explorer abilities consume Parts upon activation. Explorers start with basic parts to build traps from. Their cache of parts is theoretically infinite, but resources beyond starting allocations must be found or purchased. Parts exist in almost everyone and everything. When out of combat, Explorers can dismantle their traps to regain certain Parts at reduced rates.

Starting Abilities

  • PASSIVE ABILITY: Reload - While within a certain range, an Explorer's traps are not consumed upon their initial activation.
  • ACTIVE ABILITY: Poison Dart Trap - Lays target trap in a hex. When activated, the trap poisons those who triggered it for a few seconds.
  • ACTIVE ABILITY: Alarm Trap - Lays target trap in a hex. When activated, the trap slows those who triggered it for a few seconds.

Leveling Abilities

(missing chart of abilities that one can gain from leveling up)