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with suspicious natives.

An Explorer must have a minimum Intelligence score of 12. Any (no specialization; use for followers and species enemy only). Motivated as much by curiosity as money, the Explorer spends more of his time planning expeditions than looking for employment. Still, Explorers are in high demand as guides, mapmakers, and scouts. A reputable Explorer can demand a high price for his services. However, rumors of a lost civilization are more likely to intrigue an Explorer than the promise of treasure, and he chooses his jobs accordingly.

Though a Pathfinder (discussed elsewhere in this chapter) or similarly skilled guide plays a crucial role in leading an expedition through unexplored territory, it's often an Explorer who's actually in charge. The Explorer decides when it's best to forge ahead and when to rest. He knows that small parties travel better than large ones, as each additional member increases the likelihood of delays from injury and disease. Above all, he understands the relationship between safety and self-restraint. He discourages his companions from taking unnecessary risks whenever possible.

An Explorer balances his natural impulsiveness with healthy doses of caution and common sense. More of a scholar than a brawler, he is usually a reluctant combatant, resorting to violence only when all other options fail. But when attacking, he fights with a single-mindedness that can border on savagery. A seasoned Explorer counsels his companions to follow two rules vital to wilderness survival, particularly where primitive civilizations are suspected to exist: (1) negotiating is usually preferable to attacking; and (2) if you intend to attack, then attack to kill.

Fisher, Forester, Hunter, Navigator, Trader/Barterer, Trapper/Furrier.

Because an Explorer favors lightweight, easy-to-use weapons, his weapon proficiencies are confined to the following choices: short bow, light crossbow, dagger, dart, knife, sling, short sword.

Survival; the Explorer receives the bene its of this pro iciency in all terrain types. Assigning additional slots to this

proficiency does not enhance its use in any way. Cartography* , Ancient History, Bowyer/Fletcher, Camouflage*, Reading/Writing.

Direction Sense, Distance Sense*, Endurance, Fire-building, Fishing, Foraging*, Herbalism, Hunting, Languages (Ancient and Modern), Mountaineering, Navigation, Rope Use, Signaling*, Swimming, Trail Marking*, Trail Signs*, Weather Sense.

An Explorer has no special armor or equipment requirements. However, he rarely wears armor heavier than leather and most Explorers find shields awkward and confining.

Any. An Explorer has the normal 2d6 career limit (however, see Special

Hindrances).

An Explorer has the capability of learning twice the normal number of languages allowed by his Intelligence score (see Table 4 in Chapter 1 of the ). For instance, an Explorer with an Intelligence score of 12 can learn six languages instead of the usual three. All languages still cost a proficiency slot each. The Explorer can use this ability to sense the correct direction that will

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