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eventually lead to a desired geographical locale, which must be in an outdoor setting. The Explorer must have some clue, map, information, or body of research about the locale in order to use this ability. It can be used once per week, providing a day's worth of guidance (hence it is of greatest use on an expedition of weeks or months duration).

This ability allows the Explorer to acquire general knowledge about the laws and customs of a tribe, village, or settlement. Once per week, the Explorer may attempt to use this ability by touching a member of the tribe or village. The villager must have the knowledge the Explorer wishes to gain; for instance, the villager can't be an infant or mentally deficient. Cooperation of the villager isn't required; touching an attacking or sleeping villager works as well.

The villager must make a saving throw vs. spells. If the throw succeeds, the Explorer learns nothing. If the throw fails, the Explorer acquires an instant understanding of the villager's laws and customs, including those applicable to related clans or tribes (such as the social etiquette pertaining to all aarakocra in the region, not just this particular group). Information learned through this ability might include local laws (no one is allowed on the village streets after dark without written permission), accepted courtesies (strangers bow to all children), and cultural taboos (hats and other head coverings are considered offensive). Successful use of this ability also gives the Explorer a +1 reaction adjustment when encountering any other members of the tribe, village, or settlement.

The DM may limit the quality and amount of information in any way he sees it. The knowledge acquired through this ability doesn't ensure proper conduct; the Explorer's behavior (and the player's decisions) will ultimately determine the reaction of all villagers.

Because he spends little time in one place, and much of his time is spent on native cultures and geographical studies, an Explorer does not develop animal empathy to the degree of other rangers. When dealing with wild or attack-trained animals, the animal's saving throw vs. rods has a +2 bonus. Further, the Explorer must make a successful Wisdom check when trying to calm or befriend domestic animals.

The Explorer would travel lightly, unencumbered by followers that require his attention. Thus, he will have no more than two followers at the same time. If he already has two followers, a new follower won't arrive until one of his current followers is dismissed, lost, or killed.

An Explorer has little interest in the responsibilities associated with property ownership. He will never build a castle or any other fortification.

The Falconer is an expert in the handling and training of falcons, birds of prey capable of learning an impressive range of tricks and tasks. Under the direction of a skilled Falconer, a falcon can be taught to snatch a coin purse from a victim's belt, bring down game birds in mid- light, and ight effectively against creatures many times its size. In addition to his expertise as a bird trainer, the Falconer excels as a hunter and outdoorsman.


The Falconer must choose a primary terrain where

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