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Evasion (Ex): At 4 th level, an explorer has learnt evasive<br />
techniques, avoiding even magical and unusual attacks with<br />
his tremendous agility. If he makes a successful Reflex<br />
saving throw against an attack that normally deals half<br />
damage on a successful save (such as a fireball spell), he<br />
instead takes no damage from that attack, though a failed<br />
save still results in full damage. This ability can only be<br />
used when the explorer is wearing light or no armour.<br />
Certain Stride (Ex): <strong>The</strong> Underdeep is not a place of level<br />
floors and wide passages, but rather is one of shifting slopes,<br />
crumbled rubble and narrow crevices. <strong>The</strong> explorer is able<br />
to move easily through terrain that would be difficult for<br />
others. So long as the terrain is at all passable, the explorer<br />
retains his normal movement speed while passing through<br />
it.<br />
Elusive (Ex): Catching an explorer who does not wish to<br />
be caught is all but impossible. At 6 th level, the explorer<br />
gains the elusive ability, granting him two major benefits.<br />
<strong>The</strong> first is the ability to pass without trace while travelling<br />
in the Underdeep. This extraordinary ability works in the<br />
same manner as the spell and is always active, but only<br />
works within the environment of the Underdeep. This<br />
ability also allows the explorer to lose pursuers who are<br />
hot on his heels through his superior knowledge of the<br />
ways of the Underdeep. By taking a penalty of –5 on<br />
his skill checks, the explorer may use both his Hide and<br />
Move Silently skills while he is moving at a run through<br />
Underdeep terrain.<br />
Unerring Direction (Ex): <strong>The</strong> Underdeep is a maze of<br />
shafts, tunnels and caverns, but it is the place the explorer<br />
calls home. By the time the explorer reaches 7 th level,<br />
he never becomes lost; he is always certain of<br />
his location within the Underdeep and always<br />
knows which paths to choose to find his way<br />
back to where he started. This ability also<br />
makes the explorer immune to the effects of<br />
maze spells.<br />
Improved Evasion (Ex): At 8 th level, an<br />
explorer has become a master of avoiding even<br />
magical and unusual attacks with his tremendous<br />
agility. If he makes a successful Reflex saving<br />
throw against an attack that normally deals halfdamage<br />
on a successful save (such as a fireball<br />
spell), he instead takes no damage from that attack,<br />
and a failed save results in only half damage.<br />
This ability can only be used when the explorer<br />
is wearing light or no armour. Obviously, an<br />
explorer who has somehow been rendered helpless<br />
cannot use improved evasion. If the explorer already<br />
has improved evasion as a class ability, he instead gains a<br />
bonus feat.<br />
Hide in Plain Sight (Ex): While in the Underdeep, an<br />
Explorer of 10 th level may use his Hide skill even while he<br />
is being observed.<br />
Fist of Nazrakoth<br />
<strong>The</strong> Fist of Nazrakoth is not devoted to justice, but to<br />
punishment and vengeance.<br />
This class is populated by drow who feel they have been<br />
the victims of some terrible wrong. For some, this may<br />
mean a lust for revenge against the Noble House that<br />
destroyed everything they held dear. For others, it may<br />
mean vengeance upon some past enemy for wounds and<br />
humiliation inflicted. <strong>The</strong>re are many<br />
drow among the Fists of Nazrakoth<br />
who have taken up this prestige<br />
class out of<br />
the still-bright<br />
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