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Explorer

Often members of the prestigious Explorer's Guild, Explorers seek to travel the world and uncover lost secrets. They accomplish with the help of a magically enchanted vehical companion.

Career

Qualifications

To become an Explorer, one must partake in an arcane ritual that severs a part of the explorers soul and imbues it into a vehical.
Type
Transportation

Explorer

Eager to find the lost areas of the universe, Explorers forge pacts with their vehicles, granting them a part of their own sentence in exchange for increased abilities. They will often rise to leadership roles, and will attract those who share the joy of exploring new lands.
 
Role: The explorer is a mix between classes, mostly taking the role of a support class. It excels at exploration based skill checks and aids the party in overland travel.
 
Alignement: Any
 
Hit Dice: D8
 
Starting Wealth: 5d6 x 10 gold (average 175 gold).
 
Class Skills: The explorers class skills are Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Planes), Linguistics, Perception, Profession, Spellcraft, Survival, Use Magic Device. An explorer gains additional class skills based on their starting Vehicle Bond.
 
Skill Ranks per Level: 6 + Int modifier
 

Class Features


 
Weapon and Armor Proficiency: An explorer is proficient with simple weapons and weapons integrated into its bonded vehicle, such as installed firearms and siege weapons, as well as with light armor, but not with shields. An explorer gains additional proficiencies based on his starting Vehicle Bond.
 
Spell-like Abilities: The explorer gains a number of spell-like abilities based on the bond he makes with his vehicle gaining the spell-like abilities at the listed levels.
Glider Bond: 5/day Read Weather (1st), 4/day Glide (5th), 3/day Control Winds (10th), 2/day Whirlwind (15th), 1/day Winds of Vengeance (20th)
 
Cart Bond: 5/day Whispering Lore (1st), 4/day Groundswell (5th), 3/day Transmute Mud to Rock/Transmute Rock to Mud (10th), 2/day Earthquake (15th), 1/day Wooden Phalanx (20th)
 
Ship Bond: 5/day Touch of the Sea (1st), 4/day Track Ship (5th), 3/day Unseen Crew (10th), 2/day Seamantle (15th), 1/day Salvage (20th)
 
Vehicle Bond: At 1st level an explorer forms a bond with a magical and sentient vehicle. This functions similarly to the druid's animal companion class feature. (See the Bonded Vehicle section) The explorer chooses to either form a bond with a magical cart, a magical glider, or a magical ship. At 5th, 10th, 15th, and 20th level the explorer can spend 8 hours upgrading their vehicle into a more advanced form.
 
Cart Bond: Additional Class Skills: Handle Animal, Intimidate, Profession (Driver Additional Weapon Proficiencies: Blade Boot, Bola, Butterfly Knife, Lasso, Light Pick, Machete, Pickaxe, Whip;
At 1st level, the explorer’s vehicle has the statistics of a Cart, save that the cart can move on its own at a speed of 5 feet if it has no creatures pulling it.
At 5th level it gains the statistics of a Light Wagon, and can move at a speed of 10 feet.
At 10th level it gains the statistic of a Medium Wagon and can move at a speed of 20 feet.
At 15th level it gains the statistics of a Heavy Wagon and can move at a speed of 40 feet.
At 20th level, it gains the statistics of a Steam Giant, save that it’s maximum speed is increased to 80 feet and its acceleration is increased to 40 feet.
 
Glider Bond: Additional Class Skills: Craft (Alchemy), Fly, Knowledge (Engineering Additional Weapon Proficiencies: Boomerang, Flying-Talon, Harpoon, Longbow, Net, Shortbow, Spear-Sling, Starknife;
At 1st level, the explorer’s vehicle has the statistics of a Glider.
At 5th level, it gains the statistic of a Gyro Copter.
At 10th level, it gains the statistics of an Airship.
At 15th level it gains the statistics of a War Zeppelin.
At 20th level, it gains the statistics of an Alchemical Dragon.
 
Ship Bond: Additional Class Skills: Intimidate, Profession (Sailor), Swim; Additional Weapon Proficiencies: Boarding Axe, Cutlass, Hand Crossbow, Pistol, Rapier, Sea Dagger, Scimitar, Whip;
At 1st level, the explorer’s vehicle has the statistics of a Rowboat.
At 5th level, it gains the statistics of a Ship's Boat.
At 10th level, it gains the statistics of a Longship.
At 15th level, it gains the statistics of Sailing Ship.
At 20th level it gains the statistics of a Warship.
 
Burst of Speed: At 2nd level, an explorer can coax more speed out of his vehicle. 1/day, the explorer can double the speed of his bonded vehicle for 1 round. The explorer can use this ability an additional time each day at 4th, 8th, and 16th level.
 
Explore Area: At 3rd level, an explorer can spend an hour scouring the terrain to gain bonuses while in it. After the hour, he gains a circumstance bonus equal to ½ his Wisdom modifier (minimum 1, rounded down) on all Acrobatics, Climb, Knowledge, Perception, Profession, Stealth, Survival, and Swim checks while in that area. If that area was one of his favored terrains, he instead gains a bonus equal to his full Wisdom modifier.
 
Reduced Costs: Starting at 3rd level, an explorer learns how to effectively manage the costs of his vehicle. He pays half the normal price to install upgrades, make repairs, and perform other basic costs of his vehicle. He may reduce the costs again by half again at 13th level.
 
Favored Terrain: At 4th level, an explorer selects a favored terrain from the ranger’s favored terrain list. While in his favored terrain, an explorer gains a +2 bonus on Initiative checks, and Knowledge (Geography), Perception, Stealth, and Survival checks when he is in the terrain. An explorer traveling through this terrain normally leaves no trail and can’t be tracked (although he may leave a trail if he wishes). At 12th level, an explorer can choose an additional favored terrain, and his bonuses in the previous terrain increases by 2.
 
Spell Casting: Beginning at 4th level, an explorer begins to learn small amounts of arcane spells, which are drawn from the explorer spell list. To learn or cast a spell, he must have a Wisdom modifier score of at least 10 + the spells level. He can cast any spell he knows without having to prepare it ahead of time. The saving throw against an explorer’s spell is equal to 10 + the spells level + the explorer’s Wisdom modifier. An explorer can only cast a certain number of spells each day. His base daily allotment is given on Table: Explorer. In addition, he receives a number of bonus spells per day if he has a high Wisdom score. When Table: Explorer indicates an explorer gets 0 spells per day of a given level, he only gains the bonus spells he would be entitled to based on his Wisdom score for that level. The explorers selection of spells is limited. At 4th level he learns two 1st-level spells of his choice. At each level beyond 4th, he learns additional spells, as shown on Table: Explorer Spells Known. Unlike spells per day, the number of spells an explorer knows is not affected by his Wisdom score; the numbers on the table are fixed. At 5th level and every three levels thereafter, an explorer can learn a single new spell in place of a spell he already knows. The new spell must be the same level as the spell being exchanged, and must choose whether to swap the spell at the same time he gains new spells known for the level.
 
Navigate Terrain: At 6th level, both the explorer and his vehicle ignore natural difficult terrain of his favored terrains, although magically manipulated terrain continues to affect them.
 
Skilled Driver: At 6th level, an explorer learns to operate large vehicles with less manpower. An explorer treats the minimum crew requirement to operate a vehicle as ½ its normal amount. He decreases this by ½ again at 12th level.
 
Natural Leader: At 7th level, an explorer gains Leadership as a bonus feat. He takes no penalty on his leadership score for moving around constantly, and his followers generally act as the crew of his vehicle.
 
Vehicular Escape: At 7th level, 1/day an explorer can teleport to his vehicle, as if using the Teleport spell with no chance of failure. At 14th level, he can instead act as if using the greater teleport spell, and at 20th level, he can act as if using the Interplanetary Teleport spell.
 
Secret Stash: At 8th level, the explorer can move items freely between himself and his vehicle, acting as if he was always holding a handy haversack. Sending an item to the vehicle is a full round action, while retrieving an item is a move action.
 
Make Whole: At 9th level, an explorer can use Make Whole as a spell-like ability 1/day. At 18th level, he increases the amount of times he can use make whole to 3/day
 
Navigate Weather: At 9th level, the explorers vehicle becomes unhindered by all forms of non-magical weather, and allows any creature inside the vehicle to roll twice and take the better result on saves against weather effects (including the effects brought upon by magically induced weather).
 
Astral Travel: At 11th level, 1/day the explorer can move his vehicle onto the astral plane as a full round action. He can return it to the material plane as a full-round action.
 
Shrink Vehicle: At 11th level, an explorer can shrink his vehicle down up to the fine category as a standard action, as if using the Shrink Item spell. He must make physical contact with the vehicle to do so.
 
Planeshift: At 13th level, an explorer can cause his vehicle and all creatures aboard it to Plane Shift 1/day.
 
Greater Make Whole: At 14th level, an explorer can cast greater make whole 1/day as a spell-like ability.
 
Planar Adaptation: At 16th level, the explorers vehicle exudes a bubble of Planar Adaptation, as the spell. The protection extends off of the vehicle a number of feet equal to 10 x ½ the explorer’s level
 
Call Vehicle: At 17th level, as a standard action, the explorer can call his vehicle to his side. The vehicle immediately begins moving towards the explorer, utilizing whatever abilities it has available to make the journey.
 
Vehicle Maneuvers: At 18th level, an explorer adds ½ his level to any vehicle maneuvers he makes, even on vehicles that aren’t his bonded vehicle.
 
Rapid Repair: At 19th level, any vehicle the explorer is in gains fast healing 1 for as long as the explorer remains in contact with it.
 
Perfect Vessel: At 20th level, the explorer gains perfect control over his vehicle. He may always take a 20 on any vehicle he drives, and his vehicle becomes immune to the effects of all weather (magical or otherwise) and can move unhindered through all forms of difficult terrain.
 

Explorer Spell List


1st: Abundant Ammunition, Air Bubble, Alarm, Animal Messenger, Animal Purpose Training, Animate Rope, Ant Haul, Anticipate Peril, Aspect of the Nightingale, Blend, Break, Build Trust, Calm Animals, Carrion Compass, Cheetah's Sprint, Cloak of Shade, Commune with Birds, Compel Hostility, Create Water, Dancing Lantern, Deadeye's Arrow, Deadeye's Lore, Defoliate, Delay Poison, Desperate Weapon, Detect Aberration, Detect Animals or Plants, Detect Snares and Pits, Diagnose Disease, Echo, Endure Elements, Enhance Water, Entangle, Expeditious Excavation, Expeditious Retreat, Feather Step, Floating Disk, Flotsam Vessel, Glide, Gravity Bow, Hairline Fractures, Handy Grapnel, Heightened Awareness, Hidden Spring, Hide from Animals, Hollow Blades, Honeyed Tongue, Horn of Pursuit, Hydraulic Push, Invisibility Alarm, Ironbeard, Jump, Keen Senses, Keep Watch, Know the Enemy, Liberating Command, Linebreaker, Longstrider, Magic Fang, Marid's Mastery, Mending, Mudball, Nature's Paths, Negate Aroma, Pass without Trace, Read Magic, Read Weather, Refine Improvised Weapon, Resist Energy, Returning Weapon, Savage Maw, Speak with Animals, Stone Throwing, Tamer's Lash, Thunderstomp, Tireless Pursuit, Touch of the Sea, Tracking Mark, Unbreakable Heart, Vengeful Spirit, Wartrain Mount, Wave Shield, Whispering Lore, Windy Escape, Winter Feathers
 
2nd: Accelerate Poison, Acute Senses, Air Step, Allfood, Alpha Instinct, Alter Summoned Monster, Animal Aspect, Ant Haul (Communal) Ape Walk, Apport Object, Aquatic Cavalry, Arrow Eruption, Badger's Ferocity, Barkskin, Bear's Endurance, Bloodhound, Blood Scent, Brow Gasher, Bullet Ward, Bull's Strength, Campfire Wall, Carry Companion, Cat's Grace, Clear Grove, Create Treasure Map, Cure Light Wounds, Delay Disease, Drain Construct, Eagle Eye, Eagle's Splendor, Effortless Armor, Endure Elements (Communal), Eroding Ray, Escaping Ward, Fairness, Fleeting Defect, Fox's Cunning, Greensight, Groundswell, Guiding Star, Gust of Wind, Gusting Sphere, Heckle, Hold Animal, Hunter's Eye, Ice Slick, Ignoble Form, Improve Trap, Insect Scouts, Ironskin, Iron Stake, Lay of the Land, Locate Object, Locate Weakness, Make Whole, Object Possession (Lesser), Owl's Wisdom, Pack Empathy, Perceive Cues, Pouncing Fury, Protection from Energy, Quick Change, Raven's Flight, Reloading Hands, Remove Paralysis, Replay Tracks, Returning Weapon (Communal), Ricochet Shot, Riversight, Ropeweave, Scale Spikes, Sea Steed, Selective Alarm, Sense Fear, Shackle, Shatter, Shield Companion, Sickening Entanglement, Slipstream, Speak with Plants, Spider Climb, Stone Call, Track Ship, Tremor Blast, Undetectable Trap, Versatile Weapon, Vine Strike, Visualization of The Body, Web Shelter, Wicker Horse, Wild Instinct, Wind Wall, With the Wind

 
3rd: Aerial Tracks, Air Breathing, Air Geyser, Animal Ambassador, Aqueous Orb, Aura of Inviolate Ownership, Battle Trance, Blade Snare, Blast Barrier, Bleed for Your Master, Blessing of the Mole, Bloody Arrows, Burrow, Burst of Speed, Channel the Gift, Cloak of Winds, Countless Eyes, Create Holds, Cure Moderate Wounds, Darkvision, Delay Poison (Communal), Detect Desires, Disable Construct, Earth Tremor, Enshroud Thoughts, Feather Step (Mass), Fickle Winds, Fly, Full Pouch, Hydraulic Torrent, Insect Spies, Instant Fake, Life Bubble, Magic Fang (Greater), Meticulous Match, Minor Creation, Mirage, Named Bullet, Neutralize Poison, Phantom Chariot, Phantom Driver, Phantom Steed, Pocketful of Vipers, Protection from Energy (Communal), Quieting Weapons, Raging Rubble, Recharge, Remove Disease, Repel Vermin, Resist Energy (Communal), Scale Spikes (Greater), Signs of the Land, Skeleton Crew, Sky Swim, Soothing Word, Spore Burst, Summon Totem Creature, Tail Current, They Know, Thorny Entanglement, Thunderstomp (Greater), Tireless Pursuers, Unseen Engineers, Vigilant Rest, Ward of the Season, Water Breathing, Water Walk, Wind Wall

 
4th:Animal Growth, Apparent Master, Black Tentacles, Calcific Touch, Cloud Shape, Commune With Plane, Companion Transposition, Commune with Nature, Control Vermin, Cure Serious Wounds, Darkvision (Communal), Darkvision (Greater), Dimension Door, Entice Fey, Lesser, Freedom of Movement, Green Caress, Heavy Water, Jungle Mind, Locate Creature, Make Whole (Greater), Major Creation, Named Bullet (Greater), Nondetection, Object Possession, Overwhelming Poison, Rapid Repair, Ride the Waves, River of Wind, Rusting Grasp, Sea Stallion, Shield of Dawn, Soothe Construct, Stoneskin, Summon Ship, Terrain Bond, Unerring Tracker, Unseen Crew, Walk the Plank, Watchful Animal, Water Walk (Communal)


LevelBase Attack BonusFortitudeReflexWillSpecial
1st+0+2+2+0Spell-Like Abilities, Vehicle Bond
2nd+1+3+3+0Burst of Speed 1day
3rd+2+3+3+1Explore Area, Reduced Costs
4th+3+4+4+1Burst of Speed 2/day, Favored Terrain
5th+3+4+4+1Vehicle Upgrade
6th+4+5+5+2Navigate Terrain, Skilled Driver
7th+5+5+5+2Natural Leader, Vehicular Escape
8th+6/+1+6+6+2Burst of Speed 3/day, Secret Stash
9th+6/+1+6+6+2Make Whole 1/day, Navigate Weather
10th+7/+2+7+7+3Vehicle Upgrade
11th+8/+3+7+7+3Astral Travel, Shrink Vehicle
12th+9/+4+8+8+4Favored Terrain
13th+9/+4+8+8+4Planeshift 2/day, Reduced Costs
14th+10/+5+9+9+4Greater Make Whole 1/day
15th+11/+6/+1+0+9+5Vehicle Upgrade
16th+12/+7/+2+10+10+5Burst of Speed 4/day, Planar Adaptation
17th+12/+7/+2+10+10+5Call Vehicle
18th+13/+8/+3+11+11+6Make Whole 3/day, Vehicle Maneuvers
19th+14/+9/+4+11+11+6Rapid Repair
20th+15/+10/+5+12+12+6Perfect Vessel, Vehicle Upgrade
 

Explorer Spells Per Day


Level1st2nd3rd4th
1st----
2nd----
3rd----
4th0---
5th1---
6th1---
7th10--
8th11--
9th21--
10th210-
11th211-
12th221-
13th321-
14th3211
15th3221
16th3321
17th4321
18th4322
19th4332
20th4433
 

Explorer Spells Known


Level1st2nd3rd4th
4th2---
5th3---
6th4---
7th42--
8th43--
9th54--
10th542-
11th543-
12th654-
13th6642
14th6643
15th6654
16th6654
17th6654
18th6665
19th6665
20th6665
 

Air Vehicle

Vehicle Features


 
Link: An explorer may make a driving check as a move action, and gains a +4 circumstance bonus on all driving checks made with their bonded vehicle.
 
Share Spells: An explorer may cast spells with a target of “You” on his bonded vehicle (as a touch range spell) instead of on himself. An explorer may cast spells on his bonded vehicle even if the spells normally do not affect constructs. Spells cast this way must come from the explorer spell list. This ability does not allow the explorer to share abilities that are not spells, even if they function like spells.
 
Evasion: If a bonded vehicle is subject to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw.
 
Bond Sense: At 6th level, an explorer can temporarily fuse his senses with his bonded vehicle. He must be on the vehicle and he must be conscious. Once the explorer activates bond sense, he can feel the vehicle as if it was an extension of his own body. He can “see” from the vehicle as if it were his own body from anywhere he wants, adjusting his point of view as a free action. The explorer can move the vehicle as if it was his own body, it moves at his base speed or the vehicles normal speed, whichever is faster. The vehicle can move forward and backward, make right angle turns, and come to a complete stop, despite the vehicle's size or weather conditions. While the explorer uses this ability, his body appears paralyzed and unresponsive. He is considered helpless and cannot defend himself, but retains awareness of what goes on around his body. He may end this ability as an immediate action. This ability lasts for one round per class level.
 
Improved Evasion: Starting at 15th level, when subjected to an attack that normally allows a Reflex saving throw for half damage, the bonded vehicle takes no damage if it makes a successful saving throw and only half damage if it fails.
 
Emergency Landing: At 11th level, a bonded air vehicle takes half damage from crashing, and can automatically grant any creature that falls off it the effects of the Feather Fall and Glide spells.
 
Water Flying: At 17th level, a bonded air vehicle can move through water as if it were air, although it moves at 1/4th the normal speed. It automatically grants anyone on board (as well as all gear and objects aboard) the benefits of the Air Bubble spell.
 
Rage of the Sky: At 20th level, 1/day a bonded air vehicle can manipulate the winds around it to hurricane levels. This functions similarly to the Typhoon spell, save that it only lasts for a total of 16 rounds (long enough for the spell to move from light to typhoon and back again). The vehicle and creatures it chooses that are abroad are immune to the blown away and damage effects of the typhoon, but not penalty on attack rolls and Perception checks.


LevelHit Dice (D10)Maneuver BonusNatural Armor BonusSpecial
1st3 (16 hit points)+1+0+0Link, Share Spells
2nd3+2+1+0-
3rd3+3+1+2Evasion
4th3+4+1+2-
5th9 (50 hit points)+5+1+2-
6th9+6+2+4Bond Sense
7th9+7+2+4-
8th9+8+2+4-
9th9+9+2+6-
10th26 (143 hit points)+10+3+6-
11th26+11+3+6Emergency Landing
12th26+12+3+8-
13th26+13+3+8-
14th26+14+4+8-
15th26+15+4+10Improved Evasion
16th26+16+4+10-
17th26+17+4+10Water Flying
18th26+18+5+12-
19th26+19+5+12-
20th78 (430 hit points+20+5+12Rage of the Sky
 

Land Vehicle

Vehicle Features


 
Link: An explorer may make a driving check as a move action, and gains a +4 circumstance bonus on all driving checks made with their bonded vehicle.
Share Spells: An explorer may cast spells with a target of “You” on his bonded vehicle (as a touch range spell) instead of on himself. An explorer may cast spells on his bonded vehicle even if the spells normally do not affect constructs. Spells cast this way must come from the explorer spell list. This ability does not allow the explorer to share abilities that are not spells, even if they function like spells.
 
Evasion: If a bonded vehicle is subject to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw.
 
Bond Sense: At 6th level, an explorer can temporarily fuse his senses with his bonded vehicle. He must be on the vehicle and he must be conscious. Once the explorer activates bond sense, he can feel the vehicle as if it was an extension of his own body. He can “see” from the vehicle as if it were his own body from anywhere he wants, adjusting his point of view as a free action. The explorer can move the vehicle as if it was his own body, it moves at his base speed or the vehicles normal speed, whichever is faster. The vehicle can move forward and backward, make right angle turns, and come to a complete stop, despite the vehicle's size or weather conditions. While the explorer uses this ability, his body appears paralyzed and unresponsive. He is considered helpless and cannot defend himself, but retains awareness of what goes on around his body. He may end this ability as an immediate action. This ability lasts for one round per class level.
 
Improved Evasion: Starting at 15th level, when subjected to an attack that normally allows a Reflex saving throw for half damage, the bonded vehicle takes no damage if it makes a successful saving throw and only half damage if it fails.
 
Water Travel: At 11th level, a bonded land vehicle can move over water as if it were solid land, although only at half speed. If the vehicle is being pulled by creatures, those creatures gain the effect of the Water Walk spell for as long as they are attached to the vehicle.
 
Sky Travel: At 17th level, a bonded land vehicle can move through the sky, gaining a Fly speed of 1/4th its normal overland speed.
 
Wrath of the Land: At 20th level, 1/day a bonded land vehicle can cause the land to surge beneath it. This functions as the swell version of the World Wave spell, save that it still deals 6d6 points of damage to things that come in contact with it.


LevelHit Dice (D10)Maneuver BonusNatural Armor BonusSpecial
1st6 (33 hit points)+1+0+0Link, Share Spells
2nd6+2+1+0-
3rd6+3+1+2Evasion
4th6+4+1+2-
5th12 (66 hit points)+5+1+2-
6th12+6+2+4Bond Sense
7th12+7+2+4-
8th12+8+2+4-
9th12+9+2+6-
10th18 (99 hit points)+10+3+6-
11th18+11+3+6Water Travel
12th18+12+3+8-
13th18+13+3+8-
14th18+14+4+8-
15th22 (121 hit points)+15+4+10Improved Evasion
16th22+16+4+10-
17th22+17+4+10Sky Travel
18th22+18+5+12-
19th22+19+5+12-
20th60 (330 hit points+20+5+12Wrath of the Land
 

Water Vehicle

Vehicle Features


 
Land Sailing: At 11th level, a bonded water vehicle can move through solid land as if it were water, although only at half speed. The ground is magically displaced, and returns to its normal state after the vehicle moves through it, leaving no evidence of its passage behind.
 
Sky Sailing: At 17th level, a bonded water vehicle can move through the sky, gaining a Fly speed of 1/4th its normal sailing speed.
 
Call of the Sea: At 20th level, 1/day a bonded water vehicle can let out a piercing shriek that slays thoughts who hear it. This functions as the Wail of the Banshee spell, affecting all creatures on the ship or within 20 feet of the ship, dealing 150 points of sonic damage to those who fail the save. The ship can choose to exclude any number of creatures from the effect.


LevelHit Dice (D10)Maneuver BonusNatural Armor BonusSpecial
1st5 (27 hit points)+1+0+0Link, Share Spells
2nd5+2+1+0-
3rd5+3+1+2Evasion
4th5+4+1+2-
5th10 (55 hit points)+5+1+2-
6th10+6+2+4Bond Sense
7th10+7+2+4-
8th10+8+2+4-
9th10+9+2+6-
10th20 (110 hit points)+10+3+6-
11th20+11+3+6Land Sailing
12th20+12+3+8-
13th20+13+3+8-
14th20+14+4+8-
15th40 (220 hit points)+15+4+10Improved Evasion
16th40+16+4+10-
17th40+17+4+10Sky Sailing
18th40+18+5+12-
19th40+19+5+12-
20th80 (440 hit points+20+5+12Call of the Sea

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