Explorer (Halfling, Ranger Archetype)

Many halflings prefer to settle down in small comfortable communities where they can raise their children and enjoy a leisurely stroll in the sun. However, some desire more stimulation. Explorers seek the grand adventure, spending their time traveling to new places, learning about new cultures, and gaining broad knowledge on an extensive scale. Class Features The explorer has the following class features. Explorer’s Focus (Ex)

At 1st level, once per day, the explorer can focus on a single enemy within line of sight as a swift action. That creature remains the explorer’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the explorer designates a new focus, whichever occurs first. The explorer gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the explorer can use this ability one additional time per day. This ability replaces favored enemy.

Know Direction (Ex)

An explorer can never get lost. As a standard action, the explorer can instantly know the direction of north from his current position. This functions like the know direction spell, and works in any environment in which "north" exists, but it may not work in extraplanar settings. The explorer’s knowledge of north is correct at the moment he determines “north”, but the explorer can get lost again within moments if he doesn’t find some external reference point to help him keep track of his direction.

In addition, whenever the explorer is asked for directions to a specific location, land region, or town, he can make a Wisdom check. If he is successful, he knows the most direct and efficient way to the desired location. If he fails, he doesn’t know and realizes the fact. He can also make this check if he is determining his own path to a desired location. This ability replaces wild empathy.

Woodland Stride (Ex)

At 3rd level, an explorer gains the ranger’s woodland stride class feature. This ability replaces endurance.

Terrain Bond (Ex)

At 4th level, the explorer forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the explorer grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the explorer’s allies leave no trail and can’t be tracked. The explorer can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond.

Landmark (Ex)

At 6th level, an explorer gains the uncanny knack of remembering where he’s been. As a full-round action, an explorer can create a mental landmark for his current location and thereafter take a standard action to note the general direction of that landmark. The landmark doesn’t have to be a city or any kind of recognizable site—it could be in the middle of the ocean or even midair. This is considered a scrying effect.