ROGUE - ADVENTURER Prospector Kit Description: Mining is an extremely important occupation in almost all civilizations, though most miners are not the adventuring type. Prospectors, however, wander widely and rely heavily on their wits and good luck to find a worthwhile lode to exploit (either for themselves or for a business or government that has retained their services). This combination makes Prospectors reasonably good adventurers, especially if they believe an adventure will make them rich (either through the find itself or through the bonuses and fame received for discovering huge strikes). Prospectors have generally 'retired' from mining as an occupation (though they are often tempted to examine the local geology during rest periods while traveling or adventuring, "just in case"), instead setting their feet to wandering the world looking for new sources of mineral wealth. They are nearly always dirty, scruffy, and weatherworn in appearance, wearing old but durable clothing and often accompanied by a mule, goat, or other pack animal to carry their tools and samples. They love their work, being able to wander the great outdoors and the caverns that run beneath the surface. Because their work is so important economically, skilled Prospectors are usually in great demand and can find offers of temporary or permanent employment without even trying hard. Requirements: As a standard Adventurer, though any race except for elves may become Prospectors. A Prospector must have at least 11 in Strength and Constitution but has no minimum Charisma score. Weapons & Armor: As a standard Adventurer; however, at 1st level all Prospectors must learn the Narrow Group proficiency in Picks & Hammers. Other weapon proficiency slots may be used as desired. Thief Abilities and Modifiers: Appraisal, Bribe Official, Climb Walls, Detect Noise, Hide in Shadows, Move Silently Prospectors gain only 25 discretionary points at 1st level and 15 points per level thereafter, and they do not gain any additional thieving abilities beyond those possessed at the start. Special Benefits: Prospectors use all sorts of picks and hammers (the latter usually with spikes and/or chisels) in their work, and their constant use of these weapons grants them a +1 bonus to hit with any pick or hammer. In addition to this weapon skill, Prospectors gain the following abilities: Danger Sense: As a standard Adventurer. Dungeoneering: As a standard Adventurer, but with double the normal chance of success (i.e., 40% + 10% per level of experience). In addition to their standard Dungeoneering skills, Prospectors are able to identify monstrous creatures that imitate coins, jewels, floors, ceilings, and other bits of 'dungeon dressing' (e.g., goldbug, trapper, lurker above, piercer, mimic). This requires one round of observation and has a chance of success equal to the Prospector's Intelligence score multiplied by his or her level; thus, Prospectors of 10th level and above can always recognize such monsters when they are encountered. Even in a surprise situation where such a creature attacks from ambush and there is no chance to observe it ahead of time, a Prospector can attempt a roll against this chance. If it succeeds, all surprise bonuses for the monster in question will be lost with respect to the Prospector only; a Prospector will have only the normal chance to be surprised (i.e., 1-3 on 1d10). Thus, a Prospector's party might be surprised by a trapper and engulfed, but a Prospector who succeeded on his or her roll would have sensed something amiss at the last moment and might well not be surprised. Evasion: As a standard Adventurer. Mining: A Prospector knows far more about mining than the average miner, gaining a +1 bonus to his or her proficiency score for every three levels of experience (rounding up). A Prospector is accorded a great deal of respect for his or her knowledge and expertise among dwarves and gnomes (and other races or groups with an interest in mining, at the DM's option), gaining a +1 reaction bonus for every three levels of experience (rounding up). His or her knowledge base also includes insight into geology, subterranean creatures, and similar topics. A successful Mining check should enable the Prospector to learn any information the DM has on the geology of the area studied (e.g., evidence of volcanoes, earthquakes, floods, oil or coal reserves, valuable metals or gems in the area, dangerous gas pockets nearby). A Prospector can also determine what race or species of creature dug out an existing tunnel (anything from dwarves to stone giants or purple worms) and whether beings from the Elemental Plane of Earth are or have been present. Prospectors can use their Mining proficiency to identify valuable gems or metals (whether in raw natural ores and crystals or finished forms) of all types. If the proficiency check succeeds by 10 or more, this ability can even correctly identify magically disguised or altered metals or minerals (e.g., fool's gold). This ability is in addition to any saving throw that might be allowed to see through such a deception. In order to help him or her identify real and fantasy metals, gems, ores, and minerals, a Prospector learns how to make a 'testing kit' using a set of special tools, chemicals, acids, magnifying lenses, special candles and wires, and so on. Such a 'testing kit' can be purchased from an alchemist or a mining company for 75 g.p. and weighs 10 pounds. Use of such a kit (basically a primitive geology laboratory) grants a bonus of 1d4-1 to all Mining proficiency checks in the hands of a Prospector. Treasure Finding: Each time a Prospector goes up a level he or she has a 10% chance per level of discovering a treasure map or one or more clues or rumors that gives information about some place or item of legend. When such information is found, it is up to the Prospector to decide whether or not to follow up on it. Special Hindrances: The knowledge a Prospector has about the location of potentially vast strikes of valuable metals, minerals, and gemstones makes him or her a potential target for kidnapping (often accompanied by torture or mental probes to learn his or her secrets) by a variety of potential foes, ranging from simple claim jumpers and bandits to organized merchant companies or governments (the Zhentarim are especially notorious in this regard). Prospectors often attempt to disguise or hide their true profession or their activity if they are traveling in a dangerous area. They are also looked upon with great distaste by elves, druids, and others who are concerned with avoiding exploitation of nature, suffering a -1 reaction penalty for every three levels of experience (rounding up) as he or she becomes progressively more well-known (notorious in the eyes of nature's defenders) in his or her profession. Prospectors are also very absorbed in their work. They tend to be loners and will never have more than one henchman at a time, though the total number of henchmen they can attract throughout their career is unchanged. They also do not engage in the broad-based study or relating to people in their travels that provides a standard Adventurer with his or her Archaeology and Legends & Lore abilities. Bonus Proficiencies: Mining, Mountaineering, Stonemasonry Preferred Proficiencies: all Subterranean, Alertness, Animal Handling, Animal Lore, Blacksmithing, Direction Sense, Endurance, Fire-building, Foraging, Hunting, Local History, Metallurgy, Metalworking, Rope Use, Set Snares, Signaling, Singing, Survival, Tracking, Weather Sense ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >