The Explorer reacts quickly to danger and possesses a knack for confronting the unknown. His seat-of-the-pants daring and enthusiasm ensures that his team can make the critical leaps beyond logic that often make all the difference.

Vitality per Level

1d10 + Con modifier



Skill Pts per Level

6 + Int modifier

Class Skills

Athletics, Blend, Cultures, Drive, Investigation, Notice, Resolve, Science, Search, Security, Streetwise, Survival

The Explorer finds himself equally at home uncovering secrets in the steaming rainforests of Borneo and the concrete jungles of downtown New York. Many organizations field these two-fisted researchers who circle the globe in search of places and phenomena beneath their technological colleagues’ notice. Explorers have a wealth of experience with exotic locations, and a steady hand during even the most bizarre missions.

Attributes: Most Explorers fancy a bit of rough and tumble, so decent Strength and Dexterity are helpful. The most pressing attribute for any Explorer, however, is Intelligence, for he stakes his life upon his wits during every mission.

Core Ability


You’ve come to know a wide variety of people in your travels. You may spend 1d6 hours and 1 action die seeking out an individual with whom you’ve dealt in the past. This NPC operates like an acquaintance-grade contact whose consultant possesses 1 skill of your choice. The contact’s starting disposition toward you is Friendly, but he must be compensated for all services rendered at a cost of $100 per hour of assistance, plus the cost of any gear or materials belonging to him that are consumed or destroyed in the process (though you may reduce this cost with a Streetwise/Haggle check).

You may use this ability even in a remote area, so long as there are at least 40 people within a 25-mile radius at the time (e.g. the ability may even be used in an Antarctic research base near the South Pole, or a nomad camp in a vast desert, presuming the bases are occupied by 40 or more people, or there are native villages nearby).

The Explorer
Level BAB F R W Def Init Wlth Gear Abilities
1 +0 +2 +1 +0 +1 +1 2 -- All over the world, connected
2 +1 +3 +2 +0 +1 +1 3 1S Bookworm I (1/2)
3 +2 +3 +2 +1 +2 +2 3 1S Bonus feat
4 +3 +4 +2 +1 +2 +2 4 1S, 1G Uncanny dodge I
5 +3 +4 +3 +1 +3 +3 4 1S, 1G Bonus feat
6 +4 +5 +3 +2 +4 +4 5 1S, 1G Rugged +1
7 +5 +5 +4 +2 +4 +4 5 2S, 1G Bonus feat
8 +6 +6 +4 +2 +5 +5 6 2S, 1G Uncanny dodge II
9 +6 +6 +4 +3 +5 +5 6 2S, 1G, 1W Bonus feat, rugged +2
10 +7 +7 +5 +3 +6 +6 7 2S, 1G, 1W The notebook 1/session
11 +8 +7 +5 +3 +7 +7 7 2S, 1G, 1W Bonus feat, bookworm II (1/4)
12 +9 +8 +6 +4 +7 +7 8 2S, 2G, 1W Rugged +3, uncanny dodge III
13 +9 +8 +6 +4 +8 +8 8 2S, 2G, 1W Bonus feat
14 +10 +9 +6 +4 +8 +8 9 3S, 2G, 1W Lifeline
15 +11 +9 +7 +5 +9 +9 9 3S, 2G, 1W Bonus feat, rugged +4
16 +12 +10 +7 +5 +10 +10 10 3S, 2G, 1W Uncanny dodge IV
17 +12 +10 +8 +5 +10 +10 10 3S, 2G, 2W Bonus feat
18 +13 +11 +8 +6 +11 +11 11 3S, 2G, 2W Rugged +5
19 +14 +11 +8 +6 +11 +11 11 3S, 3G, 2W Bonus feat, bookworm III (1/10)
20 +15 +12 +9 +6 +12 +12 12 3S, 3G, 2W The notebook 2/session, uncanny dodge V

Class Abilities

All Over the World

You’re familiar with foreign lands — and have the skills to escape when your knowledge fails you. At Level 1, each time you fail an Athletics or Cultures check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result.

If you gain the all over the world ability from two or more classes, add together your levels in all classes granting you this ability before you add 20 to determine the DC against which you automatically succeed.

Bookworm I

You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).

Bookworm II

At Level 11, your research time decreases to 1/4 standard (minimum 5 minutes).

Bookworm III

At Level 19, your research time decreases to 1/10 standard (minimum 5 minutes).

Bonus Feat

At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Basic Combat or Chance feat.

Uncanny Dodge I

Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. or being attacked by an invisibleAn invisible character is physically masked from view, usually due to a Covert feat or super-science gear. He automatically becomes hidden at the end of each round during which he moves at least 5 ft. from his starting position as his last action during the round. Further, when an opponent targets the character with any attack or skill check, the opponent is considered blinded. While an invisible character is at least 25% covered with a visible material, or moves more than 5 ft. through any environment that may be disturbed by his passing (e.g. moderate or heavier rain, at least 2 ft. of leaves or snow, etc.), this condition is lost. adversary (though you still lose your Dexterity bonus to Defense when heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. ).

Uncanny Dodge II

At Level 8, you never become flankedA character is flanked if 2 opponents stand on directly opposite sides of him and within Reach or CQB Range. Opponents may only flank an adjacent character when unarmed or carrying a ready melee weapon, or a non-adjacent character when carrying a ranged weapon. For examples, see the Flanking Diagram. When a flanking opponent makes an attack against the character he’s flanking, he gains a +2 bonus with his attack check (if making an unarmed or melee attack), or a +1 bonus (if making a ranged attack)..

Uncanny Dodge III

At Level 12, you gain a +4 bonus with Reflex saves made to avoid security devices, as well as a +4 bonus to Defense against attacks made by security devices.

Uncanny Dodge IV

At Level 16, each time you suffer an attack or effect that reduces your Initiative Count, your Initiative Count decreases by only 1/2 the listed amount (rounded down). This does not affect Initiative penalties inflicted by your own actions.

Uncanny Dodge V

At Level 20, you never become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. and may not be targeted with Coup de Grace actions unless you are heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. , ParalyzedA paralyzed character is frozen in place and may not move or speak. He is also helpless, cannot make Strength- and Dexterity-based checks, and may only take actions that are purely mental (such as Knowledge checks). , or unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. (in addition to the action’s normal requirements). This does not prevent you from making skill checks possessing the Concentration tag.


At Levels 6, 9, 12, 15, and 18, your Constitution score rises by 1.

The Notebook

You keep a record of every interesting fact and detail you encounter, often referring to this notebook — or PDA, or other small reference tool — to help solve difficult puzzles or suggest unseen courses of action. At Level 10, once per session as a full action, you may consult your notebook to reduce the number of Challenges remaining in a Complex Task by a number equal to your starting action dice. If this reduces the number of Challenges to 0 or less, the Task is immediately completed.

At Level 20, you may use this ability up to twice per session, but no more than once per Complex Task.


You and your teammates may slip out of even the most shocking circumstances (largely) unscathed. At Level 14, when you or an adjacent teammate has 1 or more vitality points remaining and suffers enough damage to lower these vitality points below 0, the target instead becomes flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. and suffers only enough damage to lower his vitality to 0.

Further, when you have 1 or more wound points remaining and suffer enough damage to lower your wound points below 0, you instead become sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks. and suffer only enough damage to lower your wounds to 0.

In both cases, all excess damage is ignored. This ability affects lethal damage from attacks, falls, poison, and all other sources of injury.

You may use this ability any number of times per round, though you may only use it a number of times per session equal to your class level.

Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.