Treasure Hunter Class

Considering the age of the galaxy, it should come as no surprise that countless civilizations have risen and fallen over the course of its history. With the passing of time, civilizations crumble to dust and ruins, leaving behind relics and artifacts worth a great deal to both historians and collectors alike. Religions and Force traditions leave behind sacred temples, and the sites of ancient cities become mazes of winding tunnels and crumbled buildings. Finding the valuable items trapped within collapsed structures is a job for the most experienced archaeologists and extraction crews, but that doesn’t stop intrepid treasure hunters from trying their best to unearth the big payoff that can bring them wealth and fame.

Treasure hunters are opportunists and glory seekers with a penchant for adventuring. Most have at least some peripheral interest in ancient history, which enables them to locate and unearth valuable artifacts with more speed and precision than simple looters. Treasure hunters know a thousand different tales of lost artifacts and fallen civilizations, and can frequently put those tales together to discern the truth and locate rare and valuable objects. Many treasure hunters, fearless in the face of danger, have sought out dangerous Sith artifacts and ancient Jedi relics in temples dating back to the days of the Great Hyperspace War and occasionally earlier. Indeed, the Jedi sometimes hire well-known treasure hunters to help seek out lost holocrons and other items of interest involving the Force.

Treasure hunters are used to working in low lighting and occasionally total darkness. They are excellent spelunkers, climbers, and simmers thanks to the variety of environments they must endure while on the hunt. Treasure hunters are more at home dangling high above the floor of a collapsed Sith burial chamber, reaching for the jewel that once served as the focus in ancient Sith rituals, than anywhere else in the galaxy. Treasure hunters live for the thrill of the hunt and the glory of a real find, using the most high-tech equipment available to be the first to reach the prize. Treasure hunters experience danger at every turn and are rarely surprised when seemingly placid situations turn deadly in a heartbeat.

To qualify to become a Treasure Hunter, a character must fulfill the following criteria.
Base Attack Bonus: +5
Skills: Balance 6 ranks, Climb 6 ranks, Gather Information 6 ranks
Special: The Treasure Hunter must have obtained at least one artifact (such as a Sith holocron) or valuable treasure (a relic worth at least 5,000 credits) from an expedition.

Game Rule Information
Treasure Hunters gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Treasure Hunter’s Class skills, and the key abilities for each skill, are as follows.
Appraise (Int), Balance (Dex), Climb (Str), Craft* (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Read/Write Language, Search (Int), Spot (Wis), Survival (Wis), Swim (Str)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 8 + Int modifier.

Class Features
The following are features of the Treasure Hunter prestige class.

Starting Feats
The Treasure Hunter gains the following feats.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Archaic Lore
Treasure Hunters pick up bits and pieces of information about artifacts and lost civilizations throughout their travels and adventures, and they frequently can recall one single clue they heard years ago to solve a piece of the puzzle. The Treasure Hunter may add his class level to any Knowledge checks made regarding archaeology and treasure hunting.

Find Passage
Beginning at 1st level, the Treasure Hunter becomes adept at noticing the small discrepancies in walls and floors that signal a secret door or passage. When passing by or searching for a secret entrance or panel, the Treasure Hunter gains a +2 bonus on all Search and Spot checks to detect the door. The bonus increases to +4 at 3rd level and to +6 at 5th level.

Sense Traps
At 2nd level, the Treasure Hunter can predict the kinds of traps that ancient civilizations put in their burial caverns and religious temples to protect their valuable relics. When actively searching for traps, the Treasure Hunter gains a +2 bonus on his Search check. This bonus increases to +4 at 4th level.

Decipher Script
After many years of delving into ruined temples and lost civilizations, the Treasure Hunter becomes adept at recognizing the basic meaning of ancient writings. Starting at 3rd level, the Treasure Hunter can make an Intelligence check (DC 15) to puzzle out any ancient language he encounters while treasure hunting.

Resist Curse
Many ancient ruins and temples – particularly ones found in places where Force traditions once held sway – contain residual Force power. Many of these sites contain traps designed to release dark side Force powers upon unsuspecting treasure seekers.

After repeated exposure to harmful Force powers, the 5th-level Treasure Hunter learns to recognize the signs of a potential trap and avoid its nastiest effects. He gains a +2 bonus on al Reflex and Will saves when avoiding a Force power sprung by a trap.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +2 +2 +0 Archaic Lore, Find Passage +2 +1 +0
2 +1 +3 +3 +0 Sense Traps +2 +2 +0
3 +2 +3 +3 +1 Decipher Script, Find Passage +4 +2 +1
4 +3 +4 +4 +1 Sense Traps +4 +3 +1
5 +3 +4 +4 +1 Resist Curse, Find Passage +6 +4 +1
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