Dungeon Delver

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In many ways, the Dungeon Delver is the ultimate adventuring rogue. He's skilled at moving stealthily through all types of dungeon terrain, detecting and disarming inconvenient traps, bypassing locks, locating treasure, and filching protected items. Since a Dungeon Delver frequently works alone, he must learn to think and act independently, relying upon no one but himself. Even when exploring a dungeon in the company of other adventurers, he often keeps to himself - scouting ahead, disarming traps a safe distance from the group, or seeking treasure while the others are distracted.

Requirements

Skills: Disable Trap 10 ranks, Open Lock 10 ranks, Search 10 ranks, Athletics 3 ranks, Knowledge: Engineering 5 ranks

Feats: Alertness

Special: To become a Dungeon Delver, a character must survive a great trial underground, such as a solo dungeon expedition, survival of a cave-in or other collapse, living for a year without seeing the sun, etc etc.


Hit Die: d6

Proficiencies: Dungeon Delvers gain no additional proficiencies

Skill Points: 8 + INT

Class Skills: Appraise, Bluff, Craft, Decipher Script, Disable Trap, Escape Artist, Heal, Hide, Intimidate, Knowledge (all), Listen, Lore, Move Silently, Open Lock, Parry, Persuade, Profession, Search, Set Trap, Spot, Tumble, Use Magic Device

Lvl BAB Fort Ref Will Special Sneak Attack
1st +0 +2 +2 +0 Darkvision, Deep Survival, TrapSense +1 1d6
2nd +1 +3 +3 +0 Feign Death, Stonecunning 1d6
3rd +2 +3 +3 +1 Augury 1x/day, Skill Mastery 2d6
4th +3 +4 +4 +1 Improved Evasion, Trap Sense +2 2d6
5th +3 +4 +4 +1 Blindsense 1x/day, Blind-Fight, Search +10 3d6
6th +4 +5 +5 +2 Augury 2x/day, Phasedoor 3d6
7th +5 +5 +5 +2 Tough as Nails, Trap Sense +3, Pick Lock +10 4d6
8th +6/+1 +6 +6 +2 Find the Path 4d6
9th +6/+1 +6 +6 +3 Augury 3x/day, Word of Recall 5d6
10th +7/+2 +7 +7 +3 Blind Sense 2x/day, Trap Sense +4, Disable Trap +10 5d6


Sneak Attack

Dungeon Delvers receive blackguard sneak attack progression, starting at level 1, and continuing every 3 levels afterward.


Darkvision

A Dungeon Delver's long exposure to pitch-black subterranean surroundings enables them Darkvision.


Deep Survival

A dungeon delver's experience in deep, dark places grants them a great familiarity with that world. They gain a +5 bonus to skill checks when underground. The duration of the bonus is 10 + Dungeon Delver class level in turns. The Dungeon Delver may use this feat 5 times a day.


Trap Sense

A Dungeon Delver is adept at evading the effects of traps. This functions the same as the Barbarian and Rogue class feature by the same name. The bonus rises by 1 for every three additional Dungeon Delver levels gained (+2 at 4th level, +3 at 7th level, and +4 at 10th level) and stack with similar bonuses granted by other classes.


Stonecunning

At 2nd level, a Dungeon Delver gains the Stonecunning ability. The dungeon delver receives a +2 competence bonus to search and spot checks when underground, similar to the Dwarven racial trait by the same name.


Feign Death

The dungeon delver is able to fall prone, slowing their heartbeat to a near-stop. While playing opossum, enemies ignore the dungeon delver, allowing them to avoid all harm. This ability lasts for 5 rounds and is on a 5 minute cooldown.


Augury

Beginning at the 3rd level, a Dungeon Delver gains a sense of impending danger regarding the near future. They have saving throw bonus equal to half their Dungeon Delver levels for 1 minute per level. This ability is on a 10 minute cooldown.


Skill Mastery

At the 3rd level, a Dungeon Delver becomes so confident in the use of certain skills that they can use them reliably even under adverse conditions. When using the Disable Trap, Open Lock, and Set Trap skills, the character automatically takes 20 on any skill checks, even if in combat.


Improved Evasion

The dungeon delver takes no damage from hazards that allow a reflex save on a successful save, and only half on a failed check.


Blind-Fight

At the 9th level, a Dungeon Delver gains the Blind-Fight feat.


Blindsense

At the 5th level, a dungeon delver gains the ability to activate an acute sensitivity to sounds, smells, movement, and other disturbances within 30 feet. This grants them a +20 bonus to Spot checks and +10 to Listen checks for a duration in turns equal to his dungeon delver level. They also gain the benefits of Ultravision and See Invisibility. This ability is on a 10 minute cooldown.


Phasedoor

At 6th level, a dungeon delver gains the ability to use Phasedoor. This ability functions as a Dimension Door spell and is on a 12 second cooldown.


Tough as Nails

Once per day, the dungeon delver is able to miraculously avoid a fatal catastrophe and cheat death. They struggle back to 1 HP one minute after their alleged death.


Find the Path

A dungeon delver is able to find their way into and out of confounding mazes and dungeons. Five times per day, they can reveal the area map to themselves and gain a +10 Search bonus for 10 rounds.


Word of Recall

A dungeon delver is able to recall to a safe location, akin to the spell by the same name. This ability is on a 2 minute cooldown.