Dungeon Delver: Difference between revisions

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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 indpendently, 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.  
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==
==Requirements==


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


'''Feats''': Alertness  
'''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.  
'''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.  




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


'''Darkvision'''


A Dungeon Delver's long exposure to pitch-black subterranean surroundings enables him to develop darkvision out to 60 feet.
'''Sneak Attack'''


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


A dungeon delver's experience in deep, dark places grants him a great familiarity with that world. He is able to 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'''  
'''Darkvision'''


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


'''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.
'''Deep Survival'''


'''Feign Death'''
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.


Once per day, the dungeon delver is capable of slowing his heartbeat to a near-stop, leading most to believe he is dead. Effectively, this puts him at -5 HP for the duration of 1 turn per 2 class levels. Regeneration equipment botches this stunt.


'''Augury'''  
'''Trap Sense'''


Begining at 3rd level, a dungeon delver can foretell whether a paticular action will bring good or bad results for him in the near future. He is able to gain 1+1 per 2 Dungeon Delver levels in saving throws for a duration of time equal to his 10 + Dungeon Delver class level in rounds.  
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.


'''Skill Mastery'''


At 3rd level, a Dungeon Delver becomes so confident in the use of certain skills that he 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.
'''Stonecunning'''


'''Improved Evasion'''
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.


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'''  
'''Feign Death'''


At 9th level a Duelist gains the Blind-Fight feat.  
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.


'''Blindsense'''


At 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 him a +20 bonus to Spot checks and +10 to Listen checks for a duration in turns equal to his dungeon delver level. He also gains the benefits of Ultravision and See Invisibility. The Dungeon Delver can do this once per day at 5th level, and twice per day at 10th level.
'''Augury'''


'''Phasedoor'''
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.


At 6th level, a dungeon delver gains the ability to use phase door thrice per day. This ability functions as a Dimension Door spell.


'''Tough as Nails'''  
'''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.


Once per day, the dungeon delver is able to miraculously avoid a fatal catastrophe, and cheat death. He struggles back to 1 HP a minute after his nearly acertained death.


'''Find the Path'''  
'''Find the Path'''  


A dungeon delver is able to find his way into and out of confounding mazes and dungeons. Five times per day, the Dungeon Delver can revealed the area map to himself and gain a +10 Search bonus is for 10 rounds.  
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'''  
'''Word of Recall'''  


A dungeon delver is able to recall to a safe location, once per day, akin to the spell by the same name.
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.

Latest revision as of 23:04, 10 April 2024

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.