Dungeon Delver: Difference between revisions

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'''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  
'''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  
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'''Darkvision'''  
'''Darkvision'''  

Revision as of 12:20, 13 March 2013

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.

Requirements

Skills: Disable Trap 10 ranks, Open Lock 10 ranks, Search 10 ranks, Craft: Building 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 0 1 2 3 4 5 6 7 8 9
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Darkvision

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

Deep Survival

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

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.

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

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

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.

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.

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

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.

Phasedoor

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

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

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.

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.