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.
Skills: Disable Trap 10 ranks, Open Lock 10 ranks, Search 10 ranks, Athletics 3 ranks, Knowledge: Engineering 5 ranks
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
|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|
Dungeon Delvers receive blackguard sneak attack progression, starting at level 1, and continuing every 3 levels afterward.
A Dungeon Delver's long exposure to pitch-black subterranean surroundings enables them Darkvision.
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.
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.
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.
Once per day, 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.
Beginning at the 3rd level, a dungeon delver can foretell whether a particular action will bring good or bad results for them in the near future. They are able to gain 1 plus 1 per 2 Dungeon Delver levels in saving throws for a duration of time equal to his 10 + Dungeon Delver class level in rounds.
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.
The dungeon delver takes no damage from hazards that allow a reflex save on a successful save, and only half on a failed check.
At the 9th level, a Dungeon Delver gains the Blind-Fight feat.
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. The Dungeon Delver can do this once per day at 5th level, and twice per day at 10th level.
At 6th level, a dungeon delver gains the ability to use Phasedoor 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. 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, once per day, akin to the spell by the same name.