Difference between revisions of "Dungeon Delver"

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(Created page with "{{Class |Name=Dungeon Delver |Source=Complete Adventurer |Role=Utility |Summary=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 explor...")
 
(Added Requirements and Progression Table)
 
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=== Requirements ===
'''Skills:''' Climb 10 ranks, Craft (stonemasonry) 5 ranks, Disable Device 10 ranks, Hide 5 ranks, Knowledge (dungeoneering) 5 ranks, Move Silently 5 ranks, Open Lock 10 ranks, Search 10 ranks
'''Feats:''' [[Alertness]], [[Blind-Fight]]
'''Special:''' Trapfinding class feature.
'''Special:''' The character must survive a great trial underground. This trial usually takes one of three forms:
A solo dungeon expedition that earns the character half of the experience points needed for advancement to the next level. (For example, a 7th-level character must earn 3,500 XP on such a solo run.) The character must complete the venture in one week, though he may leave the dungeon and return as often as desired during that time.
Survival of a cave-in or other collapse.
Living for a year without seeing the light of the sun, usually among underground denizens such as the deep dwarves or drow.
=== Summary ===
{{Class
{{Class
|Name=Dungeon Delver
|Name=Dungeon Delver
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|Content=At 9th level, a dungeon delver gains the ability to use phase door once per day as an 18th-level caster. This ability enables him to bypass cave-ins, walk through dead ends and immovable obstructions, and make quick escapes through walls.
|Content=At 9th level, a dungeon delver gains the ability to use phase door once per day as an 18th-level caster. This ability enables him to bypass cave-ins, walk through dead ends and immovable obstructions, and make quick escapes through walls.
}}
}}
{| class="wikitable"
|+Table 1-1: Dungeon Delver Progression
!Level
!Base
Attack Bonus
!Fort
Save
!Ref
Save
!Will
Save
!Special
|-
|1st
| +0
| +2
| +2
| +0
|Darkvision, deep survival, trap sense +1
|-
|2nd
| +1
| +3
| +3
| +0
|''Reduce,'' stonecunning
|-
|3rd
| +2
| +3
| +3
| +1
|''Augury'' 1/day, skill mastery
|-
|4th
| +3
| +4
| +4
| +1
|Evasion, trap sense +2
|-
|5th
| +3
| +4
| +4
| +1
|Blindsense 1/day
|-
|6th
| +4
| +5
| +5
| +2
|''Augury'' 2/day, ''passwall''
|-
|7th
| +5
| +5
| +5
| +2
|Trap sense +3
|-
|8th
| +6
| +6
| +6
| +2
|''Find the path''
|-
|9th
| +6
| +6
| +6
| +3
|''Augury'' 3/day, phase door
|-
|10th
| +7
| +7
| +7
| +3
|Blindsense 2/day, trap sense +4
|}

Latest revision as of 02:33, 7 August 2023

Requirements

Skills: Climb 10 ranks, Craft (stonemasonry) 5 ranks, Disable Device 10 ranks, Hide 5 ranks, Knowledge (dungeoneering) 5 ranks, Move Silently 5 ranks, Open Lock 10 ranks, Search 10 ranks

Feats: Alertness, Blind-Fight

Special: Trapfinding class feature.

Special: The character must survive a great trial underground. This trial usually takes one of three forms:

A solo dungeon expedition that earns the character half of the experience points needed for advancement to the next level. (For example, a 7th-level character must earn 3,500 XP on such a solo run.) The character must complete the venture in one week, though he may leave the dungeon and return as often as desired during that time.

Survival of a cave-in or other collapse.

Living for a year without seeing the light of the sun, usually among underground denizens such as the deep dwarves or drow.

Summary

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.

The typical dungeon delver has forsaken interaction skills to concentrate on the nuts and bolts of dungeon exploration and treasure retrieval. Rogues and scouts make excellent dungeon delvers, as do the rare few ninjas and spellthieves who choose to pursue this track. Multiclass rogue/rangers who favor the darkness of caverns to the light of the sky also make good dungeon delvers.

Role: Utility

Characteristics: Incredibly skilled dungeon probing adventurers who thrive in these trap laden environments

Source: Complete Adventurer

Game Rule Information

The Dungeon Delver has the following game statistics.

Abilities: Dexterity to dodge and dive through traps, Intelligence for making sure your search checks have maximum efficacy.

Alignment: Any

Hit Die: d6

Starting Gold: N/A

Class Skills

The Dungeon Delver's class skills are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level: (8 + Int modifier) × 4

Skill Points at Each Additional Level: 8 + Int modifier

Class Features

All of the following are class features of the Dungeon Delver.

Weapon and Armor Proficiency: A Dungeon Delver is proficient with whatever they were already proficient with prior to taking levels in this class.

Darkvision Ex: A dungeon delver's long exposure to pitch-black subterranean surroundings enables him to develop darkvision out to 60 feet. If the character already has darkvision, the range increases by 30 feet.

Deep Survival Ex: A dungeon delver's experience in deep, dark places grants him a great familiarity with that world. He adds his class level to Survival checks made in underground environments.

Trap Sense Ex: A dungeon delver is adept at evading the effects of traps. The bonuses rise 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.

Reduce Sp: A dungeon delver frequently finds it necessary to squeeze through narrow crevices, half-collapsed passages, prison bars, and other tight spots that would normally block a character of his size and bulk. Starting at 2nd level, a dungeon delver can use reduce person on himself three times per day (regardless of his creature type). His caster level is equal to his class level.

Stonecunning Ex: At 2nd level, a dungeon delver gains the stonecunning ability. This functions exactly as the dwarf racial trait of the same name (see page 15 of the Player's Handbook), except that the check modifiers are competence bonuses rather than racial bonuses. If a dungeon delver already has stonecunning because of his race, both sets of bonuses apply.

Augury Sp: Beginning at 3rd level, a dungeon delver can foretell whether a particular action will bring good or bad results for him in the immediate future. Once per day, he can use augury as a free action; his caster level is equal to his class level. He can use this ability one additional time per day for every three additional class levels gained (2/day at 6th level and 3/day at 9th level).

Spell Mastery Ex: 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. The character selects a number of skills equal to 3 + his Intelligence modifier.

Evasion Ex: Beginning at 4th level, a dungeon delver can avoid damage from certain attacks with a successful Reflex save.

If a dungeon delver already has evasion, he gains improved evasion instead, allowing him to avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save.

Blindsense Ex: 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 lasts for 1 minute per class level. A dungeon delver can use blindsense once per day at 5th level and twice per day at 10th level.

Passwall Sp: Starting at 6th level, a dungeon delver can use passwall once per day as a caster of his class level. This ability comes in handy for bypassing small cave-ins or sneaking into vaults.

Find the Path Sp: Starting at 8th level, a dungeon delver can use find the path twice per day as a caster of his class level. Typically, a delver uses this to find his way into and out of confounding mazes and dungeons. He can target only himself with the ability.

Phase Door Sp: At 9th level, a dungeon delver gains the ability to use phase door once per day as an 18th-level caster. This ability enables him to bypass cave-ins, walk through dead ends and immovable obstructions, and make quick escapes through walls.

Table 1-1: Dungeon Delver Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +0 +2 +2 +0 Darkvision, deep survival, trap sense +1
2nd +1 +3 +3 +0 Reduce, stonecunning
3rd +2 +3 +3 +1 Augury 1/day, skill mastery
4th +3 +4 +4 +1 Evasion, trap sense +2
5th +3 +4 +4 +1 Blindsense 1/day
6th +4 +5 +5 +2 Augury 2/day, passwall
7th +5 +5 +5 +2 Trap sense +3
8th +6 +6 +6 +2 Find the path
9th +6 +6 +6 +3 Augury 3/day, phase door
10th +7 +7 +7 +3 Blindsense 2/day, trap sense +4