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Dark Delver

Class Details
Hit Die: d8.
Requirements
To qualify to become a Dark Delver, a character must fulfill all of the following criteria:
Skills: Acrobatics 5 ranks, Disable Device 4 ranks, Knowledge (history) 4 ranks, Perception 5 ranks.
Special: Must have recovered an object of historical significance from an ancient ruin or similar historic
location.
Class Skills
The Dark Delver's class skills (and the key ability for each)
are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Escape
Artist (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of
Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at Each Level: 8 + Int modifier.
Table: Dark Delver
Level

Base Attack
Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+1

+0

Delvers Lore, master


explorer, Tricks of the
Trade

2nd

+1

+1

+1

+1

Surefooted Punisher

3rd

+2

+1

+2

+1

Nothing Unseen, trap


sense +1

4th

+3

+1

+2

+1

Guardbreaker, Tricks of
the Trade, Surefooted
Punisher

5th

+3

+2

+3

+2

Weapons of Faith

6th

+4

+2

+3

+2

Surefooted Punisher,

Nothing Unseen,
Fortunate soul 1/day, trap
sense +2
7th

+5

+2

+4

+2

Left for dead, Tricks of


theTrade

8th

+6

+3

+4

+3

Surefooted Punisher,
Guardbreaker

9th

+6

+3

+5

+3

Nothing Unseen, true


seeing 1/day, trap sense +3

10th

Class Features

+7

+3

+5

+3

Fortunate soul 2/day, nick


of time, Tricks of the
Trade

All of the following are class features of the Dark Delver prestige class.
Weapon and Armor Proficiency: Dark delvers gain no additional weapon or armor proficiencies.
Delvers Lore (Ex)
A Delver adds half his class level (minimum 1) to all Knowledge (Dungeoneering, History,
Religion, and Planes), and Linguistics skill checks and may make all these checks untrained. This does
not stack with Bardic Knowledge.
Master Explorer (Ex)
A Dark Delver understands the environment in the places he travels can be just as perilous, or even more so, as
any wandering monster. The Dark Delver can disable intricate and complex traps in half the normal amount of
time (minimum 1 round) and open a lock as a standard action instead of a full round action. He can always take 10
on Disable Device, and Stealth checks, even if distracted or endangered. A delver can use Disable Device to
disarm magical traps. You also get Trap Sense as per the Rogue class. This advances every 3 levels after 1 st.
Surefooted Punisher(Ex)
Starting at 2nd level, a Dark Delver can move through difficult terrain at half the normal movement cost. Ground
that has been magically manipulated to impede motion still affects him normally.
At 4th level the Delver can move through difficult terrain at half the normal movement cost even if the ground is
magically manipulated. If the opponent is impeded by difficult terrain the Delver can use the withdraw
action as a standard action, although if he does so, he can only move at his speed (not double his speed).
At 6th level, the Delver can move through difficult terrain at a quarter of the normal movement cost. The Delver
learns to use the surrounding terrain against those that do not share his freedom of movement. You may make an
Attack of Opportunity against any creature that is required to make a save or check in order to move normally due
to difficult terrain unless that creature is using acrobatics to avoid Attacks of Opportunity. Examples: being
affected by an entanglement or grease spell; making a climb or swim check when they don't have a movement
speed; being forced to make a balance check or climb check due to taking damage; making a jump check to bypass
difficult terrain.
At 8th level, moving through magically manipulated terrain does not require a check or save to leave its area of
effect if the Delver has enough movement to do so, but this doesn't prevent damage or other magical effects that
require a save which must be rolled before the Delver leaves the affected area. If the Delver chooses to remain in
magically difficult terrain or does not have the movement to leave its area, any required checks or saves will be
rolled normally at the end of the delver's turn.
If the opponent is impeded by difficult terrain, Acrobatics may only be used to avoid Attacks of Opportunity if it is
used to make a 5 ft. step. All other forms of movement automatically trigger an Attack of Opportunity. This
prevent your opponents from using a normal 5 ft. step and the withdrawal action. The Delver can also use
the withdraw action as a move action, although if he does so, he can only move at his speed (not double his speed).
Nothing Unseen (Ex)
At 3rd level, a Dark Delver becomes used to working in locales that have inadequate light. The Delver receives
Blind-Fight as a bonus feat. If the Delver already has Blind-Fight, he instead receives Improved BlindFight.
At level 6 the Delver receives Improved Blind-Fight. If he already has it, he receives Greater BlindFight.
At 9th level, the Delver gains Blindsense 30 ft.
You do not need to meet the prerequisites for these feats.
Guardbreaker (Ex)
At 4th and 8th level, a delvers familiarity with the strange guardians often left in dark and abandoned places of the

world allows him to attack them more effectively. He gains a favored enemy as the ranger class feature but must
chose either evil outsiders, or undead; this bonus stacks with any ranger favored enemy bonuses.
Tricks of the Trade (Ex)
Time in dangerous environments and ancient ruins has led to the Delver developing some useful tricks to help
make their chances of survival and success a more cheerful prospect. The Delver gains access to one standard
Rogue Trick at 1st, and 4th selected from the following list:
Positioning Attack, Peerless Maneuver, Guileful Polyglot, Ledge Walker, Canny
Observer, Acrobatic Stunt
The Delver also gains access to one Advanced Rogue Trick at 7th and 10th level selected from the following list, or
another rogue talent from the previous list:
Fast Tumble, Thoughtful Reexamining, Opportunist
Delver's Faith (Su)
At 5th level the blessings of multiple gods follow the Delver on his quest to vanquish the abominations of darkness.
The Delver's melee weapon attacks count as Good-Aligned for the purpose of overcoming damage reduction.
Left for Dead (Su)
Once per day, a 7th-level Dark Delver can cheat death. If he would be killed by a melee attack, ranged attack, or
an effect that requires a saving throw, he is instead reduced to 1 hit points and knocked unconscious, but is stable.
The delver appears dead (though a DC 25 Heal check or life-tracking abilities such as deathwatch reveals he is
not), but becomes conscious 1 minute later unless awakened sooner.
Fortunate Soul (Ex)
Once per day at 6th level, the delver may reroll any saving throw he has just made before the results of the roll are
revealed. He must take the result of the reroll, even if its worse than the original roll. He may use this ability twice
per day at level 10.
True Seeing (Sp)
At 9th level, a Dark Delver can use true seeing once per day. His caster level equals his class level.
Nick of Time (Ex)
A Dark Delver has a knack for choosing the best time to act. Once per day at 10th level, a delver can use
an immediate action to perform an action that normally requires a standard action to perform. This ability cannot
be used to cast a spell.

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