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Dark Delver


Dark delvers run the gamut from dedicated archaeologists to thrill-seeking adventurers to unprincipled tomb robbers. Nearly all share a love of knowledge and history, though, and would go to great lengths to preserve a historic find that is at risk of being destroyed or lost forever.

Hit Die: d8.

Requirements

To qualify to become a delver, a character must fulfill 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. Ioun stones are some of the more commonly presented items for this purpose.

Class Skills

A Pathfinder delver’s class skills (and the key ability for each skill) 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 Ranks Per Level: 8 + Int modifier.

Table:Dark delver
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +1 +0 Bardic knowledge, master explorer
2nd +1 +1 +1 +1 Surefooted, trap sense +1
3rd +2 +1 +2 +1 Thrilling escape 1/day, guardbreaker
4th +3 +1 +2 +1 Resourceful disabler, vigilant Combatant
5th +3 +2 +3 +2 Left for dead, trap sense +2
6th +4 +2 +3 +2 Fortunate soul 1/day
7th +5 +2 +4 +2 Thrilling escape 2/day
8th +6 +3 +4 +3 Trap sense +3
9th +6 +3 +5 +3 Thrilling escape 3/day, true seeing 1/day
10th +7 +3 +5 +3 Fortunate soul 2/day, nick of time

Class Features

The following are class features of the delver prestige class.

Bardic Knowledge (Ex)

This ability is identical to the bard class feature of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability.

Master Explorer (Ex)

A delver adds half his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A 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, and he can use Disable Device to disarm magical traps.

Surefooted (Ex)

At 2nd level, a delver can move through difficult terrain at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.

Trap Sense (Ex)

This ability functions as (and stacks with) the rogue class feature of the same name, save that a delver gains the bonuses at 2nd level and they increase every 3 levels thereafter.

Thrilling Escape (Ex)

At 3rd level, a delver can attempt to delay a trap immediately after triggering it. To use this ability, he attempts a Disable Device check as an immediate action against the trap’s Disable Device DC; if he’s successful, the trap’s activation is delayed until the end of his next turn. The delver can attempt this check even if the trap was triggered by a failed Disable Device check. The delver can do this once per day at 3rd level, twice per day at 7th level, and three times per day at 9th level.

Guardbreaker (Ex)

At 3rd level, a Pathfinder delver’s familiarity with the strange guardians often left in tombs allows him to attack them more effectively. He can treat his trap sense bonus as if it were a favored enemy bonus against constructs, oozes, and undead; this bonus stacks with any favored enemy bonuses gained from ranger levels or similar class features.

Resourceful Disabler (Ex)

Dark delvers are adept at making use of what’s at hand. At 4th level, a delver can use the Disable Device skill without tools at no penalty.

Vigilant Combatant (Ex)

At 4th level, a delver adds half his class level on initiative checks.

Left for Dead (Su)

At 5th-level, a delver can cheat death once per day. If he would be killed by a melee attack, ranged attack, or effect that requires a saving throw, he is instead reduced to -1 hit points and knocked unconscious, but is stable. He appears dead (though a character who succeeds at a DC 25 Heal check or who uses an ability such as deathwatch can tell he is not) for 1 minute, after which he regains 1 hp and becomes conscious (unless healed sooner).

Fortunate Soul (Su)

Once per day at 6th level, the delver can reroll any saving throw he has just attempted. He must choose to use this ability before the results are revealed and must take the second result even if it’s worse. He can use this ability twice per day at 10th level.

True Seeing (Sp)

At 9th level, a delver can use true seeing once per day (CL = his class level).

Nick of Time (Ex)

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.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.