Some people are right at home treading ground untouched in years or even centuries, in search of the next challenge, the next dungeon, or the next ancient treasure.
Dark Delvers run the gamut from crazed archaeologists to thrill-seeking adventurers to unprincipled tomb robbers.
Hit Die: d8.
To qualify to become a Dark Delver, a character must fulfill all of the following criteria:
Special: Must have recovered an object of historical significance from an ancient ruin or similar historic location.
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.
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.
This ability is identical to the bard ability of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability.
A Dark Delver adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A 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 fullround 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.
Starting at 2nd level, a Dark Delver can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.
This ability is identical to and stacks with the rogue’s class ability.
At 3rd level, a Dark Delver can attempt to delay a trap immediately after triggering it. To use this ability, he makes 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 the delver’s next turn. The delver can attempt this check even if the trap was triggered by a failed Disable Device check, or if it is not the Dark Delver’s turn. The delver can do this once per day at level 4, twice per day at level 7, and three times per day at level 9 and higher.
At 3rd level, a delver’s familiarity with the strange guardians often left in tombs allows him to attack them more effectively. He may treat his trap sense bonus as if it were a favored enemy bonus against constructs, oozes, and undead; this bonus stacks with any ranger favored enemy bonuses.
Dark Delvers are adept at making use of what’s at hand. At 4th level, a Dark Delver can use the Disable Device skill without tools at no penalty.
Starting at 4th level, a Dark Delver adds half his class level to initiative checks.
Once per day, a 5th-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.
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 it’s worse than the original roll. He may use this ability twice per day at level 10.
Pathfinder Chronicles Seekers of Secrets Paizo Publishing, LLC. © 2009 Paizo Publishing. Authors: Tim Hitchcock, Erik Mona, Sean K Reynolds, James L. Sutter, and Russ Taylor.