Delver (Wizard Archetype)

You have studied the endless catacombs that riddle hollow worlds across the cosmos, and you are intimately familiar with the ways of deep caves and caverns, as well as the strange remnants of alien civilizations that often can be found in the deep places of the world.


You gain Blind-Fight as a bonus feat.

This replaces Scribe Scroll.

Deep Delver (Ex)

At 1st level, you gain favored terrain (underground), as the ranger class feature. Your favored terrain bonus begins at +2 but does not increase (unless you select the terrain mastery option below), and you do not gain additional favored terrains. In addition, at 3rd level and every 3 levels thereafter you gain one of the following benefits:

  • Cave Crawler: You do not take a penalty to AC and your movement is not slowed when squeezing through a narrow space as long as the space is at least half your width. You gain a bonus equal to one-half your wizard level on Escape Artist checks made to squeeze through a tight space.
  • Darkwalker: Your speed is not reduced and you do not take penalties on Acrobatics or Stealth checks in light or dense rubble or similar difficult terrain when underground. Your speed also is not reduced when you are unable to see.
  • Safe Spelunker: You are entitled to a Perception check whenever you come within 10 feet of a stonework trap, such as a pit, deadfall, or sliding or shifting wall or ceiling, or a natural subterranean hazard. This includes unstable areas subject to cave-ins as well as dead air, gas, dangerous fungi, and similar hazards. You add one-half your favored terrain bonus as an insight bonus on saving throws against such hazards.
  • Subterranean Speech: You gain a +2 bonus on Linguistics checks when interacting with the language of creatures native to the underground. In addition, you gain 2 bonus languages from the following list: Aklo, Draconic, Dwarven, Terran, Undercommon.
  • Subterranean Trader: You gain a +2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made when interacting with one type of creature: humanoids (dark folk, dwarf, elf, gnome, reptilian, or skulk), monstrous humanoids, or outsiders (earth or native). You may select this ability multiple times, choosing a different race each time.
  • Technological Scavenger: You gain Technologist as a bonus feat, and you gain a +2 bonus on Appraise or Craft checks related to technological items.
  • Technological Tinkerer: You gain Craft Technological Item as a bonus feat.
  • Terrain Mastery: Your favored terrain bonus increases by 2. You can select this ability more than once, though your favored terrain bonus may not exceed twice your wizard level.
  • Tremorsense: You gain tremorsense in a 10-foot radius. You must be at least 9th level to select this ability. You may select this ability more than once. Each time you select the ability, the range of your tremorsense is increased by 10 feet.

This replaces arcane bond.

Deep Scholar (Su)

At 10th level, you become a master at locating things in the deep places of the world. When you cast a divination underground, you may choose to double the spell’s range or its duration. This does not increase the spell’s level and does not stack with the Enlarge Spell or Extend Spell metamagic feats.

In addition, your intensive study of races common in the deep caverns allows you to summon them with summon monster spells, adding the following creatures (and other similar deepdwelling races, at the GM’s option) to the following monster lists: II – darkmantle, skulk, troglodyte; III – dark creeper, morlock, skum; IV – dark slayer, derro, pech; V – cloaker, dark stalker, faceless stalker; VI – aboleth, seugathi; VII – dark naga, gug, intellect devourer, VIII – roper, IX – neothelid.

This replaces the bonus feat gained at 10th level.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.

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