Difference between revisions of "Delver (Apath)"

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* ''Alchemist'': The delver gains a competence bonus on Craft (alchemy) checks when creating alchemical items equal to their class level, can identify potions, and can create and use extracts in the same manner an alchemist does. This is the same as the alchemist's alchemy ability. Alchemy includes bonus extracts for high Intelligence, having a formula book and gaining formulas at level 1 and with each new level. The delver cannot create bombs or mutagens. Her extracts per day are the same as the spells per day given on Table: Syndicate Delver except that there are no level zero alchemist extracts, ignore the level zero spells column of Table: Syndicate Delver.  
 
* ''Alchemist'': The delver gains a competence bonus on Craft (alchemy) checks when creating alchemical items equal to their class level, can identify potions, and can create and use extracts in the same manner an alchemist does. This is the same as the alchemist's alchemy ability. Alchemy includes bonus extracts for high Intelligence, having a formula book and gaining formulas at level 1 and with each new level. The delver cannot create bombs or mutagens. Her extracts per day are the same as the spells per day given on Table: Syndicate Delver except that there are no level zero alchemist extracts, ignore the level zero spells column of Table: Syndicate Delver.  
 
* ''Magus'': The delver learns, prepares, and casts arcane spells as a magus. This includes the effects of Intelligence on spellcasting, avoiding arcane spell failure in light armor, cantrips, spellbook, and free spells at level 1 and when advancing in level. Her spells per day are given on Table: Syndicate Delver.
 
* ''Magus'': The delver learns, prepares, and casts arcane spells as a magus. This includes the effects of Intelligence on spellcasting, avoiding arcane spell failure in light armor, cantrips, spellbook, and free spells at level 1 and when advancing in level. Her spells per day are given on Table: Syndicate Delver.
 +
* ''Munitions'': The delver has the alchemist's bomb and throw anything class features. She also gains a competence bonus on Craft (alchemy) checks when creating alchemical items equal to her class level and can identify potions, as the alchemist's alchemy ability. The munitions delver cannot use alchemy to create extracts or mutagens. 
 
* ''Occultist'': The delver learns and casts psychic spells as an occultist. This includes implement schools  and the effects of Intelligence on spellcasting. Occultist delvers do not gain any mental focus or focus powers from their implements. At 1st level, a delver learns to use two implement schools. At 2nd level and every 4 class levels thereafter, the delver learns to use one additional implement school, to a maximum of seven schools at 18th level. Her spells per day are given on Table: Syndicate Delver. At level 7 an occult delver gains the occultist's object reading class feature.  
 
* ''Occultist'': The delver learns and casts psychic spells as an occultist. This includes implement schools  and the effects of Intelligence on spellcasting. Occultist delvers do not gain any mental focus or focus powers from their implements. At 1st level, a delver learns to use two implement schools. At 2nd level and every 4 class levels thereafter, the delver learns to use one additional implement school, to a maximum of seven schools at 18th level. Her spells per day are given on Table: Syndicate Delver. At level 7 an occult delver gains the occultist's object reading class feature.  
 
* ''Rogue'': The delver gains certain rogue class features as she advances in level: sneak attack at level 1, uncanny dodge at level 4, evasion at level 7, improved uncanny dodge at level 10, and improved evasion (as the advanced rogue talent) at level 13. She uses these abilities as a rogue of her delver level, including increasing sneak attack damage. A delver that picks rogue as her career choice is not a spellcaster, has no caster level, and ignores the spells per day entries on Table: Syndicate Delver.
 
* ''Rogue'': The delver gains certain rogue class features as she advances in level: sneak attack at level 1, uncanny dodge at level 4, evasion at level 7, improved uncanny dodge at level 10, and improved evasion (as the advanced rogue talent) at level 13. She uses these abilities as a rogue of her delver level, including increasing sneak attack damage. A delver that picks rogue as her career choice is not a spellcaster, has no caster level, and ignores the spells per day entries on Table: Syndicate Delver.

Revision as of 14:49, 22 July 2017

ApathApath Logo
Unofficial rules compendium

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. Delvers run the gamut from crazed archaeologists to thrill-seeking adventurers to unprincipled tomb robbers.

Delvers tend to take an important role in any adventuring party, guild or fraternity they join, since they are studious and more focused than most adventurers. Sometimes, they completely change the goal of an organization, from simple looting to the collection and categorization of knowledge. Such a guild can then train new generations of ruin explorers.

Class Information

This is a prestige archetype built on the pathfinder delver prestige class from Pathfinder Roleplaying Game Adventurer’s Guide.

Role: Delvers are ruin explorers and tomb raiders, leading expeditions to explore dangerous and magical sites.

Alignment: Any. Most delvers are thrill-seekers out to line their pockets at the expense of the dead. Some have more advanced objectives, seeking to uncover relics of the past either for study or to reawaken the powers of old.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The delver's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Level: 8 + Int modifier.

Class Features

These are all the class features of the delver.

Weapon and Armor Proficiency

Ruin explorers are proficient with all simple weapons and with the light pick, heavy pick, hand crossbow, and whip. The ruin explorer gains no proficiency with armor or shields.

Career Choice

At 1st level, a delver chooses a career for her illicit activities, picking one of the options below.

  • Alchemist: The delver gains a competence bonus on Craft (alchemy) checks when creating alchemical items equal to their class level, can identify potions, and can create and use extracts in the same manner an alchemist does. This is the same as the alchemist's alchemy ability. Alchemy includes bonus extracts for high Intelligence, having a formula book and gaining formulas at level 1 and with each new level. The delver cannot create bombs or mutagens. Her extracts per day are the same as the spells per day given on Table: Syndicate Delver except that there are no level zero alchemist extracts, ignore the level zero spells column of Table: Syndicate Delver.
  • Magus: The delver learns, prepares, and casts arcane spells as a magus. This includes the effects of Intelligence on spellcasting, avoiding arcane spell failure in light armor, cantrips, spellbook, and free spells at level 1 and when advancing in level. Her spells per day are given on Table: Syndicate Delver.
  • Munitions: The delver has the alchemist's bomb and throw anything class features. She also gains a competence bonus on Craft (alchemy) checks when creating alchemical items equal to her class level and can identify potions, as the alchemist's alchemy ability. The munitions delver cannot use alchemy to create extracts or mutagens.
  • Occultist: The delver learns and casts psychic spells as an occultist. This includes implement schools and the effects of Intelligence on spellcasting. Occultist delvers do not gain any mental focus or focus powers from their implements. At 1st level, a delver learns to use two implement schools. At 2nd level and every 4 class levels thereafter, the delver learns to use one additional implement school, to a maximum of seven schools at 18th level. Her spells per day are given on Table: Syndicate Delver. At level 7 an occult delver gains the occultist's object reading class feature.
  • Rogue: The delver gains certain rogue class features as she advances in level: sneak attack at level 1, uncanny dodge at level 4, evasion at level 7, improved uncanny dodge at level 10, and improved evasion (as the advanced rogue talent) at level 13. She uses these abilities as a rogue of her delver level, including increasing sneak attack damage. A delver that picks rogue as her career choice is not a spellcaster, has no caster level, and ignores the spells per day entries on Table: Syndicate Delver.

Delver (Ex)

A delver is constantly looking for lore and mysteries. She adds half her delver level to Disable Device, Knowledge, and linguistics checks. She can use Disable device to disarm traps like a rogue with trapfinding. This count as both the trapfinding and bardic knowledge abilities for prerequisites.

Master Explorer (Ex)

At 10th level a Delver adds 1/2 her class level as a bonus on all Perception checks (this does not stack with the bonus from trapfinding or danger sense).

Nick of Time (Ex)

A Delver has a knack for choosing the best time to act. At 20th level, a delver can use an immediate action to perform an action that normally requires a standard action to perform. This replaces master strike.

Second Specialization (Ex)

At 17th level the delver masters a second syndicate specialization, gaining all the benefits. If the delver has the cross-training secret for the newly acquired specialization, exchange cross training for another secret.

True Preparation (Ex)

At 20th level, a delver can use preparation on all skill checks—even ones he isn’t trained in—and all ability checks without spending preparation points.

In addition, whenever she expends preparation on an ability check, attack roll, saving throw, or skill check, she adds 2d6 rather than 1d6 to the result. If using the amazing preparation secret, she rolls 2d8 instead.

Exchange any cross training or unconventional preparation secrets the delver knows for other secrets of his choice.

Delves

  • Amazing Preparation (Ex): When using syndicate preparation points, the delver rolls a d8 instead of a d6. At 20th level, the delver rolls 2d8 and adds both dice to the result. The delver must be 8th level to learn this secret.
  • Applied Engineering (Ex): The delver can leverage his knowledge of engineering to solve tasks that normally require brute strength or keen eyes. He can expend one syndicate preparation point as a full-round action to study an adjacent object or 5 ft. square and attempt a Knowledge (engineering) check. On his next turn, he can use the result of that Knowledge (engineering) check in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments in that area.
  • Bluster (Ex): The delver takes no penalty on Intimidate checks against larger creatures, and larger creatures gain no bonus on Intimidate checks against her.
  • Bonus Feat (Feat): The delver can choose one of the following as a bonus feat: Advanced Ranger Trap, Antagonize, Combat Expertise, Enforcer, Greater Dirty Trick, Improved Dirty Trick, Improved Whip Mastery, Intimidating Prowess, Learn Ranger Trap, Skill Focus (Intimidate), or Whip Mastery. She must meet the prerequisites of the selected bonus feat. A delver can select this secret multiple times, selecting a different feat each time.
  • Combat Preparation (Ex): When using preparation on an attack roll or saving throw, the delver expends one use of preparation instead of two.
  • Conceal Thoughts (Su): The delver who is targeted with detect thoughts or a similar effect can choose what thoughts are actually detected, while her true thoughts remain private. This does not affect mind-affecting effects other than thought-reading.
  • Cross Training (Ex): The delver chooses a syndicate specialization he does not have. He gains the preparation ability of this specialization, but no other abilities. This secret can be selected multiple times, choosing a new specialization each time.
  • Discovery: A delver that choose alchemist as her career choice can select this secret to learn an alchemist discovery, counting delver levels as alchemist levels when learning and using these discoveries. Discoveries that relate to alchemist class features the delver does not have (such as bombs) cannot be selected. This secret can be selected multiple times, choosing a new discovery each time.
  • Extra Preparation (Ex): Increase the preparation pool by 2 points. The delver can pick this secret multiple times. The benefits stack.
  • Focus Power: A delver that choose occultist for her career choice can select this secret to gain one focus power of an implement whose implement school she knows. She can chose a base focus power. She treats delver levels as occultist levels and syndicate preparation points as mental focus when using this implement power, but does not need to invest points of syndicate preparation in the implement ahead of using it. To use an implement power she expends points from her preparation pool when in contact with the implement. This secret can be selected multiple times, choosing a new focus power each time.
  • Hidden Stash (Ex/Sp): The delver gains a bonus equal to her class level on Sleight of Hand checks to hide small objects on her person. In addition, by expending one point of preparation pool, she can hide the magical properties of one item as per magic aura, with a caster level equal to her class level.
  • Item Lore (Ex): The delver can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells.
  • Lean on the Weak (Ex): When the delver succeeds at an Intimidate check to demoralize an opponent, he can expend one use of syndicate preparation points to automatically increase the result of the check by 5 for the purpose of determining the duration of the demoralize effect. He can choose to spend multiple uses to syndicate preparation points in this manner to further increase the duration of the demoralize effect. He must be trained in Intimidate to take this talent. He cannot reduce this preparation point cost in any fashion.
  • Magus Arcana: A delver that choose magus as her career choice can select this secret to learn a magus arcana, counting devil levels as magus levels and preparation pool as arcane pool when learning and using these arcana. Talents that relate to magus class features the delver does not have cannot be selected. This secret can be selected multiple times, choosing a new arcana each time.
  • Maneuver Preparation (Ex): The delver can use preparation on a combat maneuver check without expending points from his preparation pool.
  • Quick Appraise (Ex): The delver can appraise an item as a move action and can determine the most valuable item visible to him in a 60 ft. radius as a standard action.
  • Prepared Alertness (Ex): Whenever the delver becomes flat-footed, he can expend one syndicate preparation point to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn'’t require an action.
  • Rogue Talent: A delver can select this secret to learn a rogue talent, counting delver levels as rogue levels when learning and using these talents. He must fulfill all prerequisites, and he cannot learn rogue talents that affect rogue abilities he does not have. A 10th level delver with rogue as his career choice can select an advanced talent instead. Talents that improve rogue class features the delver doesn't have cannot be selected, nor can the delver gain a ki pool or learn ninja tricks this way. This secret can be selected multiple times, choosing a new rogue talent each time.
  • Shrunken Smuggle (Sp): The delver can cast shrink item by expending three points of syndicate preparation, using her class level as her caster level. In addition, while the item is shrunken, it is also affected as per nondetection. Both spells have a caster level equal to the delver's class level. This effect ends when the item returns to its proper size. The delver must be level 8 to select this secret.
  • Social Talent: A delver can select this secret to learn a vigilante social talent, counting delver levels as vigilante levels when learning and using these talents. Talents that improve vigilante class features the delver doesn't have cannot be selected. This secret can be selected multiple times, choosing a new vigilante social talent each time.
  • Swift Aid (Ex): The delver can use an aid another action as a move action instead of as a standard action. He can expend one use of savvy to instead perform an aid another action as a swift action. He cannot aid himself in this manner.
  • Telling Strike (Ex): The delver selects one melee weapon he can use with Weapon Finesse. When attacking with this weapon, he adds his Dexterity bonus to damage instead of his Strength bonus. Anything that would cause him to lose some or all of his Strength bonus to damage (such as using an off-hand weapon) instead reduces his Dexterity bonus to damage. The delver must be at least level 4 to select this secret. This talent can be taken multiple times, selecting a different weapon each time.
  • Trap Ambush (Ex): The delver can specially rig a trap she has either crafted or bypassed by exceeding its Disable Device DC by 10. A trap so rigged can be triggered by the delver as an immediate action as long as she is within 30 ft. of the trap. If the trap deals hit point damage, he adds his class level to the damage the trap deals.
  • Unconventional Preparation: Pick any one skill. The delver can add his preparation die to checks attempted with that skill without expending a use of your preparation pool. He can pick this secret multiple times. The benefit does not stack. Each time, select a different skill.

Outsmart Traps

At 6th level, when successfully disabling a trap, you can opt to bypass it (with your party) and leave it in place. This replaces the level 6 rogue talent.

Hands-on Research

At 8th level, when you fail a Knowledge or Linguistics check, you can try again as a standard action as often as you like. You can only use hands-on research in relation to issues immediately at hand, such as deciphering text you can read right now or remembering specific knowledge about a creature you can presently see. This replaces the level 8 rogue talent.

Master Finder

At 10th level, the ruin explorer becomes a master finder. The trapfinding bonus now applies to all uses of the Perception skill. This replaces the level 10 rogue talent.

Follow Clues (Ex)

At 12th level, the ruin explorer can use Perception to follow tracks as per the Survival skill. This replaces the level 12 rogue talent.

Surefooted (Ex)

At 3rd level, a Delver can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at her normal speed. Ground that has been magically manipulated to impede motion still affects her normally. This replaces sneak attack from level 3

Resourceful Disabler (Ex)

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. This replaces the rogue talent from level 4.

Guardbreaker (Ex)

At 6th level, a delver’s familiarity with the strange guardians often left in tombs allows her to attack them more effectively. She may treat her danger sense bonus as if it were the ranger's favored enemy bonus against constructs, oozes, and undead; this bonus stacks with any other favored enemy bonuses she might have against these creature types. This replaces the rogue talent gained at level 6.

Thrilling Escape (Ex)

At 7th level, a Delver can attempt to delay a trap immediately after it is triggered. To use this ability, she makes a Disable Device check as an immediate action against the trap's Disable Device DC; if she’s successful, the trap's activation is delayed until the end of the delver’s next turn, and it can be delayed again by another successful use of this ability. The delver must be in or adjacent to the trap's trigger or the area the trap affects.

Vigilant Combatant (Ex)

Starting at 8th level, a Delver adds +2 initiative checks. This bonus increases to +4 at level 12, +6 at level 13, and +8 at level 20. This replaces the rogue talent at level 8 and 12 and the sneak attack dice gained at level 15.

Greater Delves

Master Disabler (Ex)

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. She can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. She only takes a -2 penalty (instead of the normal -10) for taking a Disabke Device check without a set of thieves’ tools.

Left for Dead (Su)

A 11th-level Delver can cheat death. If she would be killed by a melee attack, ranged attack, or an effect that requires a saving throw, she is instead reduced to –1 hit points and knocked unconscious, but stable. The delver appears dead (though a DC 25 Heal check or life-tracking abilities such as deathwatch reveals she is not), but becomes conscious 1 minute later unless awakened sooner.

True Seeing (Sp)

At 14th level, a Delver can use true seeing once per day. At 19th level, she can use this ability 2 times per day. His caster level equals her class level. This replaces sneak attack dice gained at level 14 and 18.

Fortunate Soul (Su)

Once per day at 10th level, the delver may reroll any d20 roll she has just made after the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll. She may use this ability twice per day at level 15 and three times per day at level 20. This replaces rogue talents gained at level 10, 16, and 20.

Dazing Insight (Ex)

At 16th level, whenever she makes a Know or Linguistics roll, the ruin explorer can choose to replace the result of the roll with a die roll of 20 after the roll. If she does so, she is dazed dazed until the beginning of her next turn. She can take no actions, but suffer no penalty to AC. She is unable to make attacks of opportunity or immediate actions. This replaces the level 16 rogue talent.

Insight of The Ancients (Ex)

At 18th level, the ruin explorer becomes hard to fool with mind-affecting effects. At the start of her turn, if she is subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She can make this saving throw even against mind-affecting effects that normally don’t allow a saving throw. In those cases, calculate the saving throw DC as if the spell or effect did allow a saving throw. This replaces the level 18 rogue talent.

One With Architecture (Ex)

At 20th level, the ruin explorer can use the Stealth skill to hide in any urban, ruins, or dungeon setting, even while being observed and regardless of cover or concealment. This replaces the level 20 rogue talent.

One With Artifacts (Su)

At 20th level, when using Use Magic Device to activate an item, the ruin explorer can take nonlethal damage equal to half the item's caster level instead of consuming the item or a charge from the item. This replaces master strike.

Table: Delver

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Bardic knowlege, evasion
3rd +2 +1 +3 +1 Danger sense +1, finesse training, surefooted
4th +3 +1 +4 +1 Debilitating injury, resourceful disabler, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +2d6
6th +4 +2 +5 +2 Danger sense +2, guardbreaker
7th +5 +2 +5 +2 Thrilling escape
8th +6/+1 +2 +6 +2 Improved uncanny dodge, vigilant combatant +2
9th +6/+1 +3 +6 +3 Danger sense +3, sneak attack +3d6
10th +7/+2 +3 +7 +3 Fortunate soul, master explorer, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, left for dead
12th +9/+4 +4 +8 +4 Danger sense +4, vigilant combatant +4
13th +9/+4 +4 +8 +4 Sneak attack +4d6
14th +10/+5 +4 +9 +4 True seeing
15th +11/+6/+1 +5 +9 +5 Danger sense +5, rogue's edge
16th +12/+7/+2 +5 +10 +5 Vigilant combatant +6
17th +12/+7/+2 +5 +10 +5 Sneak attack +5d6
18th +13/+8/+3 +6 +11 +6 Danger sense +6
19th +14/+9/+4 +6 +11 +6 Finesse training, true seeing (2/day)
20th +15/+10/+5 +6 +12 +6 Nick of time, rogue's edge, vigilant combatant +8

Summary of Changed Class Abilities

These abilities of the rogue are lost or modified in this archetype:

  • Rogue talents (all)
  • Advanced rogue talent
  • Sneak Attack (level 3, 5, 7, 9, 11, 13, 15, 17, 19)
  • Improved Uncanny Dodge
  • Master Strike
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