Dungeon Delver

#### Requirements

**Skills:** Climb 7 ranks , Craft (stonemasonry) 2 ranks , Disable Device 7 ranks , Stealth 2 ranks , Knowledge (dungeoneering) 2 ranks , Perception 7 ranks

**Feats:** Alertness , Blind-Fight

**Special:** Trapfinding class feature.

**Special:** The character must survive a great trial underground. This trial usually takes one of three forms:

* A solo dungeon expedition that earns the character half of the experience points needed for advancement to the next level. (For example, a 7th-level character must earn 3,500 XP on such a solo run.) The character must complete the venture in one week, though he may leave the dungeon and return as often as desired during that time.
* Survival of a cave-in or other collapse (see page 66 of the *Dungeon Master's Guide*).
* Living for a year without seeing the light of the sun, usually among underground denizens such as the deep dwarves or drow.

#### Class Features

**Weapon and Armor Proficiency:** Dungeon delvers gain no proficiency with any weapon or armor.

**Darkvision (Ex):** A dungeon delver's long exposure to pitch-black subterranean surroundings enables him to develop darkvision out to 60 feet. If the character already has darkvision, the range increases by 30 feet.

**Deep Survival (Ex):** A dungeon delver's experience in deep, dark places grants him a great familiarity with that world. He adds his class level to Survival checks made in underground environments.

**Trap Sense (Ex):** A dungeon delver is adept at evading the effects of traps. See the barbarian class feature, page 26 of the Player's Handbook. The bonuses rise by 1 for every three additional dungeon delver levels gained (+2 at 4th level, +3 at 7th level, and +4 at 10th level) and stack with similar bonuses granted by other classes.

**Reduce (Sp):** A dungeon delver frequently finds it necessary to squeeze through narrow crevices, half-collapsed passages, prison bars, and other tight spots that would normally block a character of his size and bulk. Starting at 2nd level, a dungeon delver can use reduce person on himself three times per day (regardless of his creature type). His caster level is equal to his class level.

**Stonecunning (Ex):** At 2nd level, a dungeon delver gains the stonecunning ability. This functions exactly as the dwarf racial trait of the same name (see page 15 of the *Player's Handbook*), except that the check modifiers are competence bonuses rather than racial bonuses. If a dungeon delver already has stonecunning because of his race, both sets of bonuses apply.

**Augury (Sp):** Beginning at 3rd level, a dungeon delver can foretell whether a particular action will bring good or bad results for him in the immediate future. Once per day, he can use augury as a free action; his caster level is equal to his class level. He can use this ability one additional time per day for every three additional class levels gained (2/day at 6th level and 3/day at 9th level).

**Skill Mastery (Ex):** At 3rd level, a dungeon delver becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. The character selects a number of skills equal to 3 + his Intelligence modifier. See the rogue class feature, page 51 of the *Player's Handbook*.

**Evasion (Ex):** Beginning at 4th level, a dungeon delver can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the *Player's Handbook*.

If a dungeon delver already has evasion, he gains improved evasion instead, allowing him to avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the monk class feature, page 42 of the *Player's Handbook*.

**Blindsense (Ex):** At 5th level, a dungeon delver gains the ability to activate an acute sensitivity to sounds, smells, movement, and other disturbances within 30 feet. This functions as described on page 306 of the *Monster Manual* and lasts for 1 minute per class level. A dungeon delver can use blindsense once per day at 5th level and twice per day at 10th level.

**Passwall (Sp):** Starting at 6th level, a dungeon delver can use *passwall* once per day as a caster of his class level. This ability comes in handy for bypassing small cave-ins or sneaking into vaults.

**Find the Path (Sp):** Starting at 8th level, a dungeon delver can use *find the path* twice per day as a caster of his class level. Typically, a delver uses this to find his way into and out of confounding mazes and dungeons. He can target only himself with the ability.

**Phase Door (Sp):** At 9th level, a dungeon delver gains the ability to use *phase door* once per day as an 18th-level caster. This ability enables him to bypass cave-ins, walk through dead ends and immovable obstructions, and make quick escapes through walls.