Dungeon Delver

In many ways, the dungeon delver is the ultimate expression of the adventuring rogue. He's skilled at moving stealthily through all types of dungeon terrain, detecting and disarming inconvenient traps, bypassing locks, locating treasure, and filching protected items.

- Hit Dice: d6
- Proficiencies: Dungeon Delvers gain no proficiencies.
- Skill Points: 8 + Int Modifier
- Base Save Progression: Strong Ref&Fort, Low Will
- BAB Progression: As Rogue

REQUIREMENTS:

Skills: Disable Trap 10 ranks, Open Lock 10 ranks, Search 10 ranks, Craft: Building 3 ranks, Knowledge: Engineering 5 ranks.
Feats: Alertness
Special: To become a dungeon delver, a character must first survive a great trial underground. Such as: a solo dungeon expedition, survival of a cave-in or other collapse, living for a year without seeing the light of the sun.

ABILITIES:

Level
1: Deep Survival, Darkvision, Trap Sense +1
2: Feign Death, Stonecunning
3: Augury 1/day, Skill Mastery
4: Improved Evasion, Trap Sense +2
5: Blindsense 1/day, Blind-Fight
6: Augury 2/day, Phasedoor
7: Tough as Nails, Trap Sense +3
8: Find the Path 5/day
9: Augury 3/day, Word of Recall
10: Blindsense 2/day, Trap Sense +4

Deep Survival:
A dungeon delver's experience in deep, dark places grants him a great familiarity with that world. He is able to gain a +5 bonus to skill checks when underground. The duration of the bonus is 10 + Dungeon Delver class level in turns. The Dungeon Delver may use this feat 5 times a day.

Darkvision:
As feat.

Trap Sense:
The dungeon delver gains a bonus saving throw against traps, as per the Uncanny Dodge feats.

Stonecunning:
The dungeon delver receives a +2 bonus to search and spot checks when underground.

Feign Death:
Once per day, the dungeon delver is capable of slowing his heartbeat to a near-stop, leading most to believe he is dead. Effectively, this puts him at -5 HP for the duration of 1 turn per 2 class levels. Regeneration equipment botch this stunt.

Augury:
Begining at 3rd level, a dungeon delver can foretell whether a paticular action will bring good or bad results for him in the near future. He is able to gain 1+1 per 2 Dungeon Delver levels in saving throws for a duration of time equal to his 10 + Dungeon Delver class level in rounds.

Skill Mastery: The dungeon delver is able to Take-20 on all rogue related skills, even when under stress in combat.

Improved Evasion:
The dungeon delver takes no damage from hazards that allow a reflex save on a successful save, and only half on a failed check.

Blind-Fight:
Per the feat, the dungeon delver may reroll against enemies with cover percentage on a failed check.

Blindsense:
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 grants him a +20 bonus to Spot checks and +10 to Listen checks for a duration in turns equal to his dungeon delver level. He also gains the benefits of Ultravision and See Invisibility.

Phasedoor:
At 6th level, a dungeon delver gains the ability to use phase door thrice per day. This ability functions as a Dimension Door spell.

Tough as Nails:
Once per day, the dungeon delver is able to miraculously avoid a fatal catastrophe, and cheat death. He struggles back to 1 HP a minute after his nearly acertained death.

Find the Path:
A dungeon delver is able to find his way into and out of confounding mazes and dungeons. By using this ability, the area map is revealed to him and a +10 Search bonus is granted for the duration of 10 rounds.

Word of Recall:
A dungeon delver is able to recall to a safe location, once per day, akin to the spell by the same name.