Hello, I have been trying to design a spelunker prestige class for my homebrew campaign and am concerned about balancing it. Below is what I have come up with so far. If you have any input on balancing issues with it, or other ideas about what a spelunker type class should have, please comment. I need input badly.
Spelunker
Requirements: BAB +2, Ref Save +2, Climb 6, Must have explored a previously unexplored cavern
Hit Die: d8
Skill Points: 8 + Int Mod
Class Skills: Balance, Climb, Craft (all), Diplomacy, Escape Artist, Handle Animal, Hide, Jump, Knowledge (architecture and engineering, dungeoneering, geography, local, nature), Listen, Move Silently, Profession, Search, Sense Motive, Speak Language, Spot, Survival, Swim, Tumble, Use Rope
Enhanced Vision: If the character does not have low-light vision, he gains it. If he does have low-light vision he instead gains Darkvision out to 30 ft. If he has Darkvision, his Darkvision's radius increases by 30 ft.
Skill Specialization: The Spelunker picks two class skills and gains a bonus to these skills. The bonus increases at levels 5 and 9.
Auto-Balance: The Spelunker no longer has to make balance checks to run or charge over uneven surfaces.
Element Resist: The spelunker gains cold and fire resistance equal his Constitution modifier (minimum 1).
Daylight, Spider Climb, Stoneshape, Stoneskin, Earthquake, Stone Tell: Spell-like abilities as per the spells. Save is Wisdom-based.
Malady Resistance: The Spelunker gets a bonus to Fortitude saves against poison and disease.
Quick Climber: The Spelunker can move at his full speed when climbing without penalty.
Spelunker
Requirements: BAB +2, Ref Save +2, Climb 6, Must have explored a previously unexplored cavern
Hit Die: d8
Skill Points: 8 + Int Mod
Class Skills: Balance, Climb, Craft (all), Diplomacy, Escape Artist, Handle Animal, Hide, Jump, Knowledge (architecture and engineering, dungeoneering, geography, local, nature), Listen, Move Silently, Profession, Search, Sense Motive, Speak Language, Spot, Survival, Swim, Tumble, Use Rope
Code:
[b]Level BAB Fort Ref Will Special[/b]
1 +0 +2 +2 +0 Enhanced Vision, Skill Specialization +2
2 +1 +3 +3 +0 Auto-Balance, Element Resist
3 +2 +3 +3 +1 Daylight 1/day, Quick Climber
4 +3 +4 +4 +1 Malady Resistance +4
5 +3 +4 +4 +1 Enhanced Vision, Skill Specialization +4
6 +4 +5 +5 +2 Spider Climb at will, Enhanced Element Resist
7 +5 +5 +5 +2 Stoneshape 2/day, Stoneskin 2/day
8 +6 +6 +6 +2 Malady Resistance +8
9 +6 +6 +6 +3 Enhanced Vision, Skill Specialization +6
10 +7 +7 +7 +3 Earthquake 1/day, Stone Tell 2/day
Enhanced Vision: If the character does not have low-light vision, he gains it. If he does have low-light vision he instead gains Darkvision out to 30 ft. If he has Darkvision, his Darkvision's radius increases by 30 ft.
Skill Specialization: The Spelunker picks two class skills and gains a bonus to these skills. The bonus increases at levels 5 and 9.
Auto-Balance: The Spelunker no longer has to make balance checks to run or charge over uneven surfaces.
Element Resist: The spelunker gains cold and fire resistance equal his Constitution modifier (minimum 1).
Daylight, Spider Climb, Stoneshape, Stoneskin, Earthquake, Stone Tell: Spell-like abilities as per the spells. Save is Wisdom-based.
Malady Resistance: The Spelunker gets a bonus to Fortitude saves against poison and disease.
Quick Climber: The Spelunker can move at his full speed when climbing without penalty.
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