Dungeon Mine Detector

GuardianLurker

Adventurer
This is a (semi-) joke PrC. It's been written up primarily to get the idea out of my head.

[h1]The Dungeon Mine Detector[/h1]

[h2]Prerequisites[/h2]
Special: Must have joined an adventuring party at least three levels higher, and gained a level without dying.
Special: Must NOT possess any of the following abilities: rage, bardic music, turn undead, wild shape, weapon specialization, stunning fists, divine grace, track, sneak attack, summon familiar, scribe scroll.

HD: d12
BAB: as wizard.
Saves: All good.

Class Skills: Bluff, Climb, Craft, Decipher Script, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Jump, Move Silently, Open Lock, Search, Speak Language, Swim, Tumble, Use Magic Device, Use Rope

Skill Points: 4+Int

Weapons and Shield: The DMD is proficient only with simple melee weapons. The DMD is not proficient with any armor or shields.


LV Ability
1 Improved Saves
2 Bonus Feat
3 Distraction
4 Bonus Feat
5 Evasion
6 Bonus Feat
7 Slippery Mind
8 Bonus Feat
9 Improved Evasion
10 Bonus Feat, Not Where You Thought He Was


Improved Saves: The DMD can add his class level to one of his saves. He can do this once per day for each save.

Bonus Feat: The DMD can select from the following bonus feats. Alertness, Dodge, Lightning Reflexes, Mobility, Endurance, Great Fortitude, Improved Initiative, Iron Will, Run, Skill Focus, Toughness

Evasion, Improved Evasion, Slippery Mind: As the rogue abilities of the same name.

Not Where You Thought He Was:Once per day, the DMD can teleport himself anywhere with a radius of 5*his class level in feet. This cannot place the DMD within the threatened area of an opponent without cover, or in any immediate danger. Using this ability is an immediate action; i.e. a free action that does not have to wait for the DMD's turn.

[h2]Comments[/h2]
I know this class looks really good at first glance, but it's what it *doesn't* do that keeps it in check. It can't be acquired by PCs. It can find traps (search) but not disarm them. It gets tons of bonus feats, but they're all suboptimal. He gets a skill list that rivals the rogue, but one-half the skill points. A d12 HD, but no BAB, armor, or weapons worth speaking of.

About all this class can do is survive the uses it's players would put it to. It's a very close relative of the Henchman class, but it's patron saint is St. Carson of Mud Bay, not St. Nodwick the All-suffering.
 
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