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Spelunker PrC: Need Help Balancing
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<blockquote data-quote="beholdsa" data-source="post: 1983605" data-attributes="member: 26299"><p>Based on replies here and some balancing done by myself, I have revised the prestige class to the form posted below. Please give me feedback on the revised version.</p><p></p><p><strong>Spelunker</strong></p><p>Requirements: BAB +3, Ref Save +4, Climb 4, Knowledge (Dungeoneering) 8, Must have explored a previously unexplored cavern</p><p>Hit Die: d8</p><p>Skill Points: 8 + Int Mod</p><p>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</p><p></p><p>[code][b]Level BAB Fort Ref Will Special[/b]</p><p>1 +0 +2 +2 +0 Darkvision +30 ft., Slow Fall 30 ft.</p><p>2 +1 +3 +3 +0 Auto-Balance, Element Resist</p><p>3 +2 +3 +3 +1 Daylight 1/day, Quick Climber</p><p>4 +3 +4 +4 +1 Evasion</p><p>5 +3 +4 +4 +1 Darkvision +30 ft., Slow Fall 60 ft.</p><p>6 +4 +5 +5 +2 Spider Climb at will, Enhanced Element Resist</p><p>7 +5 +5 +5 +2 Stoneshape 2/day, Stoneskin 2/day</p><p>8 +6 +6 +6 +2 Uncanny Dodge</p><p>9 +6 +6 +6 +3 Darkvision +30 ft., Slow Fall 90 ft.</p><p>10 +7 +7 +7 +3 Earthquake 1/day, Stone Tell 1/day[/code]</p><p></p><p>Darkvision: A Spelunker's Darkvision increases by 30 ft. If she did not have Darkvision before, she gains Darkvision with a radius of 30 ft.</p><p></p><p>Slow Fall: At Spelunker within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 30 feet shorter than it actually is. The Spelunker's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves at 5th level and 9th level, to 60 ft. and 90 ft., respectively.</p><p></p><p>Auto-Balance: The Spelunker no longer has to make balance checks to run or charge over uneven surfaces.</p><p></p><p>Element Resist: The spelunker gains cold and fire resistance equal his Constitution modifier (minimum 1).</p><p></p><p>Daylight, Spider Climb, Stoneshape, Stoneskin, Earthquake, Stone Tell: Spell-like abilities as per the spells. Save is Wisdom-based.</p><p></p><p>Quick Climber: The Spelunker can move at his full speed when climbing without penalty.</p><p></p><p>Evasion (Ex): A Spelunker can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Spelunker is wearing light armor or no armor. A helpless Spelunker does not gain the benefit of evasion. If the Spelunker already has evasion from another class, she instead gains the Improved Evasion class feature. Improved Evasion (Ex): This ability works like evasion, except that while the Spelunker still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Spelunker does not gain the benefit of improved evasion.</p><p></p><p>Uncanny Dodge (Ex): At 8th level, a Spelunker can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Spelunker already has uncanny dodge from a different class she automatically gains Improved Uncanny Dodge (see below) instead. Improved Uncanny Dodge (Ex): A Spelunker can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has Spelunker levels. If the character already has Uncanny Dodge from a different source, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.</p></blockquote><p></p>
[QUOTE="beholdsa, post: 1983605, member: 26299"] Based on replies here and some balancing done by myself, I have revised the prestige class to the form posted below. Please give me feedback on the revised version. [b]Spelunker[/b] Requirements: BAB +3, Ref Save +4, Climb 4, Knowledge (Dungeoneering) 8, 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 Darkvision +30 ft., Slow Fall 30 ft. 2 +1 +3 +3 +0 Auto-Balance, Element Resist 3 +2 +3 +3 +1 Daylight 1/day, Quick Climber 4 +3 +4 +4 +1 Evasion 5 +3 +4 +4 +1 Darkvision +30 ft., Slow Fall 60 ft. 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 Uncanny Dodge 9 +6 +6 +6 +3 Darkvision +30 ft., Slow Fall 90 ft. 10 +7 +7 +7 +3 Earthquake 1/day, Stone Tell 1/day[/code] Darkvision: A Spelunker's Darkvision increases by 30 ft. If she did not have Darkvision before, she gains Darkvision with a radius of 30 ft. Slow Fall: At Spelunker within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 30 feet shorter than it actually is. The Spelunker's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves at 5th level and 9th level, to 60 ft. and 90 ft., respectively. 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. Quick Climber: The Spelunker can move at his full speed when climbing without penalty. Evasion (Ex): A Spelunker can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Spelunker is wearing light armor or no armor. A helpless Spelunker does not gain the benefit of evasion. If the Spelunker already has evasion from another class, she instead gains the Improved Evasion class feature. Improved Evasion (Ex): This ability works like evasion, except that while the Spelunker still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Spelunker does not gain the benefit of improved evasion. Uncanny Dodge (Ex): At 8th level, a Spelunker can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Spelunker already has uncanny dodge from a different class she automatically gains Improved Uncanny Dodge (see below) instead. Improved Uncanny Dodge (Ex): A Spelunker can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has Spelunker levels. If the character already has Uncanny Dodge from a different source, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. [/QUOTE]
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