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<blockquote data-quote="Obly99" data-source="post: 9502656" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Dungeon Delver</span></strong></p><p></p><p style="text-align: right"><em>"This place gives me the creeps!... After you."</em></p> <p style="text-align: right">—Rala Croft, Dungeon Delver</p><p></p><p>In many ways, the dungeon delver is the ultimate 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.</p><p></p><p>Since a dungeon delver frequently works alone, he must learn to think and act independently, relying upon no one but himself. Even when exploring a dungeon in the company of other adventurers, he often keeps to himself—scouting ahead, disarming traps a safe distance from the group, or seeking treasure while the others are distracted.</p><p></p><p>The typical dungeon delver has forsaken interaction skills to concentrate on the nuts and bolts of dungeon exploration and treasure retrieval. Rogues and rangers make excellent dungeon delvers, as do the rare few hunters and ninja who choose to pursue this track. Multiclass rogue/rangers who favor the darkness of caverns to the light of the sky also make good dungeon delvers.</p><p></p><p>BECOMING A DUNGEON DELVER</p><p></p><p><strong>Hit Die:</strong> d8.</p><p></p><p><strong>Requirement</strong></p><p></p><p>To qualify to become a Dungeon Delver, a character must fulfill all the following criteria.</p><p></p><p>ENTRY REQUIREMENTS</p><p></p><p><strong>Feats:</strong> Alertness, Blind-Fight.</p><p></p><p><strong>Skills:</strong> Climb 2 ranks, Disable Device 2 ranks, Perception 6 ranks, Stealth 6 ranks, Survival 4 ranks, Swim 2 ranks.</p><p></p><p><strong>Special:</strong> Trapfinding and Trap Sense (or Danger Sense) class feature.</p><p></p><p><strong>Class Skills</strong></p><p></p><p>The Dungeon Delver’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (all), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).</p><p></p><p><strong>Skill Ranks per Level:</strong> 8 + Int modifier.</p><p></p><p><strong>Table: Dungeon Delver</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Base Attack<br /> Bonus</strong></p> </td><td><p style="text-align: center"><strong>Fort Save</strong></p> </td><td><p style="text-align: center"><strong>Ref Save</strong></p> </td><td><p style="text-align: center"><strong>Will Save</strong></p> </td><td><p style="text-align: center"><strong>Special</strong></p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">Darkvision, stealthy movement, trap training</p> </td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">Quick at hand, wild stride</p> </td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">Skill mastery, trackless step</p> </td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">Skill unlock, survivor’s spirit</p> </td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Blindsense, evasion</p> </td></tr><tr><td><p style="text-align: center">6th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Artist of escape, camouflage</p> </td></tr><tr><td><p style="text-align: center">7th</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Skill unlock</p> </td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Hide in plain sight</p> </td></tr><tr><td><p style="text-align: center">9th</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Maze mastery</p> </td></tr><tr><td><p style="text-align: center">10th</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Perfect explorer, skill unlock</p> </td></tr></table><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Dungeon Delver.</p><p></p><p><strong>Weapon and Armor Proficiency</strong></p><p>Dungeon delvers gain no proficiency with any weapon or armor.</p><p></p><p><strong>Darkvision (Ex)</strong></p><p>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.</p><p></p><p><strong>Stealthy Movement (Ex)</strong></p><p>A dungeon delver learn to remain quiet and hidden even while mobile. He can move at full speed using the Stealth skill without penalty, and he can run using the Stealth skill taking a –10 penalty to the check.</p><p></p><p><strong>Trap Training (Ex)</strong></p><p>Dungeon delver levels stack with any previous levels for increase the bonus of Trapfinding and Trap Sense (or Danger Sense). Also, whenever a dungeon delver comes within 10 feet of a trap, he receives an immediate Perception check to notice the trap. The GM should make this check in secret.</p><p></p><p><strong>Quick at Hand (Ex)</strong></p><p>Starting at 2nd level, a dungeon delver is adept at fighting in the wilderness, throwing whatever is available at his opponents. He may use any item as an improvised melee or ranged weapon without penalty.</p><p></p><p><strong>Wild Stride (Ex)</strong></p><p>At 2nd level, a dungeon delver learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield.</p><p></p><p>He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of natural difficult terrain (such as natural thorns, briars, overgrown areas, deep snow, sand, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise.</p><p></p><p>Provided he starts his turn on normal ground, the dungeon delver can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way.</p><p></p><p>He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water.</p><p></p><p><strong>Skill Mastery (Ex)</strong></p><p>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 dungeon delver can take 10 in a class skill even when adverse conditions, stress, and distractions would normally prevent him from doing so.</p><p></p><p><strong>Trackless Step (Ex)</strong></p><p>At 3rd level, a dungeon delver leaves no trail and cannot be tracked. He may choose to leave a trail if so desired.</p><p></p><p><strong>Survivor’s Spirit (Ex)</strong></p><p>Beginning at 4th level, a dungeon delver add his class level to Fortitude saves against disease and poison and all Constitution checks.</p><p></p><p><strong>Skill Unlock</strong></p><p>At 4th level, a dungeon delver gains the skill unlock in one class skill of his choice. At 7th and 10th levels he select another class skill to benefit of the skill unlock.</p><p></p><p><strong>Blindsense (Ex)</strong></p><p>Beginning at 5th level, a dungeon delver gains the ability to activate as a swift action an acute sensitivity to sounds, smells, movement, and other disturbances, gaining blindsense 30 ft. A dungeon delver can use this ability for 1 minute per day per character level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can dismiss it as a free action. At 10th level this improve to blindsight.</p><p></p><p><strong>Evasion (Ex)</strong></p><p>At 5th level, a dungeon delver gains the evasion class feature of a rogue. If a dungeon delver already has evasion, he gains improved evasion instead. See the monk class feature.</p><p></p><p><strong>Artist of Escape (Ex)</strong></p><p>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 6th level, a dungeon delver can move through an area as small as ½ his space without squeezing or one-quarter his space when squeezing.</p><p></p><p><strong>Camouflage (Ex)</strong></p><p>A dungeon delver of 6th level or higher can use the Stealth skill to hide, even if the terrain doesn’t grant cover or concealment.</p><p></p><p><strong>Hide in Plain Sight (Su)</strong></p><p>A dungeon delver of 8th level or higher can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a dungeon delver can hide herself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.</p><p></p><p><strong>Maze Mastery (Su)</strong></p><p>At 9th level, a dungeon delver is immunity to <em>maze</em> spells and cannot becoming lost. He always knows the shortest, most direct route through any structure. After spending 1 day in any structure, he understands its entire layout implicitly.</p><p></p><p><strong>Perfect Explorer (Ex)</strong></p><p>At 10th level, a dungeon delver automatically succeed all Perception checks for notice a trap and saving throws against traps (including magical ones).</p></blockquote><p></p>
[QUOTE="Obly99, post: 9502656, member: 7035194"] [CENTER][B][SIZE=7]Dungeon Delver[/SIZE][/B][/CENTER] [RIGHT][I]"This place gives me the creeps!... After you."[/I] —Rala Croft, Dungeon Delver[/RIGHT] In many ways, the dungeon delver is the ultimate 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. Since a dungeon delver frequently works alone, he must learn to think and act independently, relying upon no one but himself. Even when exploring a dungeon in the company of other adventurers, he often keeps to himself—scouting ahead, disarming traps a safe distance from the group, or seeking treasure while the others are distracted. The typical dungeon delver has forsaken interaction skills to concentrate on the nuts and bolts of dungeon exploration and treasure retrieval. Rogues and rangers make excellent dungeon delvers, as do the rare few hunters and ninja who choose to pursue this track. Multiclass rogue/rangers who favor the darkness of caverns to the light of the sky also make good dungeon delvers. BECOMING A DUNGEON DELVER [B]Hit Die:[/B] d8. [B]Requirement[/B] To qualify to become a Dungeon Delver, a character must fulfill all the following criteria. ENTRY REQUIREMENTS [B]Feats:[/B] Alertness, Blind-Fight. [B]Skills:[/B] Climb 2 ranks, Disable Device 2 ranks, Perception 6 ranks, Stealth 6 ranks, Survival 4 ranks, Swim 2 ranks. [B]Special:[/B] Trapfinding and Trap Sense (or Danger Sense) class feature. [B]Class Skills[/B] The Dungeon Delver’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (all), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha). [B]Skill Ranks per Level:[/B] 8 + Int modifier. [B]Table: Dungeon Delver[/B] [TABLE] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Base Attack Bonus[/B][/CENTER][/TD] [TD][CENTER][B]Fort Save[/B][/CENTER][/TD] [TD][CENTER][B]Ref Save[/B][/CENTER][/TD] [TD][CENTER][B]Will Save[/B][/CENTER][/TD] [TD][CENTER][B]Special[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]Darkvision, stealthy movement, trap training[/CENTER][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]Quick at hand, wild stride[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]Skill mastery, trackless step[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]Skill unlock, survivor’s spirit[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Blindsense, evasion[/CENTER][/TD] [/TR] [TR] [TD][CENTER]6th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Artist of escape, camouflage[/CENTER][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Skill unlock[/CENTER][/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Hide in plain sight[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Maze mastery[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10th[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Perfect explorer, skill unlock[/CENTER][/TD] [/TR] [/TABLE] [B]Class Features[/B] All of the following are class features of the Dungeon Delver. [B]Weapon and Armor Proficiency[/B] Dungeon delvers gain no proficiency with any weapon or armor. [B]Darkvision (Ex)[/B] 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. [B]Stealthy Movement (Ex)[/B] A dungeon delver learn to remain quiet and hidden even while mobile. He can move at full speed using the Stealth skill without penalty, and he can run using the Stealth skill taking a –10 penalty to the check. [B]Trap Training (Ex)[/B] Dungeon delver levels stack with any previous levels for increase the bonus of Trapfinding and Trap Sense (or Danger Sense). Also, whenever a dungeon delver comes within 10 feet of a trap, he receives an immediate Perception check to notice the trap. The GM should make this check in secret. [B]Quick at Hand (Ex)[/B] Starting at 2nd level, a dungeon delver is adept at fighting in the wilderness, throwing whatever is available at his opponents. He may use any item as an improvised melee or ranged weapon without penalty. [B]Wild Stride (Ex)[/B] At 2nd level, a dungeon delver learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield. He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of natural difficult terrain (such as natural thorns, briars, overgrown areas, deep snow, sand, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise. Provided he starts his turn on normal ground, the dungeon delver can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way. He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water. [B]Skill Mastery (Ex)[/B] 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 dungeon delver can take 10 in a class skill even when adverse conditions, stress, and distractions would normally prevent him from doing so. [B]Trackless Step (Ex)[/B] At 3rd level, a dungeon delver leaves no trail and cannot be tracked. He may choose to leave a trail if so desired. [B]Survivor’s Spirit (Ex)[/B] Beginning at 4th level, a dungeon delver add his class level to Fortitude saves against disease and poison and all Constitution checks. [B]Skill Unlock[/B] At 4th level, a dungeon delver gains the skill unlock in one class skill of his choice. At 7th and 10th levels he select another class skill to benefit of the skill unlock. [B]Blindsense (Ex)[/B] Beginning at 5th level, a dungeon delver gains the ability to activate as a swift action an acute sensitivity to sounds, smells, movement, and other disturbances, gaining blindsense 30 ft. A dungeon delver can use this ability for 1 minute per day per character level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can dismiss it as a free action. At 10th level this improve to blindsight. [B]Evasion (Ex)[/B] At 5th level, a dungeon delver gains the evasion class feature of a rogue. If a dungeon delver already has evasion, he gains improved evasion instead. See the monk class feature. [B]Artist of Escape (Ex)[/B] 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 6th level, a dungeon delver can move through an area as small as ½ his space without squeezing or one-quarter his space when squeezing. [B]Camouflage (Ex)[/B] A dungeon delver of 6th level or higher can use the Stealth skill to hide, even if the terrain doesn’t grant cover or concealment. [B]Hide in Plain Sight (Su)[/B] A dungeon delver of 8th level or higher can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a dungeon delver can hide herself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow. [B]Maze Mastery (Su)[/B] At 9th level, a dungeon delver is immunity to [I]maze[/I] spells and cannot becoming lost. He always knows the shortest, most direct route through any structure. After spending 1 day in any structure, he understands its entire layout implicitly. [B]Perfect Explorer (Ex)[/B] At 10th level, a dungeon delver automatically succeed all Perception checks for notice a trap and saving throws against traps (including magical ones). [/QUOTE]
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