FoxWander
Adventurer
NOTE: New version 2.0 posted below (post 16) incorporating suggestions and some new stuff. Please check it out.
This is my attempt at a jack-of-all-trades adventurer class. I really feel that in the D&D world there would be some sort of "professional" dungeon delver. While it can be argued that ALL adventurers fall into that category, none of them are built from the ground up to really embrace the adventuring life- the Delver is. Of course he can't do it alone, but he is focused towards that goal.
Mechanically, this is a beguiler/warmage/dread necromancer style spellcaster with a utility-based spell list, some roguish abilities, and some utility in combat (which could be enhance with proper feat choices. I think it balances pretty well with the archetypes above without "stepping on anyone's toes" so to speak- but I'm obviously biased and I'd like some honest opinions. Also, I'm looking to play this class in an upcoming campaign so any advice towards fixing/balancing/tweaking to make it work would be very appreciated.
The class is in BBcode below in a spoiler so as not to overwhelm this post with a wall of text. There is also a word doc attached for offline perusal. Please let me know what you think. Thanks.
The Delver
[sblock]
"It's not just an adventure... it's a job!"
- Crius Aelathran, human Delver
Dungeon crawler, relic hunter, treasure seeker, tomb raider, or the local constable’s “pain in the @$$”- this is the delver. Whether its fighting, sneaking or hurling spells this jack-of-all-trades is prepared for anything and ever alert for danger. While some people dabble in these things and call themselves “adventurers”, the delver is a professional.
Making a Delver
Abilities: Intelligence is a prime ability for delvers. It determines the spells a delver can cast, how hard they are to resist, and is key in many class abilities. Dexterity will help a delver avoid the blows that would get past his light armor. Strength and Constitution will benefit those delvers who prefer melee combat. Wisdom, in addition to bolster a delver's willpower, is mainly useful for its benefit to perception.
Races/Alignment: Any
Table 1: The Delver
Game Rule Information
Delvers have the following game statistics.
Alignment: Any
Hit Die: d6
Starting Gold: 6d4 x 10 (155 gp)
Starting Age: as bard/ranger
Class skills
Appraise, Balance, Climb, Concentration, Craft, Decipher Script, Disable Device, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Knowledge (all), Listen, Move Silently, Open Locks, Search, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, and Use Rope
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
Weapon and Armor Proficiencies: Delvers are proficient with all simple weapons, all crossbows, whips, light armor and light shields.
Spells: A delver casts arcane spells, which are drawn from the delver spell list given below. He can cast any spell he knows without preparing it ahead of time. When a delver gains access to a new level of spells, he automatically knows all the spells for that level listed on the delver’s spell list. Essentially, his spell list is the same as his spells known list.
To cast a spell, a delver must have an Intelligence score of 10 + the spell’s level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a delver’s spell is 10 + the spell’s level + the delver’s Int modifier. Like other spellcasters, a delver can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Delver Class Table. In addition, he receives bonus spells for a high Intelligence score (see Table 1–1, page 8 of the Player’s Handbook).
A delver need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A delver’s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to any other form of armor or shield, nor does this ability apply to spells gained from a different spellcasting class.
Trapfinding (Ex): A delver can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Delver Lore (Ex): The Delver’s research into legends, lore, and dungeons gives him a broad range of knowledge on the subject. A delver may make a special delver lore check with a bonus equal to his delver level + his Int modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the delver has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful delver lore check will not reveal the powers of a magic item but may give a hint as to its general function. A delver may not take 10 or take 20 on this check; this sort of knowledge is essentially random. See the bardic knowledge class feature, page 28 of the Player’s Handbook for the common DCs for this check.
Combat Tactics (Ex): Delver's take skillful advantage of distracted opponent's. In any combat situation where the delver's opponent would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the delver flanks his target, he applies his Intelligence bonus (if any) as a bonus on attack and damage rolls (in addition to any other bonus he may have). Targets immune to sneak attacks or critical hits are immune to the delver’s combat tactics. A delver cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Advanced Learning (Ex): At 3rd, 6th, 11th, 16th, and 19th level, a delver can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell, but it can be from any school. The spell is treated as being one level higher than normal (for example, acid arrow, a 2nd-level sorcerer/wizard spell, would be treated as a 3rd-level delver spell in this case). The delver must be capable of casting spells of the new spell’s adjusted level—for instance, he can’t choose a 3rd-level sorcerer/wizard spell at 6th level, because the spell is treated as a 4th-level spell for him. Once a new spell is selected, it is forever added to that delver’s spell list and can be cast just like any other spell he knows.
Evasion (Ex): At 5th level and higher, a delver can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the delver is wearing light armor or no armor. A helpless delver does not gain the benefit of evasion.
Special Ability: On attaining 9th level, and again at 13th, 17th, and 20th level, a delver gains a special ability of his choice from among the following options.
Spell List
0-LEVEL DELVER SPELLS
Dancing Lights, Detect Magic, Detect Poison, Know Direction, Mage Hand, Mending, Prestidigitation, Read magic, Resistance
1st LEVEL DELVER SPELLS
Alarm, Animate Rope, Comprehend Languages, Detect Secret Doors, Endure Elements, Expeditious Retreat, Feather Fall, Identify, Magic Missile, Magic Weapon, Sleep, Spider Climb, Tensor’s Floating Disk, Unseen Servant
2nd LEVEL DELVER SPELLS
Alter Self, Continual Flame, Delay Poison, Glitterdust, Invisibility, Knock, Levitate, Locate Object, Make Whole, Minor Image, Mirror Image, Produce Flame, Resist Elements, Rope Trick, See Invisible, Shatter, Silence, Tasha's Hideous Laughter, Tongues, Web
3rd LEVEL DELVER SPELLS
Arcane Eye, Arcane Sight, Clairaudience/clairvoyance, Create Food and Water, Dispel Magic, Gaseous Form Greater Magic Weapon, Haste, Leomund’s Tiny Hut, Magic Circle vs. “X”, Major Image, Minor Creation, Phantom Steed, Scrying, Shrink Item, Speak with Dead, Status, Stone Shape, Summon Nature's Ally III, Water breathing
4th LEVEL DELVER SPELLS
Dimension Door, Divination, Evard's Black Tentacles, Fabricate, Freedom of Movement, Improved Invisibility, Legend Lore, Leomund’s Secure Shelter, Locate Creature, Neutralize Poison, Prying Eyes, Solid Fog
5th LEVEL DELVER SPELLS
Bigby's Interposing Hand, Break Enchantment, Major Creation, Passwall, Persistent Image, Rary’s Telepathic Bond, Sending, Telekinesis, Teleport, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone
6th LEVEL DELVER SPELLS
Animate Objects, Bigby's Forceful Hand, Blade Barrier, Find the Path, Greater Scrying, Mass Haste, Summon Nature's Ally VI, Stonetell
7th LEVEL DELVER SPELLS
Bigby's Grasping Hand, Ethereal Jaunt, Greater Arcane Sight, Invisibility, Mass, Mordenkainen's Magnificent Mansion, Plane Shift, Project Image, Vision
8th LEVEL DELVER SPELLS
Bigby's Clenched Fist, Discern Location, Greater Prying Eyes, Mind Blank, Moment of Prescience, Otto's Irresistible Dance
9th LEVEL DELVER SPELLS
Bigby's Crushing Hand, Etherealness, Foresight, Hold Monster (Mass), Prismatic Sphere, Summon Nature's Ally IX
[/sblock]
PS- to whichever mod or system function added the bannination notes to this thread link- Yeah, I think the "PEACH" acronym is goofy as heck too BUT it's at least useful as an instantly (to most) recognized shorthand for what it stands for. Can you think of another way to imply the "please examine and critique honestly" message in a way that fits inside the limited space of a message title while still having room for a message title?
This is my attempt at a jack-of-all-trades adventurer class. I really feel that in the D&D world there would be some sort of "professional" dungeon delver. While it can be argued that ALL adventurers fall into that category, none of them are built from the ground up to really embrace the adventuring life- the Delver is. Of course he can't do it alone, but he is focused towards that goal.
Mechanically, this is a beguiler/warmage/dread necromancer style spellcaster with a utility-based spell list, some roguish abilities, and some utility in combat (which could be enhance with proper feat choices. I think it balances pretty well with the archetypes above without "stepping on anyone's toes" so to speak- but I'm obviously biased and I'd like some honest opinions. Also, I'm looking to play this class in an upcoming campaign so any advice towards fixing/balancing/tweaking to make it work would be very appreciated.
The class is in BBcode below in a spoiler so as not to overwhelm this post with a wall of text. There is also a word doc attached for offline perusal. Please let me know what you think. Thanks.
The Delver
[sblock]
"It's not just an adventure... it's a job!"
- Crius Aelathran, human Delver
Dungeon crawler, relic hunter, treasure seeker, tomb raider, or the local constable’s “pain in the @$$”- this is the delver. Whether its fighting, sneaking or hurling spells this jack-of-all-trades is prepared for anything and ever alert for danger. While some people dabble in these things and call themselves “adventurers”, the delver is a professional.
Making a Delver
Abilities: Intelligence is a prime ability for delvers. It determines the spells a delver can cast, how hard they are to resist, and is key in many class abilities. Dexterity will help a delver avoid the blows that would get past his light armor. Strength and Constitution will benefit those delvers who prefer melee combat. Wisdom, in addition to bolster a delver's willpower, is mainly useful for its benefit to perception.
Races/Alignment: Any
Table 1: The Delver
Code:
Spells per Day
Lvl BAB Fort Ref Will Class Abilities 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
-----------------------------------------------------------------------------------------------------------------------
1 +0 +0 +2 +0 Armored Mage, Trapfinding, Delver Lore 5 3 - - - - - - - -
2 +1 +0 +3 +0 Combat Tactics 6 4 - - - - - - - -
3 +1 +1 +3 +1 Advanced Learning 6 5 - - - - - - - -
4 +2 +1 +4 +1 6 6 3 - - - - - - -
5 +2 +1 +4 +1 Evasion 6 6 4 - - - - - - -
6 +3 +2 +5 +2 6 6 5 3 - - - - - -
7 +3 +2 +5 +2 Advanced Learning 6 6 6 4 - - - - - -
8 +4 +2 +6 +2 6 6 6 5 3 - - - - -
9 +4 +3 +6 +3 Special Ability 6 6 6 6 4 - - - - -
10 +5 +3 +7 +3 6 6 6 6 5 3 - - - -
11 +5 +3 +7 +3 Advanced Learning 6 6 6 6 6 4 - - - -
12 +6/+1 +4 +8 +4 6 6 6 6 6 5 3 - - -
13 +6/+1 +4 +8 +4 Special Ability 6 6 6 6 6 6 4 - - -
14 +7/+2 +4 +9 +4 6 6 6 6 6 6 5 3 - -
15 +7/+2 +5 +9 +5 Advanced Learning 6 6 6 6 6 6 6 4 - -
16 +8/+3 +5 +10 +5 6 6 6 6 6 6 6 5 3 -
17 +8/+3 +5 +10 +5 Special Ability 6 6 6 6 6 6 6 6 4 -
18 +9/+4 +6 +11 +6 6 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +11 +6 Advanced Learning 6 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +12 +6 Special Ability 6 6 6 6 6 6 6 6 6 5
Game Rule Information
Delvers have the following game statistics.
Alignment: Any
Hit Die: d6
Starting Gold: 6d4 x 10 (155 gp)
Starting Age: as bard/ranger
Class skills
Appraise, Balance, Climb, Concentration, Craft, Decipher Script, Disable Device, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Knowledge (all), Listen, Move Silently, Open Locks, Search, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, and Use Rope
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
Weapon and Armor Proficiencies: Delvers are proficient with all simple weapons, all crossbows, whips, light armor and light shields.
Spells: A delver casts arcane spells, which are drawn from the delver spell list given below. He can cast any spell he knows without preparing it ahead of time. When a delver gains access to a new level of spells, he automatically knows all the spells for that level listed on the delver’s spell list. Essentially, his spell list is the same as his spells known list.
To cast a spell, a delver must have an Intelligence score of 10 + the spell’s level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a delver’s spell is 10 + the spell’s level + the delver’s Int modifier. Like other spellcasters, a delver can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Delver Class Table. In addition, he receives bonus spells for a high Intelligence score (see Table 1–1, page 8 of the Player’s Handbook).
A delver need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A delver’s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to any other form of armor or shield, nor does this ability apply to spells gained from a different spellcasting class.
Trapfinding (Ex): A delver can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Delver Lore (Ex): The Delver’s research into legends, lore, and dungeons gives him a broad range of knowledge on the subject. A delver may make a special delver lore check with a bonus equal to his delver level + his Int modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the delver has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful delver lore check will not reveal the powers of a magic item but may give a hint as to its general function. A delver may not take 10 or take 20 on this check; this sort of knowledge is essentially random. See the bardic knowledge class feature, page 28 of the Player’s Handbook for the common DCs for this check.
Combat Tactics (Ex): Delver's take skillful advantage of distracted opponent's. In any combat situation where the delver's opponent would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the delver flanks his target, he applies his Intelligence bonus (if any) as a bonus on attack and damage rolls (in addition to any other bonus he may have). Targets immune to sneak attacks or critical hits are immune to the delver’s combat tactics. A delver cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Advanced Learning (Ex): At 3rd, 6th, 11th, 16th, and 19th level, a delver can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell, but it can be from any school. The spell is treated as being one level higher than normal (for example, acid arrow, a 2nd-level sorcerer/wizard spell, would be treated as a 3rd-level delver spell in this case). The delver must be capable of casting spells of the new spell’s adjusted level—for instance, he can’t choose a 3rd-level sorcerer/wizard spell at 6th level, because the spell is treated as a 4th-level spell for him. Once a new spell is selected, it is forever added to that delver’s spell list and can be cast just like any other spell he knows.
Evasion (Ex): At 5th level and higher, a delver can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the delver is wearing light armor or no armor. A helpless delver does not gain the benefit of evasion.
Special Ability: On attaining 9th level, and again at 13th, 17th, and 20th level, a delver gains a special ability of his choice from among the following options.
- Acrobatic Charge (Ex): A delver with this ability can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
- Another Day (Ex): Once per day, when the delver would be reduced to 0 or fewer hit points by a melee attack, he can take a 5-foot step as an immediate action. If the movement takes him out of the reach of the attack, he takes no damage from the attack. The delver is staggered for 1 round on his next turn.
- Damage Reduction (Ex): The delver gains Damage Reduction equal to his class level divided by four, rounded down (DR:2/- up to 11th level, DR:3/- up to 15th level, DR:4/- up to 19th level, ad DR:5/- at 20th level). Subtract the DR amount from the damage the delver takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.
- Danger Sense (Ex): A delver with this ability is uncannily aware of hidden dangers giving him a number of advantages. First, whenever the delver comes within 10 feet of a trap, he receives an immediate Search check to notice the trap. This check should be made in secret by the GM. Second, he receives a +4 insight bonus to both Reflex saves to avoid traps and his Armor Class against attacks by traps. Finally, whenever a check is called for to avoid surprise, the delver gets two rolls and takes the better roll of the two.
- Improved Evasion (Ex): This ability works like evasion, except that while the delver still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless delver does not gain the benefit of improved evasion.
- Improved Uncanny Dodge (Ex): A delver can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Also, he can no longer be flanked. This defense denies a rogue the ability to sneak attack the delver by flanking him, unless the attacker has at least four more rogue levels than he has delver levels. If a character has an uncanny dodge ability from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
- Lucky (Ex): Once per day, a delver with this ability may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll.
- Mettle (Ex): The delver can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping delver does not gain the benefit of mettle.
- Opportunist (Ex): Once per round, the delver can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the delver’s attack of opportunity for that round. Even a delver with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
- Redirect Attack (Ex): Once per day, when a delver with this ability is hit with a melee attack, he can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the delver, and the creature that made the attack against the delver must make a new attack roll against the new target.
- Skill Mastery: The delver becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A delver may gain this special ability multiple times, selecting additional skills for it to apply to each time.
- Slippery Mind (Ex): This ability represents the delver’s ability to wriggle free from magical effects that would otherwise control or compel him. If a delver with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Spell List
0-LEVEL DELVER SPELLS
Dancing Lights, Detect Magic, Detect Poison, Know Direction, Mage Hand, Mending, Prestidigitation, Read magic, Resistance
1st LEVEL DELVER SPELLS
Alarm, Animate Rope, Comprehend Languages, Detect Secret Doors, Endure Elements, Expeditious Retreat, Feather Fall, Identify, Magic Missile, Magic Weapon, Sleep, Spider Climb, Tensor’s Floating Disk, Unseen Servant
2nd LEVEL DELVER SPELLS
Alter Self, Continual Flame, Delay Poison, Glitterdust, Invisibility, Knock, Levitate, Locate Object, Make Whole, Minor Image, Mirror Image, Produce Flame, Resist Elements, Rope Trick, See Invisible, Shatter, Silence, Tasha's Hideous Laughter, Tongues, Web
3rd LEVEL DELVER SPELLS
Arcane Eye, Arcane Sight, Clairaudience/clairvoyance, Create Food and Water, Dispel Magic, Gaseous Form Greater Magic Weapon, Haste, Leomund’s Tiny Hut, Magic Circle vs. “X”, Major Image, Minor Creation, Phantom Steed, Scrying, Shrink Item, Speak with Dead, Status, Stone Shape, Summon Nature's Ally III, Water breathing
4th LEVEL DELVER SPELLS
Dimension Door, Divination, Evard's Black Tentacles, Fabricate, Freedom of Movement, Improved Invisibility, Legend Lore, Leomund’s Secure Shelter, Locate Creature, Neutralize Poison, Prying Eyes, Solid Fog
5th LEVEL DELVER SPELLS
Bigby's Interposing Hand, Break Enchantment, Major Creation, Passwall, Persistent Image, Rary’s Telepathic Bond, Sending, Telekinesis, Teleport, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone
6th LEVEL DELVER SPELLS
Animate Objects, Bigby's Forceful Hand, Blade Barrier, Find the Path, Greater Scrying, Mass Haste, Summon Nature's Ally VI, Stonetell
7th LEVEL DELVER SPELLS
Bigby's Grasping Hand, Ethereal Jaunt, Greater Arcane Sight, Invisibility, Mass, Mordenkainen's Magnificent Mansion, Plane Shift, Project Image, Vision
8th LEVEL DELVER SPELLS
Bigby's Clenched Fist, Discern Location, Greater Prying Eyes, Mind Blank, Moment of Prescience, Otto's Irresistible Dance
9th LEVEL DELVER SPELLS
Bigby's Crushing Hand, Etherealness, Foresight, Hold Monster (Mass), Prismatic Sphere, Summon Nature's Ally IX
[/sblock]
PS- to whichever mod or system function added the bannination notes to this thread link- Yeah, I think the "PEACH" acronym is goofy as heck too BUT it's at least useful as an instantly (to most) recognized shorthand for what it stands for. Can you think of another way to imply the "please examine and critique honestly" message in a way that fits inside the limited space of a message title while still having room for a message title?

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