So, I did some revisions based on advice here and at
brilliantgameologists and I've got a new update for review. Changes in this version include...
- Bumped to medium BAB, d8 hit points and 2 good saves (reflex and will)
- Made the spell progression more bard-like- except tweaked so it at least has 1st level spells at first level. It can be scaled back to a "bonus spells" only for new spell levels to balance any of the other changes if needed.
- Took bkdubs suggestion and added some higher level spells at lower levels since they aren't gained until later now.
- For more combat ability I added some ranger-esque "combat styles"- but they start 1 level later than the ranger gets them. Added extra styles besides just archery and 2-weapons. These may need to be tweaked compared to published combats styles.
- Dropped the "combat tactics" thing and added "sneak attack" as a combat style.
- Dropped damage reduction from the special abilities- too powerful and didn't really fit.
- Moved Evasion to the special abilities list- you can only get Imp. Evasion if you have Evasion first.
- And probably the most controversial change- added access to one domain (spells and granted power) and turn undead (limited as a paladin) to the list of special abilities. This might seem like a big bump in power, but I don't think it's that bad- though the domains might have to be limited to a short, themed list.
So, here it is in a spoiler- check it out and tell me what you think.
The Delver v2.0
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Alignment: Any
Hit Die: d8
Class Skills (6 + Int modifier per level, ×4 at 1st level)
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
Code:
Spells per Day
Lvl BAB Fort Ref Will Class Abilities 0 1st 2nd 3rd 4th 5th 6th
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1 +0 +0 +2 +2 Armored Mage, Trapfinding, Delver Lore 3 1 - - - - -
2 +1 +0 +3 +3 4 2 - - - - -
3 +2 +1 +3 +3 Advanced Learning, Combat Style 4 2 - - - - -
4 +3 +1 +4 +4 4 3 1 - - - -
5 +3 +1 +4 +4 Special Ability 4 3 2 - - - -
6 +4 +2 +5 +5 5 3 2 - - - -
7 +5 +2 +5 +5 Advanced Learning, Improved Combat Style 5 4 3 1 - - -
8 +6/+1 +2 +6 +6 5 4 3 2 - - -
9 +6/+1 +3 +6 +6 Special Ability 5 4 3 2 - - -
10 +7/+2 +3 +7 +7 5 4 4 3 1 - -
11 +8/+3 +3 +7 +7 Advanced Learning, Combat Style Mastery 6 4 4 3 2 - -
12 +9/+4 +4 +8 +8 6 4 4 3 2 - -
13 +9/+4 +4 +8 +8 Special Ability 6 4 4 4 3 1 -
14 +10/+5 +4 +9 +9 6 4 4 4 3 2 -
15 +11/+6/+1 +5 +9 +9 Advanced Learning 6 4 4 4 3 2 -
16 +12/+7/+2 +5 +10 +10 6 4 4 4 4 3 1
17 +12/+7/+2 +5 +10 +10 Special Ability 6 4 4 4 4 3 2
18 +13/+8/+3 +6 +11 +11 6 4 4 4 4 3 2
19 +14/+9/+4 +6 +11 +11 Advanced Learning 6 4 4 4 4 4 3
20 +15/+10/+5 +6 +12 +12 Special Ability 6 4 4 4 4 4 3
Class Features
All of the following are class features of the Delver.
Weapon and Armor proficiency: Delvers are proficient with all simple and martial weapons, all crossbows, whips, as well as light armor and all shields (except tower 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.
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.
Combat Style (Ex): At 3rd level, a delver selects a combat styles to pursue: archery, dirty tricks, guerilla tactics, single weapon, two weapons, thrown weapons or unarmed combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. He is treated as having the listed feat even if he does not have the normal prerequisites for that feat.
Archery - Rapid Shot
Fencer - Weapon Finesse
Guerilla Tactics - Able Sniper
Polearms - Stand Still
Single Weapon - Weapon Focus
Sneak Attack - 1d6
Thrown Weapons - Quick Draw
Two Weapon - Two-Weapon Fighting
Unarmed Combat - Improved Unarmed Strike
The benefits of the delver’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Combat Style (Ex): At 7th level, a delver’s aptitude in his chosen combat style improves. He is treated as having the listed feat (according to his previous choice) even if he does not have the normal prerequisites for that feat.
Archery - Manyshot
Fencer - Spring Attack
Guerilla Tactics - Mobility
Polearms - Short Haft
Single Weapon - Weapon Specialization
Sneak Attack - 3d6
Thrown Weapons - Rapid Shot
Two Weapon - Improved Two-Weapon Fighting
Unarmed Combat - Superior Unarmed Strike
As before, the benefits of the delver’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Combat Style Mastery (Ex): At 11th level, a delver’s aptitude in his chosen combat style improves again. He is treated as having the listed feat (according to his previous choice) even if he does not have the normal prerequisites for that feat.
Archery - Improved Precise Shot
Fencer - Bounding Assault
Guerilla Tactics - Shot on the Run
Polearms - Whirlwind Attack
Single Weapon - Improved Critical
Sneak Attack - 5d6
Thrown Weapons - Far Shot
Two Weapon - Greater Two-Weapon Fighting
Unarmed Combat - Stunning Fist
As before, the benefits of the delver’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Special Ability: On attaining 5th level (and again at 9th, 13th, 17th, and 20th level) a delver gains a special ability from the following list. Unless otherwise note, a given ability may only be selected once.
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.
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.
Domain: The delver gains access to a clerical domain of his choice. He gains the granted power of the chosen domain and adds its spells (levels 1-6 only) to his delver spell list. These spells can be cast just like any other spell he knows.
Evasion (Ex): The 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
Improved Evasion (Ex): This ability can only be taken if the delver has the
Evasion ability. 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.
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.
Improved Uncanny Dodge (Ex): This ability can only be taken if the delver has the
Uncanny Dodge ability. The 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.
Turn Undead (Su): The delver gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would.
Delver Spell List
0-LEVEL DELVER SPELLS
Dancing Lights, Detect Magic, Detect Poison, Know Direction, Mage Hand, Mending, Message, Prestidigitation, Read magic, Silent Portal
1st LEVEL DELVER SPELLS
Animate Rope, Bigby's Helpful Hand, Comprehend Languages, Deep Breath, Detect Secret Doors, Endure Elements, Expeditious Retreat, Feather Fall, Grease, Identify, Magic Missile, Magic Weapon, Rouse, Scholar’s Touch, Spider Climb, Spontaneous Search, Tensor’s Floating Disk, Vigilant Slumber
2nd LEVEL DELVER SPELLS
Battering Ram, Bigby's Disrupting Hand, Continual Flame, Delay Poison, Invisibility, Knock, Levitate, Locate Object, Make Whole, Minor Image, Mirror Image, Resist Energy, Rope Trick, See Invisible, Shatter, Speak to Allies, Surefooted Stride, Tongues
3rd LEVEL DELVER SPELLS
Arcane Eye, Arcane Sight, Clairaudience/clairvoyance, Dispel Magic, Gaseous Form, Ghost Lantern, Greater Magic Weapon, Major Image, Minor Creation, Regroup, Scrying, Shrink Item, Speak with Dead, Stone Shape, Water breathing, Weapon of Energy
4th LEVEL DELVER SPELLS
Dimension Door, Divination, Fabricate, Freedom of Movement, Improved Invisibility, Know Vulnerabilities, Legend Lore, Leomund’s Hidden Lodge, Neutralize Poison, Passwall, Prying Eyes, Rebirth of Iron, Ruin Delver's Fortune, Sending
5th LEVEL DELVER SPELLS
Bigby's Interposing Hand, Dragonsight, Find the Path, Legend Lore, Major Creation, Rary’s Telepathic Bond, Scry Location, Surefooted Stride (Mass), Telekinesis, Tenser's Transformation
6th LEVEL DELVER SPELLS
Analyze Dweomer, Animate Objects, Bigby's Forceful Hand, Mordenkainen's Magnificent Mansion, Ooze Puppet, Ruby Ray of Reversal, Transcribe Symbol, Vision
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