Dungeon Delver - General Prestige Class
This is a general Prestige class that may be applicable to the Forgotten Realms Campaign
In many ways, the dungeon delver is the ultimate expression of the 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.
The typical dungeon delver has forsaken people skills to concentrate on the nuts and bolts of dungeon exploration and treasure retrieval. Rogues make excellent dungeon delvers, as do the rare bards and rangers who choose to pursue this track. Most bards would miss their admiring audiences, however, and rangers might find it difficult to acquire all the necessary skills.)
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 best dungeon delvers become legends and are sought after by anyone with a particularly inaccessible treasure to recover. Some even accept regular stipends from various nobles to leave their treasures alone. Only the best dungeon delvers survive to make names for themselves, however, Those who lack the necessary skill and savvy perish anonymously on unsuccessful expeditions, leaving behind their bones for some luckier compatriot to discover.
Hit Die: d6
To qualify to become a Dungeon Delver, a character must fulfill all the following criteria:
- Skills: Climb 10 ranks, Craft (stonemasonry), 5 ranks, Disable Device 10 ranks, Hide 5 ranks, Move Silently 5 ranks, Open Lock 10 ranks, Search 10 ranks.
- Feats: Alertness, Blind-fight.
- Special: To become a dungeon delver, a character must first survive a great trial underground. This usually takes one of three forms:
- A solo dungeon expedition that earns the character one-half of the experience points needed for advancement to the next level. (For example, a 7th-level character must earn 3,500 XP on such a solo run.) The character must complete the venture in one week, though he may leave the dungeon and return as often as desired during that time.
- Survival of a cave-in or other collapse (see Cave Ins and Collapses).
- Living for a year without seeing the light of the sun, usually among underground denizens such as the deep dwarves or drow.
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