Not all Pathfinders are concerned with the telling of tales and the spinning of stories. Some are most at home treading ground untouched in years or even centuries, in search of the next challenge, the next dungeon, or the next ancient treasure. Pathfinder Delvers prefer to leave the journaling to others and set off on a new grand adventure before the ink dries on the chronicles of their last.
Pathfinder Delvers run the gamut from dedicated archaeologists to thrill-seeking adventurers to unprincipled tomb robbers. Their choice of companionship is similarly varied: some travel with other Pathfinders, some with any who’ll join them on their quests, and some go it alone, trusting skill and luck to bring them back alive. Nearly all share a love of knowledge and history, and would sooner see a historic find in the hands of another than destroyed or lost forever.
Hit Die: d8.
To qualify to become a Pathfinder Delver, a character must fulfill all of the following criteria:
Special: Must have recovered an object of historical significance from an ancient ruin or similar historic location.
The Pathfinder Delver's class skills (and the key ability for each) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at Each Level: 8 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+0||+1||+0||Bardic knowledge, master explorer|
|2nd||+1||+1||+1||+1||Surefooted, trap sense +1|
|3rd||+2||+1||+2||+1||Guardbreaker, thrilling escape 1/day|
|4th||+3||+1||+2||+1||Resourceful disabler, vigilant combatant|
|5th||+3||+2||+3||+2||Left for dead, trap sense +2|
|6th||+4||+2||+3||+2||Fortunate soul 1/day|
|7th||+5||+2||+4||+2||Thrilling escape 2/day|
|8th||+6||+3||+4||+3||Trap sense +3|
|9th||+6||+3||+5||+3||Thrilling escape 3/day, true seeing 1/day|
|10th||+7||+3||+5||+3||Fortunate soul 2/day, nick of time|
All of the following are class features of the Pathfinder Delver prestige class.
Weapon and Armor Proficiency: ?1
1 This information missing from source material, possible errata
This ability is identical to the bard ability of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability.
A Pathfinder Delver adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A Pathfinder Delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a fullround action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps.
Starting at 2nd level, a Pathfinder Delver can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.
This ability is identical to and stacks with the rogue’s class ability.
At 3rd level, a Pathfinder Delver can attempt to delay a trap immediately after triggering it. To use this ability, he makes a Disable Device check as an immediate action against the trap’s Disable Device DC; if he’s successful, the trap’s activation is delayed until the end of the delver’s next turn. The delver can attempt this check even if the trap was triggered by a failed Disable Device check, or if it is not the Pathfinder Delver’s turn. The delver can do this once per day at level 4, twice per day at level 7, and three times per day at level 9 and higher.
At 3rd level, a delver’s familiarity with the strange guardians often left in tombs allows him to attack them more effectively. He may treat his trap sense bonus as if it were a favored enemy bonus against constructs, oozes, and undead; this bonus stacks with any ranger favored enemy bonuses.
Pathfinder Delvers are adept at making use of what’s at hand. At 4th level, a Pathfinder Delver can use the Disable Device skill without tools at no penalty.
Starting at 4th level, a Pathfinder Delver adds half his class level to initiative checks.
Once per day, a 5th-level Pathfinder Delver can cheat death. If he would be killed by a melee attack, ranged attack, or an effect that requires a saving throw, he is instead reduced to –1 hit points and knocked unconscious, but is stable. The delver appears dead (though a DC 25 Heal check or life-tracking abilities such as deathwatch reveals he is not), but becomes conscious 1 minute later unless awakened sooner.
Once per day at 6th level, the delver may reroll any saving throw he has just made before the results of the roll are revealed. He must take the result of the reroll, even if it’s worse than the original roll. He may use this ability twice per day at level 10.
A Pathfinder Delver has a knack for choosing the best time to act. Once per day at 10th level, a delver can use an immediate action to perform an action that normally requires a standard action to perform.