Delver

The ruins of the great cities and monuments of Yavmir hold great secrets and wealth for those intrepid enough to ply them. Those who dare are known as delvers, cunning adventurers who are adept at salvaging and studying the great wonders of the Radiant Age. Armed with firearms, weapons too dangerous and volatile for the layperson to wield, as well as a grasp of the arcane, delvers spend as much time in deep study as they do in the depths of the earth.

Role: Delvers are adventurous scholars with expertise in matters both mundane and arcane. Their ingenious firearms and versatile spellcasting abilities make them potent ranged combatants, although they do rely on positioning and preparation in order to be effective.

Hit Die: d8

Class Skills

The delver’s class skills are Appraise, Climb, Craft, Diplomacy, Disable Device, Knowledge (all), Perception, Spellcraft, Survival, Use Magic Device.

Skill Ranks per Level: 4 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th
1st+0+0+2+0Rapid reload, discipline, imbued firearm +1, cantrips31---
2nd+1+0+3+0Insight42---
3rd+2+1+3+1Spell Shot43---
4th+3+1+4+1Insight431--
5th+3+1+4+1Lightning reload, imbued firearm +2442--
6th+4+2+5+2Insight543--

Class Features

Weapon and Armor Proficiency: A delver is proficient with all simple weapons, plus the short sword, rapier, warhammer, and all firearms. They are also proficient with light armor and shields (except tower shields). A delver can cast delver spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a delver wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass delver still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A delver casts arcane spells drawn from the delver spell list presented in Spell Lists. A delver must choose and prepare his spells in advance.

To prepare, learn, or cast a spell, a delver must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a delver’s spell is 10 + the spell level + the delver’s Intelligence 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 Table: Delver. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A delver may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the delver decides which spells to prepare.

A delver begins play with a spellbook containing three 1st-level spells of his choice. The delver also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new delver level, he gains two new spells of any spell level or levels that he can cast (based on his delver level) for his spellbook. At any time, a delver can also add spells found in other delver or wizard spellbooks to his own.

Rapid Reload: At 1st level, a delver gains Rapid Reload (firearms) as a bonus feat.

Discipline (Ex): At 1st level, a delver chooses a discipline of study to pursue throughout his career. This choice immediately grants the delver passive skill bonuses and additional special weapon quality choices for his imbued firearm class feature. Once made, this choice cannot be changed.

At 1st level, and again at 4th level, a delver adds an additional spell to his spell list, derived from his discipline. This spell is immediately added to his spellbook.

Imbued Firearm (Su): At 1st level, a delver forms a powerful bond with a firearm he has salvaged and restored. He begins play with either a long rifle or pistol. This weapon is always masterwork.

As long as this weapon is wielded by the delver it becomes magical, gaining a +1 enhancement bonus as if it were enchanted. It is treated as a normal masterwork weapon in the hands of anyone else. At 5th level, this enhancement bonus increases to +2.

At the start of each day, when the delver prepares his spells, he may choose to exchange these additional numerical bonuses for a special weapon quality. Applying these bonuses follows the same rules as magical item creation (albeit without the gold piece or time prerequisites). He may choose from the following weapon qualities: corrosive, corrosive burst, distance, frost, icy burst, shock, and shocking burst.

If an imbued firearm is damaged, it is restored to full hit points the next time the delver prepares his spells. If it is lost or destroyed, a delver can designate another masterwork long rifle or pistol as his imbued firearm. This requires a ritual that takes 8 hours to complete.

The bonuses granted by an imbued firearm apply as normal in regards to ammunition that has been enhanced. Only the larger enhancement bonus applies. Duplicate abilities do not stack.

Cantrips: Delvers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Delver under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Insight: At 2nd level and then again every 2 levels thereafter, a delver gains a new insight into the arcane. Unless otherwise noted, a delver cannot select an individual insight more than once. Some insights can only be made if the delver has met certain prerequisites first, such as uncovering other insights. The DC of any saving throw called for by an insight is equal to 10 +1/2 the delver’s level + the delver’s Intelligence modifier.

Alchemical Mastery (Su): Whenever the delver consumes a potion, he may treat that potion as if it were crafted by someone two caster levels higher. A delver must be 4th level before selecting this insight.

Careful Step (Ex): The delver can ignore difficult terrain created by rubble, broken ground, or steep stairs and gains a +2 competence bonus on perception checks to notice traps and hazards while underground or in ruined buildings.

Delver’s Charm (Su): When this insight is selected, the delver receives a small magical item with no useful properties. The player may choose one of the options offered by the Prestidigitation spell as a permanent effect on the item.  As long as this item is carried and visibly displayed on the delver’s person, they gain a +1 luck bonus to all saving throws. If this item is lost or destroyed, the delver receives a -1 penalty to all saving throws until it is retrieved or (in the case of permanent destruction) a suitable replacement can be found.

Diverse Arms (Su): When the delver selects this insight, he chooses another discipline. He adds the bonus special weapon qualities offered by that discipline to those available to him.

Elemental Warding (Su): A delver who chooses this insight may select one energy type at the beginning of each day when he prepares his spells. He gains resistance 5 against that energy type for 24 hours.

Field Research (Ex): When the delver selects this insight, he chooses any two skills that are not already class skills. These skills becomes class skills for him. A delver may select this insight multiple times.

Jury Rig (Ex): The delver may attempt to activate a broken magical item. Activating an item in this way requires a full-round action and a Craft check equal to what would normally be required to fix the item, albeit with a -10 penalty. Success allows the delver to activate it once as normal. However, after activated in this manner the magic item cannot be activated again for 24 hours. If the delver fails this check by more than 5, the magical item is permanently destroyed.

Presence of Mind (Ex): Once per day, when the delver is forced to make a saving throw against a mind-affecting spell or ability, he may roll twice and take the better result. He may use this ability an additional time per day at 5th level.

Quick Draw: The delver gains Quick Draw as a bonus feat.

Spontaneous Casting (Su): By sacrificing a prepared spell, the delver may spontaneously cast one of the bonus spells provided by his discipline. The sacrificed spell must be the same level or higher as the new spell. This insight works the same as the cleric’s ability to spontaneously cast cure spells.

Spontaneous Enhancement (Su): Once per day, as a full-round action, the delver may change the enhancements on his imbued weapon (as if he had just prepared his spells). A delver must be at least 6th level before selecting this insight.

Trapfinding (Ex): The delver can find and disable traps, as the rogue class feature of the same name.

Unearthed Arcana (Ex): The delver adds an additional spell to his spell list, based on his chosen discipline. This spell is immediately added to his spellbook. The spell gained are as follows:

Ancient Ruins: Fist of Clay
Artifacts: Shield
Forgotten Lore: Hide from Undead
Magical Beasts: Speak with Animals
Theology: Remove Fear

Spell Shot (Sp): At 3rd level, a delver gains the ability to place any spell with a range of touch upon a round of ammunition discharged from his imbued firearm. When the round is fired and strikes the target, the spell resolves as if the delver successfully made a touch attack against the target. This ability allows the delver to use the firearm’s range rather than the spell’s range. A spell cast in this way uses its standard casting time and the delver can fire a round of ammunition as part of the casting. The ammunition must be fired during the round the casting is completed or the spell is wasted. If the shot misses, the spell is wasted.

Lightning Reload (Ex): At 5th level, a delver may reload any firearm he is proficient with as a free action.

Disciplines

Ancient Ruins

Skill Specialization: You gain a competence bonus on Appraise and Knowledge (dungeoneering) checks equal to 1/2 your delver level (minimum +1).

Bonus Spells: tremor (1st), darkvision (2nd)

Bonus Special Weapon Qualities: You add Monstrous Humanoid Bane and Outsider (Eidolon) Bane to the list of options available through your Bonded Weapon class ability.

Artifacts

Skill Specialization: You gain a competence bonus on Knowledge (arcana) and Spellcraft checks equal to 1/2 your delver level (minimum +1).

Bonus Spells: protection from outsiders (1st), fox’s cunning (2nd)

Bonus Special Weapon Qualities: You add Construct Bane and Seeking to the list of options available through your Bonded Weapon class ability.

Forgotten Lore

Skill Specialization: You gain a competence bonus on Knowledge (history) and Linguistics checks equal to 1/2 your delver level (minimum +1).

Bonus Spells: command (1st), augury (2nd)

Bonus Special Weapon Qualities: You add Ghost Touch and Undead Bane to the list of options available through your Bonded Weapon class ability.

Magical Beasts

Skill Specialization: You gain a competence bonus on Knowledge (nature) and Survival checks equal to 1/2 your delver level (minimum +1).

Bonus Spells: keen senses (1st), hold animal (2nd)

Bonus Special Weapon Qualities: You add Animal Bane and Magical Beast Bane to the list of options available through your Bonded Weapon class ability.

Theology

Skill Specialization: You gain a competence bonus on Heal and Knowledge (religion) checks equal to 1/2 your delver level (minimum +1).

Bonus Spells: bless (1st), aid (2nd)

Bonus Special Weapon Qualities: You add Outsider (Wraith) Bane and Undead Bane to the list of options available through your Bonded Weapon class ability.