Delver (3.5e Class)
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Heroes and adventurers come and go, and over the years are forgotten. Not the Delver. This humble traveller has amassed such a huge degree of knowledge and skill that she could fight her way out of the Caverns of Eternal Maiming blindfolded, polymorphed into a slug, and tied to an altar.
Making a Delver
The Delver is a charismatic and unaggressive adventurer who travels the world in search of gold and glory. Delvers come from any background, because the spirit of adventure runs deep in all society. While the Delver specialises in the ranged combat and charisma, she can be customised massively as she levels.
Abilities: The most important statistics for a Delver are Charisma, because of it's Bard-like knowledge, and Dexterity, so as to use ranged weapons.
Races: Any race can become a Delver, but most commonly they are humans, halflings, and gnomes.
Alignment: Any non-evil.
Starting Gold: 2d4 x 10 gp.
Starting Age: Simple.
|12th||+7/+2||+4||+7||+5||Born Into Flame|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Delver.
Weapon and Armor Proficiency: Delvers are proficient with all simple and martial weapons and with Light armor and shields (excluding tower shields).
Delver's Knowledge: From first level, Delvers with more than 13 Charisma can instantly identify the effect of any potion, scroll or magic item (excluding traps).
Delver's Luck: From fourth level, Delvers with more than 15 Charisma gets a +2 'Luck' bonus to all saving throws.
Swordslinger: From sixth level, any thrown weapon that hits an enemy automatically deals critical damage. Furthermore, the Delver can throw any slashing weapon up to 40ft for full damage with her normal ranged attack bonus.
Liber Amicus: From tenth level, Delvers with more than 17 Charisma can automatically utilise any magical scroll or text.
Born Into Flame: From twelfth level, once per day, when the Delver's HP falls below zero, the Delver automatically gains 15 temporary Hit Points lasting for the duration of the encounter. When the Hit Points are restored, the Delver emits a wave of flame in a 3d10 foot radius that automatically deals 2d10 points of fire damage plus the Delver's Charisma modifier to all enemies the wave touches encounters. The Delver also gains a +10 bonus to all damage dealt for 1d10 minutes.
= Playing a Delver
Religion: Delvers are almost always atheists.
Combat: Delvers make a great substitute for a ranger in a party due to their ranged proficiency and knowledge, but can also provide melee combat if necessary.
Delvers in the World
|“||"Trust me. I read a book on this kind of thing once."||”|
|—Ransack, Human Delver|
Delvers are low-fantasy heroes- they do not care for the noble elves or the proud dwarves, but they are hardy, survivable, and deadly.
Daily Life: To a Delver, a day spent indoors is a day wasted. Whether they're roaming the plains or out spelunking, the Delver is on the move and on guard. They prefer to sleep rough, and favour a four-poled teepee to a tent or cot.
Notables: Famous Delvers are many, but living ones are very rare. Death is something of an occupational hazard to the Delver.
Organizations: Delvers often travel alone, but when in a party they favour the company of wizards, druids, and bards to fighters and rogues. All Delvers, as a rule, despise necromancers.
NPC Reactions: Delvers are widely trusted by all- they are honest and loyal.
Characters with ranks in Gather Information can research Delvers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Delvers are travelling adventurers.|
|10||They have acquired a great degree of knowledge regarding magical items.|
|15||They are masters of scrolls and books, and some can throw swords like darts.|
|20||Powerful Delvers are blessed by the spirit of fire itself, which courses through their veins and gives them great strength.|