Point noted about "peach". Of course, I was thinking of it more as shorthand for "hey check this out and tell me what you think" rather than the goofy acronym it is. Should have figured that the meaning of it would have been implicit in simply posting here.
Anyway- got a new update for review. Changes in this version...
- 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[spoiler]
Alignment: Any
Hit Die: d8
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
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 FeaturesAll 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).
SpellsArmored Mage (Ex)Trapfinding (Ex)Delver Lore (Ex)Advanced Learning (Ex)Combat Style (Ex)Improved Combat Style (Ex)Combat Style Mastery (Ex)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)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)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)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 List0-LEVEL DELVER SPELLSDancing Lights, Detect Magic, Detect Poison, Know Direction, Mage Hand, Mending, Message, Prestidigitation, Read magic, Silent Portal
1st LEVEL DELVER SPELLS2nd LEVEL DELVER SPELLSBattering 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 SPELLSArcane 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 SPELLS5th LEVEL DELVER SPELLS6th LEVEL DELVER SPELLSAnalyze Dweomer, Animate Objects, Bigby's Forceful Hand, Mordenkainen's Magnificent Mansion, Ooze Puppet, Ruby Ray of Reversal, Transcribe Symbol, Vision
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