Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex) . See Chapter 4 of the Player's Handbook for skill descriptions. Skill Points at Each Level : 8 + Int modifier.
Class Features
All the following are class features ofthe dungeon delver prestige class. Weapon and Armor Proficiency: Dungeon delvers are proficient with all simple and martial weapons, as well as with light armor. Danger Sense: The dungeon delver possesses an uncanny intuition that warns him ofimpending danger. This grants him a +2 insight bonus on Reflex saves to avoid traps, a +2 dodge bonus to AC against attacks by traps, and a +4 insight bonus on Spot checks made to spot creatures at the beginning of an encounter (see the Encounter Distance rules in Chapter 3 of the DUNGEON MASTER's Guide) . At 6th level, these bonuses increase to +4, +4, and +6, respectively. Traps : At 1st level, the dungeon delver acquires the traps ability ifhe does not already have it from a previous class (see the Rogue section in Chapter 3 of the Player's Handbook) . Blindsight (Ex): At 2nd level, the dungeon delver gains acute sensitivity to sounds, smells, movement, and other disturbances within 20 feet. This enhanced spatial sense enables him to maneuver and fight as well as he can under normal conditions, regardless ofthe ambient lighting. Invisibility is irrelevant, though the character cannot sense ethereal creatures. Blindsight does not replace normal vision . Activating this ability is a standard action, and the effect lasts for 10 minutes . This ability is not dependent upon hearing, so deafness and similar effects do not negate it. At 8th level, the dungeon delver's blindsight range increases to 40 feet. Stonecunning (Ex): A 3rd-level dungeon delver gains the stonecunning ability. This functions exactly as it does for dwarves (see Dwarfin Chapter 2 of the Player's Handbook), except that the check modifiers are competence bonuses rather than racial bonuses. Reduce (Sp): At 4th level, the dungeon delver can squeeze through narrow crevices, half-collapsed passages, prison bars, and other tight spots that would normally block a character of his size and bulk. This ability, usable three times a day, works exactly like a reduce spell cast by a Sth-level sorcerer. Darkvision (Sp): At 5th level, the dungeon delver gains the ability to use darkvision at will, with a range of 60 feet. Ifhe already has darkvision as a class feature or racial ability, the ranges do not stack. Treasure Sense (Su): At 7th level, the dungeon delver can sense an accumulation oftreasure worth 1,000 gp or more within a range of 200 feet per dungeon delver level.
He does not know the exact composition or nature ofthe treasure thus located, only its direction and distancefrom him (with a 10-foot margin oferror) . All valuables within 10 feet ofa given point count as a single treasure, so two piles ofgold pieces separated by 5 feet would register as;' one treasure, not two . Treasure sense always locates t treasure with the greatest market value if more than one accumulation is within range . This ability does not grant any knowledge about the safest path (ifany) between the dungeon delver and the treasure; it merely provides direction and distance. Find the Path (Sp): Three times per day, a dungeon delver of9th level or higher can find his way into and out of the most confounding mazes and dungeons. This ability functions like a find the path spell cast by a 16th-level sorcerer, except that it affects the user only. Phase Door (Sp): At 10th level, the dungeon delver gains the ability to create a phase door once per day. This enables him to bypass cave-ins, walk through dead ends and immovable obstructions (such as a portcullis welded into place), and make quick escapes through walls . This ability functions exactly like a phase door spell cast by an 18th-level sorcerer, except that the dungeon delver can create an ethereal passage through any nonliving substance, not just wood, plaster, and stone.
Many bards and rogues study ways to "trick" magic items into working without theirusual requirements. Sometimes, though, the curious get more than they bargained for. Worshipers of Lolth occasionally create a magic item called a fang scarab that gives spiders an attack bonus. Such an item is ordinary enough-until a bard or rogue makes a successful Use Magic Device check to trick it into working for her. Though she does gain the benefit of the fang scarab, it also fuses to her neck, beginning a metamorphosis that could eventually turn her into a ha spider abomination . Some fight this transformation, continuing their adventuring careers normally with only a few outward manifestations of spiderlike qualities. Others embrace the metamorphosis and earn levels in the fang ofLolth prestige class, giving over their bodies to the image ofthe Demon Queen of Spiders. Regardless of their attitudes toward this new legacy, those who have fused with fang scarabs eventually learn that death is the only way to separate the items from their bodies . Clerics and other agents ofLolth know about this aspect offang scarabs, so they spare no effort to bring anyone who has fused with one into Lolth's service . Most NPC fangs of Lolth work for clerics of the Spider Queen, but a few renegades exist who want the power of the spider but aren't willing to bow to Lolth. Agents ofthe Spider Queen constantly hound such characters, intent on either bringing them into Lolth's service or killing them to recover the fang scarabs.