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New Class: The Dungeoneer

The upcoming Dungeonscape will be introducing a new class called the Factotum. The class is rumored to be a versatile explorer with the skills necessary for adventuring alone. As people speculated what this class would be like, I decided to run with the concept and make my own version of it. So a few days before Dungeonscape is released, I give you . . . the dungeoneer!

Description

Dungeoneers are a resourceful group of explorers, survivalists, treasure-hunters and troublemakers who are aways searching for gold and relics. Their escapades take them deep below the earth where they can stay for weeks at a time, only returning to the surface to sell plundered valuables and catch up on the latest treasure rumors. While other adventurers may be able to poorly adapt into to these dark subterranean tunnels, dungeoneers actually thrive in such an environment, possessing keen senses and a strong internal sense of navigation. They have a broad breadth of talents and can find creative ways to escape from the perils they so regularly encounter. Though many dungeoneers are self-sufficient enough to go it alone (and there's no need to split loot either), those who wish to live for more than a few expeditions find an adventuring party to work with. However, a dungeoneer's many skills can also be a crucial weakness, since he lacks the focused magic or combat abilities of others.

Mechanically, dungeoneers are masterful skill users. Their bleeding edge ability allows them to overcome challenges that would be too great for even rogues and bards. Dungeoneers can also fill a variety of secondary roles through their cross-training, though they will never be more than half as good as characters dedicated to the relevant profession. Most dungeoneers benefit from high Dexterity, Constitution, and Intelligence scores, though Strength and Charisma can also be valuable depending on their specialization. Dungeoneers can be of any alignment, though most gravitate towards neutrality. Humans have the ambition to excel in this class while gnomes, half-orcs, and especially dwarves have the innate talents. Elves can also make excellent dungeoneers, though outside of the drow they are extremely rare.

This class is loosely based off the akashic from Monte Cook's Arcana Evolved, with other bits and pieces taken from a variety of sources (especially the Enworld forums).

The Dungeoneer

Level Base Attack Fortitude Reflex Will Special
1 +0 +2 +2 +2 Bleeding edge +2, 3/day, broad back
2 +1 +3 +3 +3 Darkvision, Blind-Fight
3 +2 +3 +3 +3 Bleeding edge 4/day, trapfinding
4 +3 +4 +4 +4 Cross-training
5 +3 +4 +4 +4 Bleeding edge +4
6 +4 +5 +5 +5 Tunnel sense, uncanny dodge
7 +5 +5 +5 +5 Bleeding edge 5/day, odd jobs
8 +6/+1 +6 +6 +6 Cross-training
9 +6/+1 +6 +6 +6 Bleeding edge 6/day, skill mastery
10 +7/+2 +7 +7 +7 Treasure sense, athletic prowess
11 +8/+3 +7 +7 +7 Bleeding edge +6
12 +9/+4 +8 +8 +8 Cross-training
13 +9/+4 +8 +8 +8 Bleeding edge 7/day, worldly
14 +10/+5 +9 +9 +9 Blindsense, improved uncanny dodge
15 +11/+6/+1 +9 +9 +9 Bleeding edge 8/day, quick take 20
16 +12/+7/+2 +10 +10 +10 Cross-training
17 +12/+7/+2 +10 +10 +10 Bleeding edge +8
18 +13/+8/+3 +11 +11 +11 Danger sense, spiderclimb
19 +14/+9/+4 +11 +11 +11 Bleeding edge 9/day, supreme skill mastery
20 +15/+10/+5 +12 +12 +12 Cross-training

Game Rule Information

Hit Die: 1d8
Class skills: All skills are class skills for the dungeoneer.
Skill points per level: 8 + Int bonus

Proficiencies: Dungeoneers are proficienct with all simple weapons, plus the the hand crossbow, rapier, shortbow, shortsword, and whip. They are also proficient with light armor and the buckler. Additionally, dungeoneers gain proficiency in one of the following: an exotic weapon, medium armor, or shields (except tower shields).

Bleeding Edge (Ex): With intense concentration and a lot of luck, a dungeoneer can push his skills to the limits and accomplish tasks others would find impossible. As a free action, the dungeoneer can give himself a +2 competence bonus to a single skill check (but not ability check), even one he has no ranks in. He can even use this ability when it is not his turn. If he uses the aid another action to help an ally with a skill check, the dungeoneer can give his ally his bonus from Bleeding Edge instead of the default +2. The dungeoneer can use this ability three times per day at first level, and on later levels gets additional uses and larger skill bonuses.

Broad Back (Ex): Being skilled at carrying a variety of gear, rations, and loot, the dungeoneer's Strength score is considered to be 4 points higher for the purposes of encumbrance.

Darkvision (Ex): The dungeoneer has spent countless days underground, and has adapted to the pitch-black environment. At second level, the dungeoneer gains darkvision with a range of 60 ft.; if he already gets darkvision from a racial ability, its range is instead increased by 30 ft.

Blind-Fight: At second level, the dungeoneer gains Blind-Fight as a bonus feat.

Trapfinding: Like a rogue, the dungeoneer can find traps with a Search DC higher than 20 and can disable magical traps. He gains this ability on 3rd level. It functions identically to the rogue ability of the same name.

Cross-Training: Being a true dilettante, the dungeoneer picks up some of the talents of other members of the adventuring party. He gains this ability at 4th level and every 4 levels thereafter. Each time he gains this ability, he chooses one of the abilities below (even taking the same ability multiple times):

  • Magical Training: The dungeoneer learns to cast arcane spells spontaneously. He has the number of spells known and the spell slots per day as a 2nd level sorcerer. His caster level is equal to his class level and his spellcasing ability is Charisma. Unlike sorcerers, however, he suffers no chance of spell failure in light armor. Additionally, the dungeoneer can learn spells from both the sorcerer and bard spell lists. Each additional time this ability is selected, the dungeoneer adds 2 to his equivalent sorcerer caster level.
  • Martial Training: The dungeoneer gets a +1 competence bonus to attack rolls and gains a bonus feat from the following list: shield proficiency, tower shield proficiency, medium armor proficiency, heavy armor proficiency, martial weapon proficiency, or exotic weapon proficiency. Each additional time this ability is selected, the dungeoneer's competence bonus to attack rolls increases by 1 and he gets another bonus feat from the list above.
  • Speed Training: So long as he is not wearing heavy armor or heavily encumbered, the dungeoneer gets a +1 dodge bonus to AC and a +5 bonus to his base speed. Each addition time is ability is selected, the dungeoneer increases his dodge AC bonus by 1 and his speed bonus by 5.
  • Skill Training: The dungeoneer gets +1d6 sneak attack damage and a +1 bonus to AC and Reflex saves against traps. Each additional time this ability is selected, the dungeoneer gets one more die of sneak attack damage and his bonus to AC and Reflex saves against traps increases by 1.
  • Unarmed Combat Training: The dungeoneer gains the Improved Unarmed Strike feat and can inflict unarmed combat damage as a 1st level monk. Each additional time this ability is chosen, the dungeoneer adds 4 to his equivalent monk level for unarmed combat damage and can choose a bonus feat from the following list: Improved Grapple, Deflect Arrows, Snatch Arrows, Stunning Fist, Combat Reflexes, Weapon Focus (unarmed strike), or Improved Critical (unarmed strike)

Tunnel Sense (Ex): A dungeoneer of 6th level or higher has refined his ability to expediently travel underground, gaining a number of abilities. He can intuitively sense his approximate depth below the surface (like a dwarf) and cannot get lost underground. He is immune to the maze spell. Additionally, if the dungeoneer has 5 or more ranks in Knowledge (dungeoneering), he can detect true north as if he had 5 ranks in Survival. He can also make Knowledge (dungeoneering) checks in place of Survival checks to detect underground hazards. Finally, the dungeoneer is adept at finding nourishment below the surface; this works the same way as a Survival check, except it requires s a DC 20 Knowledge (dungeoneering) check and for each additional 2 points the dungeoneer beats the DC, he find enough food and water to feed one additional companion.

Uncanny Dodge (Ex): At 6th level, the dungeoneer can react to danger so quickly that he retains his Dexterity bonus to AC when attacked by an invisible foe or is caught flat-footed. He still looses his Dexterity bonus if immobilized. If the dungeoneer already has this class feature, he instead gains the Improved Uncanny Dodge ability.

Odd Jobs (Ex): Upon reaching 7th level, the dungeoneer has developed knack for anything. He can now make skill checks in any skill he has no ranks in (even if they are trained-only skills).

Skill Mastery: The dungeoneer becomes so adept at using a few skills that he can use them reliably even in dangerous situations. At 9th level, the dungeoneer chooses 3 + his Int bonus skills; he can now take 10 with these skills even when stress and distractions wouldn't normally allow it.

Treasure Sense (Su): With intense concentration, the dungeoneer can detect the presence and approximate direction of caches of gold, gems, and magic items. Treasure worth at least 1000 gp can be detected within 5 ft, and every additional 1000 gp of treasure in the same area increases the detection distance by 5 ft. For example, a chest full of 3000 gp and a +2 longsword (a 9000 gp value) can be detected from a distance of 60 feet. Since it takes time for treasure to settle before it can be detected, the dungeoneer cannot detect loot being carried or transported unless he is adjacent to it. The dungeoneer gets this ability at 10th level; using it is a move action.

Athletic Prowess (Ex): At 10th level, the dungeoneer becomes even more skilled at navigating through difficult obstacles. His can climb and swim at twice his normal rate (though this can never be faster than his base speed) and can squeeze through tight spaces (via the Escape Artist skill) with a full-round action, rather than taking a minute.

Worldly (Ex): By 13th level, the dungeoneer's experience has become so broad that he has developed some talent with every skill. He gets a +2 bonus to skill checks that he has no ranks in.

Blindsense (Ex): Further adapting to the underground environment, the dungeoneer has finally tuned senses of hearing, smell, and touch. At 14th level he gains blindsense with a range of 20 ft.

Improved Uncanny Dodge (Ex): Starting at 14th level, the dungeoneer can no longer be flanked. This provents him from taking extra damage from sneak attacks unless the attacker is four or more levels higher than the dungeoneer. This ability is identical to the rogue ability of the same name.

Quick Take 20 (Ex): At 15th level, the dungeoneer can perform thorough skill checks with great expediency. He can take 20 with skills in only half the time (taking as much time as 10 skill checks would take).

Danger Sense (Ex): The dungeoneer has become so used to danger that he can react to it instantly. At 18th level, if the dungeoneer is ambushed by enemies that he is unaware of, he can still act in the surprised round (albeit last).

Spiderclimb (Su): By 18th level, the dungeoneer has become adept enough at climbing that he permanently gains the benefits of a the spiderclimb spell. Among its other benefits, this grants the dungeoneer a climb speed of 20 ft. and a +8 bonus to Climb checks. Note that this climb speed is not doubled from the athletic prowess ability.

Supreme Skill Mastery: At 19th level, the dungeoneer has developed skill mastery in all skills. He can take 10 with any skill even if stress or distractions would prevent this.