<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Home Page](Home%20Page.md) / [[Prism]] / [Prism Character Creation](Prism%20Character%20Creation.md) / [Prism Classes](Prism%20Classes.md)** >[!infobox|n-th wsmall] >###### <font size="+2">[[Delver.webp|Delver]]</font> >![[Delver.webp]] > ###### <small>Art by [Nara](Narà.md)</small> # <center>Delver (History)</center> ### [Into the Depths](Into%20the%20Depths%20(Delver).md) <small>(Level 1)</small> Keywords – *[[Mundane]], [[Empower]]* The Delver gains the uncanny ability to never get lost while in a dungeon, their instincts are sharp enough to tell the depth, direction, temperature and number of rooms while in a dungeon. They are also resistant to traps while in the dungeon. ### [Lore Acumen](Lore%20Acumen%20(Delver).md) <small>(Level 1)</small> Keywords – *[[Mundane]], [[Strategy]]* APC - 1 Target - Creature/Object/Effect Range – 120ft The Delver is able to attempt to deduce the significance of an active ability, effect, object, creature or piece of information. The Delver must attempt an attribute check against a DC determined by the GM. The Delver may use [[Wit]], [[Initiative]] or [[Cunning]]. If the Delver should succeed, the GM provides immediately relevant data on the lore implications of the entity in question. (For Example, Lore Acumen on an attacking goblin, might reveal that its tribe is not normally aggressive and there might be more to its attack then simple mindless violence.) ### [Mobility](Mobility%20(Delver).md) <small>(Level 1)</small> Keywords – *[[Mundane]], [[Tactics]], [[Dash]]* The Delver increases their movement rating by 2. ### [Delver’s Torch](Delver’s%20Torch%20(Delver).md) <small>(Level 2)</small> Keywords – *[[Mundane]], [[Supernatural]], [[Equipment]], [[Artificial]]* The Delver gains access to a special item called the Delver’s Torch. This torch is made from a potent mixture of oils, Steam and is lightly enchanted. This torch provides the following effects. Using these effects is an item interaction that has an APC of 2. The Delver may use these abilities a number of times per day equal to their [[Wit]], [[Initiative]] or [[Cunning]]. The Delver cannot use this item if they are not supplied. ***Burn*** - The Delver’s Torch can be used to burn flammable objects, the flames produced by this item are under the Delver’s limited control. (Growth, heat and spread. Only while in the light of the originating torch.) While wielded in one hand, the Delver’s Torch adds 1d6 fire damage to the weapon wielded in the offhand. ***Glint*** - The Delver’s Torch can be used to detect treasure, historical artefacts or knowledge within the light of the torch that may or may not have been noticeable otherwise. ***Light*** - This ability is always active unless the Snuff ability is used. The Delver’s Torch sheds light like a torch of whose light is magical, it can function in magical darkness, underwater and in spaces with no air. Reactivating this effect costs a use of the Delver’s Torch. ***Reveal*** - The Delver’s Torch can be used to track footsteps of creatures within the last hour of the Delver’s current position. These footsteps magically appear And can reveal creatures protected against tracking and creatures that would not leave foot prints. These footprints appear in the light of the torch. ***Snuff*** - The Delver’s Torch can be used to snuff itself and all light sources within it’s radius out. This grants a bonus to all allies stealth checks equal to the Delver’s [[Wit]], [[Initiative]] or [[Cunning]]. ### [Dramatic Roll](Dramatic%20Roll%20(Delver).md) <small>(Level 4)</small> Keyword – *[[Mundane]], [[Tactic]], [[Dash]], [[Artificial]], [[Imbue]], [[Empower]]* APC – 2 Target - Self Range – Self The Delver rolls a distance equal to their movement rating. During this roll, they have resistance to damage and afflictions. At the end of this roll, they are imbued with [[Prepared]], the tier of which is equal to the Delver’s [[Wit]], [[Initiative]] or [[Cunning]]. This, however, can only be expended on an item interaction. ### [A Trick or Two](A%20Trick%20or%20Two%20(Delver).md) <small>(Level 5)</small> Keyword – *[[Mundane]], [[Supernatural]], [[Empower]]* At the start of the round, the Delver can attempt a history check on an ability he has seen an enemy use within the last hour. The DC is 10 + the creatures CR. If the Delver succeeds, the Delver may use that ability this round. The Delver must spend all costs the ability requires. If the Delver can’t, the ability fails. ### [Delver’s Luck](Delver’s%20Luck%20(Delver).md) <small>(Level 7)</small> Keyword – *[[Mundane]], [[Supernatural]], [[Empower]]* Whenever the Delver uses a reaction ability, they gain a bonus to that check or roll equal to their [[Spirit]]. This bonus may be used a number of times per day equal to the Delver’s [[Wit]], [[Initiative]] or [[Cunning]]. ### [Excavation](Excavation%20(Delver).md) <small>(Level 8)</small> Keywords – *[[Mundane]], [[Artificial]]* The Delver has the capacity to set up an excavation on a conquered dungeon. If they do, the GM determines the time, resources and checks the Delver needs to excavate the dungeon. If successful, the Delver may perform a Special Loot action on the dungeon that adds a chance to find Relics. ### [Miraculous Timing](Miraculous%20Timing%20(Delver).md) <small>(Level 10)</small> Keywords – *[[Mundane]], [[Supernatural]], [[Economy]]* Once per combat, whenever the Delver would receive the [[Wounded]]/[[Shattered]] affliction, they are instead healed to half of their hit points and have their action points replenished. When this effect occurs, if it is not the Delver’s turn, they change their initiative to go after the current initiative.