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Deep Diviner

(Underdark variant, p. 32)

Deep diviners are intimates of the earth and all that it hides.

Requirements

Skills: Knowledge (local) (Underdark local) 8 ranks , Survival 2 ranks

Feats: Spell Focus (Divination)

Spells: Ability to cast 2nd-level arcane spells.


Hit die

d4

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Deep diviners gain no proficiency with any weapon or armor.

Spells per Day: At each deep diviner level except 6th, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). If the character had more than one spellcasting class before becoming a deep diviner, the player must decide to which class to add each deep diviner level for the purpose of determining spells per day, spells known, and overall caster level.

Locate Node (Su): At 1st level, a deep diviner gains the ability to sense the direction and strength of the nearest earth node, regardless of distance (see Node Magic in Chapter 4). To locate the node, she must meditate for 10 minutes. She can use this ability once per day per deep diviner level, so a 3rd-level deep diviner could make three attempts to locate the nearest node in a single day.

The deep diviner's ability to sense earth nodes is blocked by even a thin sheet of lead, and by certain rare ores in the earth of the DM's choice.

Node Spellcasting: At 1st level, a deep diviner gains Node Spellcasting as a bonus feat (see Chapter 2: Regions and Feats).

Speak To Stone (Sp): When a deep diviner reaches 2nd level, her presence can lend nearby rock and earth a fleeting awareness. This ability can be used once per day, and the sentience lasts for 1 minute per caster level of the deep diviner. During this period, the character can comprehend and communicate with stone and earth, including normally nonanimate rock, worked stone, and dirt. She can pose questions to and receive answers from a pebble, a section of tunnel wall, or a pile of loose earth. A stone normally has no sense of its surroundings, but the deep diviner's presence allows it to recall a very limited amount of information. As with the stone tell spell, speaking stones may relate who or what has touched them and give complete descriptions of what is covered or concealed behind or under them.

Node Store: At 3rd level, a deep diviner gains Node Store as a bonus feat (see Chapter 2: Regions and Feats).

Summon Earth Elemental (Sp): Once per day at 5th level and above, the deep diviner can summon a Large earth elemental as though with the summon monster VI spell (caster level 12th).

Node Charge (Su): At 6th level, a deep diviner can tap the power of an earth node even from a distance. If she spends at least 4 hours in an earth node, she can leave with her connection to it intact. At any time during the next ten days while she is outside the keyed earth node, she can activate that connection for 1 minute as a free action. Once connected, the deep diviner can use all abilities granted to her by that earth node as if she were still within it. After using this ability, the deep diviner must return to an earth node and spend at least 4 hours within its confines (see Node Magic in Chapter 4: Magic and Spells) before she can tap its power remotely again.

Metanode Spell: At 8th level, a deep diviner gains Metanode Spell as a bonus feat (see Chapter 2: Regions and Feats).

Wall of Stone (Sp): Upon reaching 9th level, a deep diviner gains the ability to use wall of stone (caster level 16th) once per day.

Mantle of Earth (Su): At 10th level, a deep diviner can become a greater earth elemental (see the Monster Manual) once per day for up to 10 minutes. This ability functions like the polymorph spell, except that the deep diviner gains all the elemental's extraordinary abilities and supernatural abilities. She also gains access to all the elemental's feats for as long as she remains in that form. Changing form is a standard action that does not provoke an attack of opportunity.

Advancement

Level BAB Fort Ref Will Special Spells Per Day
1st +0 +0 +0 +2 Locate node, Node Spellcasting +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Speak to stone +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Node Store +1 level of existing spellcasting class
4th +2 +1 +1 +4 +1 level of existing spellcasting class
5th +2 +1 +1 +4 Summon earth elemental +1 level of existing spellcasting class
6th +3 +2 +2 +5 Node Charge
7th +3 +2 +2 +5 +1 level of existing spellcasting class
8th +4 +2 +2 +6 Metanode Spell +1 level of existing spellcasting class
9th +4 +3 +3 +6 Wall of stone +1 level of existing spellcasting class
10th +5 +3 +3 +7 Mantle of earth +1 level of existing spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Concentration CON no no
Craft INT no no
Knowledge (arcana) INT yes no
Knowledge (architecture and engineering) INT yes no
Knowledge (dungeoneering) INT yes no
Knowledge (geography) INT yes no
Knowledge (history) INT yes no
Knowledge (local) INT yes no
Knowledge (nature) INT yes no
Knowledge (nobility and royalty) INT yes no
Knowledge (psionics) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Profession WIS yes no
Spellcraft INT yes no
Survival WIS no no
Swim STR no yes

Spells for Deep Diviner

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