Egr

class features, at the indicated levels. A dungeoneer possesses slightly different class skills, as well, and his commune with nature class feature functions slightly differently, as shown below. He retains the wild healing ability, as underground environments offer mushrooms, mosses, powdered beetle nose, and other well-known curative agents.

• 1st-Level — Class Skills: Remove Knowledge (nature) from the dungeoneer's list of class skills and add Knowledge (dungeoneering).

• lst-Level — Dungeon Sense (Ex): The dungeoneer has a +2 bonus on Knowledge (dungeoneering) and Survival checks.

• 3rd-Level — Subterranean Sight (Ex): The dungeoneer's vision sharpens preternaturally, allowing him to function in his chosen environment. He gains low-light vision. If he already had low-light vision, he instead gains darkvision out to 60 feet. If he already had darkvision, he instead gains Blind-Fight as a bonus feat.

• 13th-Level — Commune With Nature (Sp): The dungeoneer can use commune with nature as a spell-like ability just as any other scout can, with the following changes. The dungeoneer can use the ability only underground. However, the ability functions even in places where construction replaces nature, such as in dungeons.

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