Tunnel Wraith
(Source: Steel and Shadow)
RequirementsBase Attack Bonus: +5. |
Hit Die: d8.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Speak Language (n/a), Spot (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Tunnel wraiths are proficient with all light and medium armors, and with all light and one-handed simple and martial piercing weapons, but not with shields.
Tight Quarters (Ex): Tunnel wraiths become increasingly capable in cramped quarters and places where others lack leverage. At 1st level, the tunnel wraith suffers half the normal penalty to AC and attack rolls when he is prone or squeezing into a space half as wide as he is. At 4th level, both penalties disappear completely; additionally, a 4th-level tunnel wraith does not move at half speed while squeezing.
At 7th level, the tunnel wraith can still attack while squeezing into a space less than his space's width, albeit at a -4 penalty, and he suffers no penalty to AC and does not lose his Dexterity bonus while in such situations; additionally, a 7th-level tunnel wraith can move at half speed while prone without provoking attacks of opportunity.
Finally at 10th level, the tunnel wraith can stand up from prone as a free action that does not provoke attacks of opportunity.
Tunnel Rat (Ex): Tunnel wraiths spend a lot of time in tunnels, even when they aren't fighting. They become accustomed to the sounds and feel of the underground. As a result, tunnel wraiths gain a bonus on Listen and Escape Artist skill checks equal to half their class level (rounded up) whenever they are in a natural underground environment.
They gain the same bonus as a dodge bonus to AC whenever they are fighting adjacent to a tunnel or cavern wall. They learn to use the wall as a "second floor", performing maneuvers and faints that help block an opponent's weapon. This bonus also applies above ground, if the character is adjacent to any wall or vertical surface that is at least 5 feet wide (a wall, a thick tree, a large bolder, etc.).
Drive it Deep: At 2nd level, the tunnel wraith gains the Drive It Deep feat as a bonus feat.
Tremorsense (Ex): At 3rd level, the tunnel wraith gains a superhuman ability to determine his enemies' positions through a combination of sound, temperature, vibrations, and changing air pressure. He gains tremorsense at a range of 10 feet. Every three levels thereafter, the range of his tremorsense increases by 10 ft.
Blind-Fight: Sometimes the tunnel wraith needs to fire a missle weapon into darkness and know that his aim will strike true. He gains the Blind-Fight feat at 5th level.
Patient Predator (Ex): Tunnel wraiths often need to wait for hours, or even days, before striking at their unsuspecting foes. At 8th level, the tunnel wraith can go for twice as long as normal without food, water, or air. For instance, a tunnel wraith can go without water for 2 days plus a number of hours equal to twice his Constituation score before having to make a Constitution check. Likewise, a tunnel wraith in a sealed 10-ft.-by-10-ft. chamber can breathe easily for 12 hours rather than just six.
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Tight quarters, tunnel rat |
| 2nd | +2 | +3 | +0 | +0 | Drive it Deep |
| 3rd | +3 | +3 | +1 | +1 | Tremorsense 10 ft. |
| 4th | +4 | +4 | +1 | +1 | Tight quarters |
| 5th | +5 | +4 | +1 | +1 | Blind-Fight |
| 6th | +6 | +5 | +2 | +2 | Tremorsense 20 ft. |
| 7th | +7 | +5 | +2 | +2 | Tight quarters |
| 8th | +8 | +6 | +2 | +2 | Patient predator |
| 9th | +9 | +6 | +3 | +3 | Tremorsense 30 ft. |
| 10th | +10 | +7 | +3 | +3 | Tight quarters |
