Dungeoneering is a knowledge type skill linked to Wisdom. It can be used to gather knowledge about an underground environment or to recognize an underground hazard or clue.
Dungeoneering Knowledge[]
Make a Dungeoneering check to remember a useful bit of knowledge about an underground environment or to recognize an underground hazard or clue. See Knowledge Checks. Examples of dungeoneering knowledge include determining cardinal directions while underground(common), recognizing a dangerous underground plant (expert), or spotting new construction or noticing a change in depth while exploring an area (expert).
Monster Knowledge[]
Aberrant
Make a Dungeoneering check to identify a creature that has the aberrant origin (a creature of the Far Realm). See Monster Knowledge Checks.
Forage[]
Make a Dungeoneering check to locate and gather enough food and water to last for 24 hours. You can do this only in underground environments that approximate outdoor wilderness—caverns or underground complexes containing pools of water, edible fungus or lichen, small vermin, and the like.
- Forage: 1 hour.
- DC: DC 15 to find food and water for one person, DC 25 for up to five people. The DM might adjust the DC in different environments (5 lower in a cultivated environment or 5 higher in a barren one).
- Success: You find enough food and water for 24 hours.
- Failure: You find no food or water. You can forage again but in a different area.
Dungeoneering utility powers[]
Characters trained in Dungeoneering may select a utility power in place of their class power (but not from a paragon path or epic destiny)
- Deep Shadows - Level 2[PH3:168]
- Otherworldly Lore - Level 2[PH3:168]
- Stay Back - Level 2[DSH:54]
- Eyes of the Deep Delver - Level 6[PH3:168]
- Stonecunning - Level 6[PH3:168]
- Dungeoneer's Guidance - Level 6[DSH:57]
- Trap Sense - Level 10[PH3:168]
- Spider Dodge - Level 10[Dr389]
- Insane Logic - Level 10[DSH:61]
- Ripples in the Air - Level 10[DSH:64]
- Practiced Mental Defense - Level 16[Dr385:80]