RPG
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The Delver sub-Discipline is similar to the Windscout discipline, except that it focuses on Kaer exploration and the avoidance of traps. It is more like the Thief discipline in this regard, without the philosophy of "the Gift of Theft".

Substitutions:

  • Air Dance is switched with Missile Weapons (Discipline Talent) at Circle 1
  • Search is switched with Detect Trap (Discipline Talent) at Circle 2
  • Creature Analysis is switched with Disarm Trap (Discipline Talent) at Circle 5
  • Endure Cold is switched with Trap Initiative (Discipline Talent) at Circle 6
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