Underworld
Scourge
By Henry Raab, Ken Sieffert,
Charlie Cino, Jamie Hardie, and Mark Harding. Aug 2001.
The Underworld Scourge is a
prestige class dedicated to those seeking to build an illegal empire often under
the very noses of town guards and officials.
The Underworld Scourge specializes in gathering information of an
embarrassing nature as well as dedicating themselves to the seedier side of
city and large town life. An Underworld
Scourge slowly builds an extensive list of contacts, gossips and underlings
that through a web of deceit, lies and favours seeks to control large tracts of
the “underground” in cities and their surrounding areas. The Underworld Scourge has within his power
the ability to obtain information regarding any and or all illegal activity
within 2-3 weeks of being in a new city or town. After a period of time the Underworld Scourge develops a network
of smugglers, corrupt town guards and guildsmen that allow him to move items
into and out of a city without notice.
However, the life of the Underworld Scourge is often brutally short, one
cannot make such a foray into the crime world without attracting unwanted
attention whether it be through persistent militia and magistrates or from rivals
seeking to do the same.
Hit Die:
D6
Skill Points / Level: 6 + Intelligence Modifier
Requirements:
Intelligence: 16+
Charisma: 14+
Alignment: Neutral or Evil
Move Silently: 8 Ranks
Hide: 8 Ranks
Bluff: 8 Ranks
Listen: 5 Ranks
Gather Information: 5 Ranks
Appraise: 4 Ranks
Sense Motive:
8 Ranks
Diplomacy: 5 Ranks
Class Skills:
The Underworld Scourge class skills (and the key
ability for each skill) are: Balance (Dex), Bluff (Cha), Climb
(Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy
(Cha), Disable Device (Int), Disguise (Cha), Escape Artist
(Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo
(Wis), Intimidate (Cha), Intuit Direction (Wis), Jump
(Str), Knowledge (Any) (Int), Listen (Wis), Move Silently
(Dex), Open Lock (Dex), Pick Pocket (Dex), Read Lips (Int,
exclusive skill), Search (Int), Sense Motive (Wis), Spot
(Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha,
exclusive skill), and Use Rope (Dex).
|
Class
Level |
Base Attack
Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
------Spells
per Day----- 1st 2nd 3rd 4th |
|||
|
1st |
+1 |
+0 |
+2 |
+2 |
Sneak Attack +1d6, Illegal
Contacts, Rival / Enemy |
-- |
-- |
-- |
-- |
|
|
2nd |
+2 |
+0 |
+3 |
+3 |
Territorial Alertness |
0 |
-- |
-- |
-- |
|
|
3rd |
+2 |
+0 |
+3 |
+3 |
Sneak Attack +2d6, Rival /
Enemy |
1 |
-- |
-- |
-- |
|
|
4th |
+3 |
+1 |
+4 |
+4 |
Resist Poison |
1 |
0 |
-- |
-- |
|
|
5th |
+3 |
+1 |
+4 |
+4 |
Lieutenant, Rival / Enemy,
Mobility |
1 |
1 |
-- |
-- |
|
|
6th |
+4 |
+2 |
+5 |
+5 |
Sneak Attack +3d6 |
1 |
1 |
0 |
-- |
|
|
7th |
+5 |
+2 |
+5 |
+5 |
Rival / Enemy, Bonus Feat |
1 |
1 |
1 |
-- |
|
|
8th |
+6 |
+2 |
+6 |
+6 |
Lightning Reflexes |
2 |
1 |
1 |
0 |
|
|
9th |
+6 |
+3 |
+6 |
+6 |
Rival / Enemy |
2 |
1 |
1 |
1 |
|
|
10th |
+7 |
+3 |
+7 |
+7 |
Sneak Attack +4d6,
Guildmaster |
2 |
2 |
1 |
1 |
|
Sneak Attack:
The Underworld Scourge gains sneak attacks as a rogue. If the Underworld Scourge
gets a sneak attack bonus from another source (such as rogue levels) the
bonuses to damage stack.
Spells: Beginning
at 2nd level, the Underworld Scourge gains the ability to cast a small number
of spells. 1st level: Change self, detect poison, comprehend
languages, message. 2nd level: Alter self, pass without
trace, undetectable alignment, detect thoughts, invisibility, see invisibility.
3rd level: Non-detection, misdirection, illusory script. 4th
Level: Arcane eye, emotion, detect
scrying, dimension door, improved invisibility.
Rival / Enemy: One cannot attempt to make advancements in
the underworld without stepping on a few toes.
In fact, there are so many attempting to do the same thing that one cannot
help but make new enemies. Starting at
1st level and every second level thereafter, the Underworld Scourge
gains a rival or an enemy (GM’s discretion).
Upon reaching 3rd level this rival can either advance to a
level 2 rival or a new level 1 rival can be added to the mix (GM’s
Discretion). Needless to say that this
rivalry is deadly serious and often ends poorly for the player character.
Illegal Contacts: At 1st level, the Underworld Scourge gains an abundance of
secret information. This power works just like Bardic knowledge, except that it
more based on illegal activity, political manipulation, crime, and rumor.
Territorial Alertness: This acts as
the feat Alertness with a +2 bonus to Sense Motive in addition to the bonus to
Listen and Spot checks when the character is in the major city or towns in
which he has connections.
Lieutenant: Upon reaching the 5th rank of Underworld
Scourge, the player has taken an underling and made them a lieutenant who can
handle his affairs when the player is away for extended periods. With a lieutenant, the player’s “empire”
continues to flourish even if the player is campaigning. However, if the Underworld Scourge has been
absent too long or is notoriously abusive to those beneath him, she may find
their “empire” taken over by the lieutenant or his rivals and be forced to
fight to regain them.
Mobility: At 5th level the Underworld
Scourge gains the Mobility feat as a class feature. This feat is the same as that listed in the Players Handbook.
Resist Poison: This feat acts as the
feat of the same name taken from the Forgotten Realms Campaign Setting Source
Book. By the time the Underworld
Scourge has advanced enough to reach this stage it is highly likely that she
has had many attempts on her life. As a
result, the Underworld Scourge has developed a highly specific immune system
that aids in resisting toxins in the body.
Guildmaster: If the character has survived long enough to
reach the 10th ranking of Underworld Scourge not only should she be
congratulated for doing so but she should also be honored by her comrades and
enemies alike. Upon reaching the 10th
rank, the Underworld Scourge takes on the title of Guildmaster, which acts as
the feat Leadership listed in the Dungeon Master’s Guide. Should a character ever reach the 10th
ranking it is highly advised that the character be retired as each region can
only have one Guildmaster and as a result attempts on the character’s life will
increase exponentially.