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. 

 

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