Prime Underdark Guide

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Requirements

Alignment: Any nonevil

Skills: Balance 2 ranks, Climb 8 ranks, Diplomacy 5 ranks, Gather Information 5 ranks, Knowledge (local) (Underdark local) 5 ranks, Wilderness Lore 5 ranks, Use Rope 2 ranks

Feats: Alertness, Track

Special: Must know at least four languages.

Summary

Traveling in the Underdark is dangerous, especially for those unaccustomed to its labyrinthine passages. Wise travelers try to hire a skilled guide who not only knows how to overcome the physical challenges, but also can help them over the social and cultural hurdles they are sure to face.

Bards, rangers, and rogues have skills and interests that are well suited for this prestige class. Many characters dabble in the class, but few pursue it long enough to gain all that it offers. It’s not unusual for a rogue to take some levels in prime Underdark guide just so that she can better aid her companions in their travels through the Realms Below.

Prime Underdark guides are usually found in the company of adventuring parties or merchant caravans. With their environmental and diplomatic expertise, they can greatly enhance the odds of survival in the Underdark for both them and their clients.

Role: Support Utility

Characteristics: Limited Casting. Is your spidey-sense tingling? Well these professional guides have danger sense and are adept at guiding people through the treacherous Underdark.

Source: Underdark

Game Rule Information

The Prime Underdark Guide has the following game statistics.

Abilities: You need high Wisdom in order to cast spells and have ready senses for spotting trouble, high Dexterity for squeezing through tight spaces and avoiding danger

Alignment: Any Nonevil

Hit Die: d6

Starting Gold: N/A

Class Skills

The Prime Underdark Guide's class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature), Knowledge (Underdark local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Rope (Dex) and Wilderness Lore (Wis).

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Prime Underdark Guide.

Weapon and Armor Proficiency: A Prime Underdark Guide is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells: Beginning at 1st level, a prime Underdark guide gains the ability to cast a small number of arcane spells. To cast a spell, the prime Underdark guide must have an Intelligence score of at least 10 + the spell's level, so a character with an Intelligence score of 10 or lower cannot cast these spells. Prime Underdark guide bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the prime Underdark guide's Intelligence modifier. When the prime Underdark guide gets 0 spells per day of a given level (for instance, 0 1st-level spells at 1st level), she gains only the bonus spells she would be entitled to for that spell level based on her Intelligence score. A prime Underdark guide without a bonus spell for that level cannot yet cast a spell of that level. The prime Underdark guide's spell list appears below. A prime Underdark guide prepares and casts spells just as a wizard does. She keeps her spells in a spellbook and must study them each morning. She can add to her spellbook by copying spells from wizards or from other prime Underdark guides.

Aid Another Nearby Ex: A prime Underdark guide need not be adjacent to another creature to use the aid another action for certain purposes. Beginning at 1st level, she can aid another at a distance of up to 30 feet on Balance, Climb, Jump, Wilderness Lore, Swim, and Use Rope checks, as long as her ally can see or hear her.

Bonus Language: Since prime Underdark guides travel among many different races, they tend to pick up other languages with great facility. At 1st level and every other level thereafter, a prime Underdark guide gains one bonus language of her choice. (She cannot choose secret languages as bonus languages with this ability.)

Aid Group Ex: A prime Underdark guide is accustomed to managing and helping large groups of people. Beginning at 2nd level, she can assist one creature per prime Underdark guide level on Balance, Climb, Jump, Wilderness Lore, Swim, and Use Rope checks whenever she uses the aid another action. All creatures she is so aiding must be within 30 feet of her.

Danger Sense Ex: A prime Underdark guide possesses an uncanny intuition that warns her of impending danger. At 2nd level, she gains a +2 insight bonus on Reflex saves to avoid traps or natural hazards, a +2 dodge bonus to Armor Class against attacks made by traps or natural hazards, and a +2 insight bonus on Spot checks made to spot creatures at the beginning of an encounter. At 4th level, these bonuses increase to +4, and at 8th level, they increase to +6.

Underdark Lore: A prime Underdark guide is especially adept at gathering knowledge. At 2nd level, she gains the ability to recall legends or information about various topics. This ability works like bardic knowledge (see the bard class entry in the Player's Handbook), except that the prime Underdark guide's bonus for an Underdark lore check is her character level + her Intelligence modifier. This ability applies only to information pertaining to the Underdark.

Underdark Traveler Ex: A prime Underdark guide is familiar with the culture and etiquette of many Underdark societies. At 2nd level, she receives a +2 bonus on all Diplomacy, Disguise, Gather Information, and Sense Motive checks made against members of Underdark races. This bonus increases to +3 at 5th level, to +4 at 7th level, and to +5 at 9th level.

Danger Warning Su: When the prime Underdark guide reaches 3rd level, her danger sense becomes so acute that nearby companions become similarly sensitive. As a standard action, the prime Underdark guide can select one ally per class level within 30 feet to share her danger sense. Each of these designated allies gains a +1 insight bonus on Reflex saves to avoid traps or natural hazards, a +1 dodge bonus to Armor Class against attacks made by traps or natural hazards, and a +1 insight bonus on Spot checks made to spot creatures at the beginning of an encounter. This bonus increases to +2 at 6th level and to +3 at 10th level. Each creature so designated retains the benefit until it moves out of range or until the prime Underdark guide designates a different set of allies to receive the benefit.

Table 1-1: Prime Underdark Guide Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells
1st 2nd 3rd 4th
1st +0 +2 +2 +0 Aid another nearby, bonus language 0
2nd +1 +3 +3 +0 Aid group, danger sense +2, Underdark lore, Underdark traveler +2 1
3rd +2 +3 +3 +1 Bonus language, danger warning +1 1 0
4th +3 +4 +4 +1 Danger sense +4 1 1
5th +3 +4 +4 +1 Bonus language, Underdark traveler +3 2 1 0
6th +4 +5 +2 +2 Danger warning +2 2 1 1
7th +5 +5 +5 +2 Bonus language, Underdark traveler +4 3 2 1 0
8th +6 +6 +6 +2 Danger sense +6 3 2 1 1
9th +6 +6 +6 +3 Bonus language, Underdark traveler +5 3 2 2 1
10th +7 +7 +7 +3 Danger warning +3 3 2 2 1

Bonus Spells

In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.

Table 1-2: Bonus Spells
Skill Bonus Level 1 Level 2 Level 3 Level 4
1 1 1 0 0
2 2 1 1 1
3 3 2 2 1
4 4 2 2 1
5 5 3 2 1
6 6 3 2 2
7 7 4 2 2
8 8 4 3 2
9 9 5 3 2
10 10 5 3 3
11 11 6 4 3