Prime Underdark Guide
(Underdark variant, p. 40)
These skilled guides not only know how to overcome the physical challenges of the Underdark, but they also can help them over the social and cultural hurdles they are sure to face.
4 + Int
Weapon and Armor Proficiency: Prime Underdark guides gain no proficiency with any weapon or armor.
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, Survival, 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, Survival, 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 (see the Encounter Distance rules in Chapter 3 of the Dungeon Master's Guide). 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 (see the Encounter Distance rules in Chapter 3 of the Dungeon Master's Guide). 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.
|Spells per Day|
|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||2||2||1||0|
|8th||+6||+6||+6||+2||Danger sense +6||2||2||1||1|
|9th||+6||+6||+6||+3||Bonus language, Underdark traveler +5||2||2||2||1|
|10th||+7||+7||+7||+3||Danger warning +3||2||2||2||1|
|Skill name||Key ability||Trained only||Armor check penalty|