Ultimate Scourge
Ultimate_Scourge
Scourges are the epitome of mortal evil. They serve evil gods and fiends, and other wicked monstrosities. They believe that evil is the best there is, and good is simply stupid, weak, and naive. In some ways, a scourge is the opposite of a paladin, but while paladins concentrate on fighting evil, most scourges concentrate on spreading evil instead of fighting good. As a scourge grows in power, he accumulates dark gifts and becomes a ultimate champion of evil.
Adventures: A scourge may undertake adventures to seek wealth, power, or to conquer others. He does not, however, participate in the adventures a typical campaign supports. He adventures, but not for honor or fame. A scourge spreads mayhem and death. Instead of helping people, he uses them and discards when they cease to be useful.
Characteristics: Evil forces support the scourge. He is skilled warrior, and his combat abilities are reinforced by many supernatural profane abilities that strike foes with the horrors and perversions of vile gods.
Religion: All scourges without exception follow some dark deity or powerful fiend. It is from these dark beings that a scourge draws many of his powers, including the ability to cast divine spells. They are not however a very pious lot, as evil promotes self-sufficiency and wit over dependency. The gods revered by scourges promote lust, anger, greed, acting without remorse, and other such low emotions.
Background: While some may be born to become scourges, evil forces manufacture most of them. Would-be scourges suffer during the childhood from unspoken abuses and acts of cruelty. By experiencing these horrifying situations, they lose faith in humanity and goodness and turn to the path of evil.
Races: As with most other classes, humans fit well towards becoming scourges. Other common races include half-orcs, orcs, drow, bugbears, duergar, and generally any race that is always or usually evil. Dwarves, gnomes, elves, and especially halflings rarely follow the path of the scourge.
Other Classes: Because of their alignment, scourges rarely associate with others, that includes other scourges. They may on occasion enjoy the company of a evil cleric, bard, or defiler, but that'€™s it. Scourges get along well with others with similar outlooks, but they search for comrades only if they would prove useful to their agendas. If someone proves to be no use to the scourge, he is soon disposed of.
Starting Age: Moderate (same as bard, fighter, paladin, and others).
Starting Gold: 5d4 x 10 (average 125 gp)
Game Rule Information
Scourges have the following game statistics.
- Abilities: Strength, Constitution, and Dexterity make the scourge a good warrior. Intelligence is important for spellcasting, while Charisma enhances a few of the scourge's abilities.
- Alignment: Any evil.
- Hit Points per Level: 1d10 + Con modifier.
- Hit points are maximized at 1st character level.
- Skill Points per Level: 4 + Int modifier.
- Skill points are multiplied by 4 at 1st character level.
Class Skills: The scourge's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (planes) (Int), Ride (Dex), and Survival (Wis).
Class Table
Base Fort Ref Will Level Attack Bonus Save Save Save Special . 1st +1 +2 +0 +0 Aura, bad spot, code of conduct, sin points, spellcasting 2nd +2 +3 +0 +0 - 3rd +3 +3 +1 +1 Gather pain 4th +4 +4 +1 +1 Essence of evil 5th +5 +4 +1 +1 Profanity 6th +6/+1 +5 +2 +2 - 7th +7/+2 +5 +2 +2 Essence of evil 8th +8/+3 +6 +2 +2 Black spot 9th +9/+4 +6 +3 +3 - 10th +10/+5 +7 +3 +3 Essence of evil 11th +11/+6/+1 +7 +3 +3 Frightful presence 12th +12/+7/+2 +8 +4 +4 Damnation 13th +13/+8/+3 +8 +4 +4 Essence of evil 14th +14/+9/+4 +9 +4 +4 - 15th +15/+10/+5 +9 +5 +5 Vile spot 16th +16/+11/+6/+1 +10 +5 +5 Essence of evil 17th +17/+12/+7/+2 +10 +5 +5 Gather sorrow 18th +18/+13/+8/+3 +11 +6 +6 - 19th +19/+14/+9/+4 +11 +6 +6 Essence of evil 20th +20/+15/+10/+5 +12 +6 +6 Perdition
Class Features
All of the following are class features of the scourge.
Weapon and Armor Proficiency: Scourges are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Aura (Ex): The power of a scourge'€™s aura of evil (see the detect evil spell) is equal to his scourge level, just like the aura of a cleric of an evil deity.
Bad Spot (Su): At 1st level, a scourge can cause a specific nearby place to produce evil effects. Putting a bad spot is a standard action that provokes attacks of opportunity and requires scourge to spend one sin point. A spot is a 20 by 20 ft. square and can be placed anywhere within 60 ft. from the scourge. A scourge can use all spots available to his class, he need not learn them one by one. A spot remains on the ground for 24 hours or until hallowed. Spot effects are not cumulative, but 2 or more different spots can share the same space and stack. Spots don't allows saving throws. A creature in a spot might not be immediately aware of its existence, but she is allows a DC 15 Wisdom check each round she remains in the spot to realize that the place somehow hinders her.
- Spot of Despair: Scourge'€™s enemies within the spot suffer -2 penalty on all saving throws.
- Spot of Vanity: Scourge's enemies within the spot suffer -4 penalty on Listen, Search, and Spot checks.
- Spot of Weakness: Scourge's enemies within the spot suffer -4 penalty to Strength.
Code of Conduct: A scourge that ceases to be evil, commits good act from other than selfish reason, attempts to atone, or stops to revere or pay tribute to dark gods loses all his special abilities as well as access to spells until he appeases his patron (usually by doing something horrific and maleficent).
Sin Points: A scourge has a number of vile points equal to his scourge level. At 1st level he can use those points to activate bad spots. At higher levels he discovers other uses for them.
Spellcasting: A scourge casts divine spells, which are drawn from the Scourge Spell List. To learn or cast a spell, a scourge must have a Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a scourge's spell is 10 + one-fourth the scourge's level + the scourge's Intelligence modifier. Like other spellcasters, a scourge can cast only a certain number of spells of each spell level per day (excluding invocations, see below). The scourge doesn't receive bonus spells per day for having high Intelligence score. Like bard or necromancer, a scourge may know a number of spells from each spell level equal to 3 + his Intelligence modifier. It is possible for him to learn spells above that limit, but the costs are high. A scourge need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that level. He does not have to decide ahead of time which spells he wi€™ll cast. A Scourge's caster level is equal to 1/2 his class level, rounded up.
Scourge Spell List
1st-level spells 2nd-level spells 3rd-level spells 4th-level spells
Blade of Pain and Fear (LM) Blindness/Deafness Abyssal Might (BoVD) Claws of the Savage (BoVD)
Boneblast (BoVD) Boneblade (BoVD) Confusion Cure Critical Wounds
Cause Fear Bull’s Strength Contagion Cursed Blade (CW)
Corrupt Weapon (DMG) Clarity of Mind (Ud) Cure Serious Wounds Dominate Person
Cure Light Wounds Cure Moderate Wounds Deeper Darkness Enervation
Death Grimace (BoVD) Darkness Demon Wings (BoVD) Fear
Demonflesh (BoVD) Death Knell Demonhide (MH) Freedom of Movement
Detect Magic Demoncall (BoVD) Dispel Magic Inflict Critical Wounds
Distort Weapon (BoVD) Devil’s Eye (BoVD) Fangs of the Vampire King (LM) Nightmare
Doom Eagle’s Splendor Hell’s Power (BoVD) Phantasmal Killer
Faith Healing (MoF) Enthrall Inflict Serious Wounds Poison
Identify False Life Know Greatest Enemy (MoF) Summon Monster IV
Inflict Light Wounds Hand of Divinity (MoF) Mantle of Evil (PlH) Summon Undead IV (LM, PGtF)
Lesser Confusion Inflict Moderate Wounds Masochism (BoVD) Unholy Storm (PlH)
Magic Weapon Rage Poison Unholy Sword (DM 312)
Mark of the Outcast (Ud) Resist Energy Protection from Energy Vile Lance (BoVD)
Mount Shatter Sadism (BoVD) Weapon of the Deity (Gw, MoF)
Profane Weapon (DM 312) Summon Monster II Summon Monster III
Protection from Good Summon Undead II (LM, PGtF) Summon Undead III (LM, PGtF)
Read Magic Touch of Idiocy Vampiric Touch
Strategic Charge (MoF) Veil of Shadow (MH)
Summon Monster I
Summon Undead I (LM, PGtF)
Undetectable Alignment
Unseen Servant
Spells Per Day
Spells per day Invocations Level 0 1 2 3 C.L. known. 1st 1 - - - 1 - 2nd 1 - - - 1 1 3rd 2 - - - 2 1 4th 2 - - - 2 1 5th 2 1 - - 3 1 6th 3 1 - - 3 2 7th 3 2 - - 4 2 8th 3 2 - - 4 2 9th 3 2 - - 5 2 10th 4 3 1 - 5 2 11th 4 3 1 - 6 3 12th 4 3 2 - 6 3 13th 4 3 2 - 7 3 14th 4 4 2 - 7 3 15th 4 4 3 1 8 3 16th 4 4 3 1 8 4 17th 4 4 3 2 9 4 18th 4 4 3 2 9 4 19th 4 4 4 2 10 4 20th 4 4 4 3 10 4
Learning New Spells: A scourge can learn any spell from his list, but doing so is tasking and requires a sacrifice. To learn a spell, a scourge must pay an amount of gold equal to spell level squared x 50 (or 25 gp in case of 0-level spells). That money is buried in earth after which it vanishes to an unknown locale. In addition, a scourge requests spells in a place of great tragedy or death, such as a battlefield or a burnt orphanage. Prayer must take 1 hour per spell level (30 minutes for a 0-level spell) and can not be interrupted. If it is, it must be performed again, and the offerings are lost. If a scourge attempts to learn a spell and he already reached his limit of spells known for that level, multiply gold cost by 10. A newly created 1st level scourge knows a number of 0-level spells equal to his Int bonus.
Invocations: A scourge can cast some spells as invocations. That means that he doesn't need to spend a slot of an appropriate level to cast that spell. Since scourge's caster level is equal to half his class level, spells use the same caster level whether they are cast normally or as invocations. A scourge can cast invocations even if he has no slots left. At 2nd level, a scourge learns how to cast one 0-level spell from the list below as invocation (provided she knows that spell). At 6th level and every 5 levels thereafter, a scourge learns how to cast another spell from the list. A scourge can choose a spell he doesn't know yet, but he is unable to cast it until he learns it. He cannot, however, choose a spell he can't yet cast because his class level is too low to access that level of spells. List of spells a scourge can cast as invocations:
- 0 level - Acid Splash, Read Magic
- 1st level - Cause Fear, Doom, Mount, Undetectable Alignment
- 2nd level - Death Knell, Rage, Shatter
- 3rd level - Poison, Vampiric Touch.
Gather Pain (Ex): Whenever a 4th level scourge scores a critical hit, he regains one sin point. If the scourge did not spend any sin points that day, he gains nothing.
Essence of Evil (Su): A scourge develops a new inventive way of spreading evil. At 4th level and every 3 levels thereafter, he learns a new ability from the list below. Spending sin points on essence abilities is a free action that doesn't provoke attacks of opportunity.
- Abyssal Guidance: A scourge can spend one sin point to gain ability to see in magical darkness for 1 minute.
- Cruelty: A scourge can spend one or two sin points when casting a scourge spell to add +2 or +4 to the spell's DC.
- Enhance Suffering: A scourge can spend sin points when casting inflict spells to deal damage. One sin point maximizes inflict light wounds. Two sin points maximize inflict moderate wounds, and three sin points maximize inflict serious wounds.
- Hurt: A scourge can spend one sin point when making an attack to ignore Damage Reduction (if any) of a living creature if that attack hits.
- Pollute: A scourge can spend three sin points when making an attack to inflict a negative level on a living creature if that attack hits.
- Sadistic Glee: Whenever a scourge kills a living creature with at least 1 HD, he can spend one sin point to gain +4 profane bonus to Strength for 3 rounds.
- Scars: A scourge can spend one sin point when an enemy is making an attack roll against him to gain Damage Reduction 3/good against that attack.
- Sinner'€s Luck: A scourge can spend on sin point to gain a +2 profane bonus on a saving throw.
- Slay: A scourge can spend one sin point when making an attack to deal +4 points of damage if that attack hits.
- Torment: A scourge can spend on sin point to change range of an inflict spell he casts from touch to close (25 ft. + 5 ft./2 levels).
- Turn Animals: A scourge can spend one sin point to rebuke or destroy animals in the same way an good cleric affects undead.
Profanity: A 5th level scourge develops a theme to his ravages. He must choose a profanity from the following: darkness, filth, hellfire, mutilation, nightmares, slaughter, and wishes.
- Darkness: Old Man's Stare (Su): By spending one sin point as a standard action, a scourge can turn eyes of any creature within 30 ft. milk-white unless it succeeds on a Fortitude save (DC 10 + half the scourge's level + scourge's Charisma modifier). If the save is failed, the victim suffers -10 penalty on Spot checks and loses low-light vision and darkvision, for 1 minute.
- Filth: Terrible Itches (Su): By spending one sin point as a standard action, a scourge can cover any creature within 30 ft. with a fine layer of itching filth in hardly accessible places unless it succeeds on a Fortitude save (DC 10 + half the scourge's level + scourge's Charisma modifier). If the save is failed, the victim suffers -2 penalty on all Strength, Dexterity, and Concentration-based skill checks for 1 minute. The victim can spend a full-round action on scratching to ignore that penalty for the next round.
- Hellfire: Curse of Hungry Flames (Su): By spending one sin point as a standard action, a scourge can make any creature within 30 ft. catch fire unless it succeeds on a Reflex save (DC 10 + half the scourge's level + scourge's Charisma modifier).
- Mutilation: Scalpels (Su): A scourge can spend one sin point as a standard action to use this ability on any living creature within 30 ft. that fails Fortitude save (DC 10 + half the scourge's level + scourge's Charisma modifier). If the save is failed, the victim's skin is sliced by invisible knives, dealing 1d8 + scourge's Charisma modifier damage.
- Nightmares: Despondency (Ex): A scourge can send doubt into hearts of his enemies. By spending 1 sin point as a swift action, he makes all enemies within 30 ft. lose bonuses against fear effects for 10 minutes. In addition, any enemy with immunity to fear that is not mindless, has a +4 morale bonus against fear instead for 10 minutes. (That bonus cannot be removed by repeated use of this profanity).
- Slaughter: Relentless (Ex): When a scourge attempts to move toward an enemy that is within 100 ft., a scourge may spend one sin point to gain another save or ability check against effect that slow or impede him, or can spend one sin point to ignore effects of fatigue or exhaustion for 1 round.
Black Spot (Su): Black spots are more potent than bad spots, but cost 2 sin points to use. A 8th level scourge can put the following spots.
- Spot of Malformation: Scourge'€™s enemies within the spot suffer -2 penalty to all ability scores.
- Spot of Sloth: Enemies of a scourge within the spot have their speed halved.
- Spot of Wrath: Enemies of a scourge within the spot have 20% chance each round of attacking a nearest creature with the best attack form they can think of, regardless of her being an ally or foe.
Frightful Presence (Ex): A 11th level scourge strikes fear into the hearts of his enemies by his mere presence. Any enemy with less HD than scourge that comes within 20 ft. of him must make a Will save (DC 10 + half scourge levels + scourge'€™s Charisma modifier) or be shaken for 2d6 rounds. If a creature makes successful save, it becomes immune to frightful presence caused by this particular scourge.
Damnation: At 12th level, scourge's profanity grows in power, and he gains a damnation ability. This ability corresponds with his chosen profanity a scourge cannot gain profanity of darkness and damnation of wishes, for example.
- Darkness (Su): Dark Retort: A scourge with this ability can redirect an amount of energy damage back at an enemy. By spending a sin point, when a scourge takes energy damage that is not blocked by energy resistance, half of that energy is dealt back to the creature that harmed the scourge. This damage is profane damage. So, if a wizard casts lightning bolt on a scourge, before damage is rolled, a scourge can choose to activate this ability. The damage is 32, and so 16 point of profane damage is redirected at the wizard. The scourge still takes all 32 points of electricity damage. If the scourge had resistance to electricity 10, then he only would take 22 points of damage, and only deal 11 points of profane damage to the wizard. This only works against fire, cold, sonic, electricity and acid damage. It does not work against force damage or normal damage.
- Filth (Su): Filth Form: By spending a sin point, a scourge may cover himself in pure filth. When in this form, whenever he is attacked in melee, that character is affected by a contact poison (Fort DC 10 + half the scourge's level + scourge's Charisma modifier) that deals 1d4 damage to a physical ability score (Strength, Dexterity or Constitution, chosen at time of this ability) as primary damage, and 1d4 to a mental ability score as secondary damage (Intelligence, Wisdom or Charisma, chosen at time of using this ability). If the scourge strikes an opponent and deals a critical hit, the opponent must make a Fortitude Save (DC 10 + half of HD + Charisma modifier) or gain a disease equivalent to demon fever. This form lasts for 1 + Charisma modifier rounds.
- Hellfire: Stand Ablaze (Su): By spending thee sin points, a scourge may set himself on fire for 3 rounds. When on fire, a scourge gains fire immunity, deals +1d6 points of fire damage with unarmed strikes, and any opponents attacking him with unarmed strikes or natural weapons (or grappling him) take 1d6 points of fire damage per attack.
- Mutilation: Disfigurement (Su): By spending 3 sin points, a scourge may disfigure an enemy. The victim must make a Fortitude save (DC 10 + half scourge's level + scourge's Charisma modifier) or become permanently blinded, deafened, or muted (Scourge's choice). Success means that the victim takes 1 point of temporary Charisma damage. This effect can be lifted with a remove blindness/deafness spell cast by a Cleric with a caster level higher than the scourge's at the moment of the disfigurement.
- Nightmares: Wave of Fear (Su): By spending 3 sin points, a scourge can send a wave of fear in a 30ft. burst centered on the scourge. Victims must make a Will save (DC + half the scourge's level + the scourge's Charisma modifier) or be stunned for 1 round. Success means that the victim is shaken for 1d4 rounds.
- Slaughter: Killer's Fortitude (Su): A scourge can spend 3 sin points when taking damage to ignore 10 points of that damage for 10 minutes. After that time, he suffers the damage normally.
Gather Sorrow (Ex): Whenever an enemy within 20 ft. rolls a natural 1 on attack roll or saving throw, a 17th level scourge regains one sin point.
Perdition: At 20th level, scourge's damnation blossoms into perdition, ultimate evil and filthiness. This ability corresponds with his chosen profanity a scourge cannot gain profanity of darkness and perdition of hellfire, for example.
- Darkness: Pluck 'em Clean (Su): By spending 5 sin points, a Scourge may select a creature that the scourge has a line of sight to and that can see the scourge clearly and pluck out their eyeballs with sheer evil. The victim must make a Fortitude save (DC 10 + half the scourge's level + the scourge's Charisma modifier) or have their eye sockets become incapable of sustaining eyeballs. A victim must have a Regeneration spell followed by a Miracle spell cast upon them to regain their sight. Success means that the victim is blinded for 1d6 + 1 rounds and stunned for 3 rounds.
- Filth: Leprosy (Su): A scourge may spend 5 sin points and make a melee touch attack to confer leprosy upon a victim. If the attack misses, the sin points are not wasted. A victim must make a Fortitude save (DC 10 + half the scourge's level + the scourge's Charisma modifier) or contract leprosy. Leprosy makes the victim fall apart piece by piece over the course of 6 rounds. In the 1st round, the victim's Dexterity score drops to 10 incurring all the normal losses to initiative, AC, etc. In the 2nd round, the victim's Strength score drops to 10 incurring the normal penalties to encumbrance, lack of martial prowess, etc. In the 3rd round, the victim's jaw falls off rendering him unable to speak and verbalize components for spells. In the 4th round, the victim's hands fall off rendering him unable to grasp anything or perform somatic gestures. In the 5th round, the victim loses his mind from the rapid effects and his Wisdom score drops to 1. In the 6th and final round, the victim's Constitution score drops to 0 and the victim collapses into a heap of his own rotting flesh. A Remove Curse, Miracle, Limited Wish, or Wish spell negates the effect if cast in time, however, the victim still suffers the effects suffered in any of the previous rounds prior. A Miracle, Limited Wish or Wish spell is needed to reverse the incurred effects.
- Hellfire: Detonate (Su): By spending five sin points and making a touch attack, a scourge can put a devilish flame in the victim's heart. After 5 rounds, the victim must make a Fortitude save (DC 10 + half the scourge's level + scourge's Charisma modifier). Success means the victim suffers 5d6 points of fire damage while failure means it explodes. The victim is immediately aware of what the ability does and knows that the effect can be removed as a curse.
- Mutilation: Flay the Righteous (Su): By spending 5 sin points, a scourge targets 1 good creature and rips their skin right off of their flesh. The victim must make a Fortitude save (DC 10 + half the scourge's level + the scourge's Charisma modifier). Success means that the creature takes 8d8 worth of damage as he force of evil tugging on their body tries to rip off their skin. Failure means that the victims skin is ripped off and the victim suffers 1d6 points of Constitution damage, loses all natural armor, damage reduction, no longer has any fast healing or regeneration ability, and loses all immunities until they are healed (as the spell or similar effect).
- Nightmares: Primal Fear (Su): By spending five sin points, a scourge can serve heart attack to any creature within 30 ft. The victim must make a Will save (DC 10 + half the scourge's level + scourge's Charisma modifier). Success means the victim suffers 1d6 points of Constitution damage and failure means it dies + her face expressing untold terror. This is a fear effect.
- Slaughter: Recurring Menace (Su): A scourge has unnatural ability to keep coming back when defeated by righteous characters. Whenever a scourge is killed by a creature of good alignment, one week later he must make level check (d20 + scourge levels against DC 25). If he succeeds, he is brought back to life by infernal intervention in most desolate area within 10 miles of his point of death. His previous body and all its remains disappear, and any equipment that was not taken from the body appears on the new one. A resurrected scourge has full hit points but he must spend 5 sin points immediately after this ability is used, or he is sucked into whatever abyssal pit he just crawled from.
Epic Scourge
Hit Die: d10 + Con modifier.
Skill Points at Each Additional Level: 4 + Int modifier.
Scourge Level Special 21th - 22th Essence of evil 23th Bonus feat 24th - 25th Essence of evil 26th - 27th - 28th Essence of evil 29th Bonus feat 30th -
Essence of Evil: An epic scourge gains extra essence at 22nd level and every 3 levels thereafter (25th, 28th, 31st, and so on).
Bonus Feat: An epic scourge gains bonus feat at 23rd level and every 6 levels thereafter (29th, 35th, 41st, and so on). Whenever he gains a bonus feat from this ability, she may either take an epic feat, or two non-epic feats. The available epic feats are: Armor Skin, Damage Reduction, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Overwhelming Critical, Perfect Health, Permanent Emanation, Spontaneous Spell, and Unholy Strike.