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Scourge of the Devourer

The reaving crews of the Western Foundations seas terrorize thousands of miles of coast line, they instill
fear into the hearts of millions, there are only a handful these men truly dread; the Scourges. Sometimes
referred to as Devourers themselves; Scourges acts as the rending claws of Hextor, harvesting flesh to
gain power as they carry out the vile will of their master. When onboard a reaver longboat they rule with
an iron fist, their word is never questioned more than once. Scourges are ruthlessly devoted to the
Devourer.

Spells per Day


Leve
l

BA

Fort

Ref

Will

Special

+2

+2

+2

Aura of Evil, Detect Chaos, Combat


Style, Sickening Wound

+3

+3

+3

Malicious Presence, Rend

+3

+3

+3

Aura of Menace +2, Vile Endurance

+4

+4

+4

Command Humanoid, Horrid


Consumption, Blind Sight

+4

+4

+4

Fiendish Familiar

6/1

+5

+5

+5

Aura Menace +4

7/2

+5

+5

+5

8/3

+6

+6

+6

9/4

+6

+6

+6

10

10/5

+7

+7

+7

11

11/6/1

+7

+7

+7

Combat Mastery

12

12/7/2

+8

+8

+8

Aura of Menace +8

13

13/8/3

+8

+8

+8

14

14/9/4

+9

+9

+9

15

15/10/5

+9

+9

+9

16

16/11/6/1

+10

+1
0

+1
0

Aura of Menace +6

Aura of Menace +10,


Dismemberment

17

17/12/7/2

+10

+1
0

+1
0

18

18/13/8/3

+11

+11

+11

19

19/14/9/4

+11

+11

20

20/15/10/
5

+12

+1
2

+11

+1
2

Aura of Menace +12

Prerequisites: Must be a human from the Reaver Coast of Foundation


Prime Abilities: Charisma, Strength, Constitution, Dexterity.
Alignment: Lawful Evil
Hit die: d8
Class Skills: Balance, Bluff, Concentration, Craft (Any), Gather Information, Heal, Intimidate, Jump,
Knowledge (Religion), Knowledge (Arcana), Listen, Sense Motive, Spell Craft, Swim, Tumble
Skill points at 1st level: 4+int x4
Skill points per level: 4+Int

Weapon and Armor Proficiency:


A Scourge is proficient with neither armor nor shields and is proficient in only two weapons; the scourge
(Forgotten Realms Handbook p97) and the cleaver (acting as a hand axe pg.116 PHB) these weapons
are symbols of rank and if they are lost or destroyed the Scourge loses face before his lord and must
replace them before he can prepare his spells again.

Spells: A scourge of the devourer can cast a small selection of spells starting at fourth level. He uses his
wisdom to determine his bonus spells and spell DCs. He may only prepare spells on days when he
consumes at least a full limb worth of flesh removed from a living victim no more then 24 hours before.
His caster level is equal to four less then his total levels in scourge of the devourer.

Aura of Evil: The power of the Scourges aura of evil (see the detect evil spell) is equal to his Scourge
levels, just like a cleric of a good deity.

Detect Chaos: At will, a Scourge can use detect chaos as the spell caster level equal to his hit dice.

Combat Style: The Scourge gains the Two-Weapon Fighting feat whether or not he has the
prerequisites.

Sickening Wound: The Scourge never cleans his weapons, thus they are covered in blood and
putrefying gore. As such, anyone struck by a Scourge must make a DC 12 Fortitude save or contract Filth
Fever (DMG P292).

Blind Sight: Before being sent into the world as a full Scourge, the young acolyte performs a hideous
ritual wherein he carves out his own eyes and consumes them. When the ritual is successfully preformed
he gains blind sight 60ft. His vision is blurry shapes in swirling ephemeral mists aided by a tremendous
sense of smell and hearing.

Malicious Presence: At 2nd level the Scourge gains a bonus equal to his Charisma modifier to his saving
throws.

Rend: The Scourge gains the feat Two Weapon Rend even if he does not have the prerequirements.

Aura of Menace: Starting at 3rd level and increasing every third after the Scourge gains a bonus to
intimidate checks and will saving throws to avoid fear.

Vile Endurance: At 3rd level the Scourge gains immunity to all diseases and poisons, including
supernatural and magical varieties.

Command Humanoid (Su): At 4th level the Scourge may use the spell command, as the first level cleric
spell as a supernatural ability, a number of times per day equal to 3 plus charisma mod.

Horrid Consumption: At 4th level the Scourge gains the ability to magically produce a small, flavorless
wafer once per day as a spell like ability. He also can no longer eat any ordinary food. He must subsist
entirely on human flesh or the wafer created by his spell like ability. In order to refresh his daily spells a
Scourge must consume a large portion of flesh from a living human being. Assuming the Scourge can
keep the victim alive a body generally lasts for five days; both arms, both legs, then the heart, liver, and
kidneys. If the Scourge has no access to live flesh he cannot prepare new spells though he can still cast
any previously prepared spells.

Fiendish Familiar: At 5th level the Scourge gains a familiar with the fiendish template; usually a bird or
other animal appropriate for a sailing vessel.

Combat Mastery: At 11th level the Scourge gains the Greater Two-Weapon Fighting feat whether or not
he has the prerequisites.

Dismemberment: At 15th level the Scourge gains the ability to slice, tear, rip, or otherwise remove limbs
from his victims. On a successful critical hit the victim must make a fortitude save dc 10 plus damage
dealt or lose a limb of the Scourges choice. If an arm is selected the victim may no longer attack with a
weapon in that hand, if a leg is selected the victim falls prone and may only make a five foot adjust.

Spell List
1st - Cause Fear, Inflict Light Wounds, Expeditious Retreat, Mage Armor, Magic Weapon, Curse Water,
Divine Favor, Shield of Faith, Alarm, True Strike, Ray of Enfeeblement, Protection from Chaos, Read
Magic, Detect Magic, False Life
2nd - Blindness/Deafness, Bulls Strength, Cats Grace, Eagles Splendor, Owls Wisdom, Foxs Cunning,
Bears Endurance, Inflict Moderate Wounds, Darkness, Detect Thoughts, Hold Person, Mirror Image,
Scare, See Invisible, Silence, Death Knell, Gentle Riposte, Zone of Truth, Fog Cloud, Summon Swarm of
Rats, Locate Object
3rd - Clairvoyance/Clairaudience, Inflict Serious Wounds, Dispel Magic, Fear, Gust of Wind, Haste, Keen
Edge, Lesser Geas, Wind Wall, Contagion, Deeper Darkness, Invisibility Purge, Obscure Object, Speak
With Dead, Breathe Water, Water Walking, Call Lightning, Poison, Greater Magic Weapon, Non-detection
4th - Inflict Critical Wounds, Detect Scry, Dimensional Door, Dominate Person, Hold Monster, Legend Lore,
Locate Creature, Modify Memory, Air Walk, Control Water, Death Ward, Dimensional Anchor, Discern
Lies, Divination, Divine Power, Freedom of Movement, Lesser Planar Ally, Sending, Quench, Unholy
Sword, Stone Skin, Edvards Black Tentacles, Solid Fog, Phantasmal Killer, Enervation