"The dungeon you’re heading into is inhabited. This expedition needs a face—and frankly, yours won’t do."
The Underdark is a dangerous place, and not just for the horrors that lurk in the darkness. The cities and enclaves that dot its murky caverns are hotbeds of spite and political intrigue. To survive for long in such societies, you have to know how to play the game. Physical prowess is no match for the wits of a skilled diplomat.
The great city-states of the Underdark were first established as collections of tribes with a shared need for survival. As the centuries rolled by, these settlements developed into self-sufficient communities and grew into nations. Their growth was aided by individuals who could seek out and interact with the other city-states to establish lines of communication. These representatives grew experienced at dealing with the different Underdark races and became expert diplomats and negotiators. Underdark Envoy Starting Feature (1st level)
: You gain the insidious commentary power. Underdark Envoy Level 5 Feature (5th level)
: You gain a +2 power bonus to Bluff checks and Diplomacy checks. Underdark Envoy Level 10 Feature (10th level)
: Add Deep Speech to the languages you can speak, read, and write. You also gain a +2 power bonus to Streetwise checks.
Underdark Envoy Attack Insidious Commentary
Your words are disarming to a potential foe and give you just enough of an opportunity to make an effective attack.
Minor Action Ranged 5
Target: One creature
Attack: Charisma + 2 vs. Will
Level 11: Charisma + 4 vs. Will
Level 21: Charisma + 6 vs. Will
Hit: The target grants combat advantage until the end of your next turn, and your next attack against the target this turn deals 1d6 extra damage on a hit.
Underdark Envoy Utility 2Practiced Herald
You and your allies are not greeted with hostility, and thus you find a way to take advantage of a momentary lapse in your enemy’s defenses.
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target gains a +1 power bonus to attack rolls, damage rolls, and saving throws.
Underdark Envoy Utility 6Cloak and Dagger
You vanish from the vision of those around you.
Daily Arcane, Illusion
Move Action Personal
Effect: You become invisible until the end of your next turn. If you attack, the effect ends, and if you move, you cannot sustain it.
Sustain Minor: The invisibility persists until the end of your next turn.
Underdark Envoy Utility 10Pacifying Presence
Your soothing tone lulls your enemies into hesitation.
Free Action Close burst 10
Trigger: You and your enemies roll initiative.
Target: Each enemy that can hear and understand you in the burst
Effect: Each target takes a -10 penalty to its initiative check.
Published in Into the Unknown: The Dungeon Survival Handbook, page(s) 25.