NeoExodus Classes of NeoExodus - Covenant Purifier.pdf

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Classes of NeoExodus: Covenant Purifier
LPJ9706
classes of NeoExodus:
covenant
Purif ier
Written By Owen K.C. Stephens
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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classes of NeoExodus: Caneus High Guard
The Covenant Purifier is a zealot dedicated to serving
the Sanguine Covenant in the task of making the
world a freer, safer place. He does this by carrying
out purifications – missions to kill ( or rarely just
capture ) heretics and infidels. While the Covenant has
many knights and warriors to serve in open battle, the
Purifier is a silent warrior who reaches foes that can
only be struck through stealth and shadow.
rangers, and a few are clerics ordained as covenant
priests, or monks sworn to the Sanguine Covenant’s
service. While developing the special attacks of
the Purifiers is always part of the physical training,
different backgrounds may lead to training in martial
weapons, combat spellcasting, disguise, stealth and
even seduction if the Purifier’s experience in such
areas is lacking.
Purifiers have formal garb when taking rest in a
Covenant temple, but conceal their identity much of
their other time. A secret identity may be taken as a
soldier, minor priest, merchant, or even criminal or
prostitute. No deception is considered too base or
embarrassing to a Purifier – their pride comes only in
service, and their glory will come only in the afterlife.
This attitude bring much scorn from those outside the
Sanguine Covenant, and even some within it, but it
also means people of the world know anyone, from
traveling merchants to local fishmongers or their own
mistresses, could be a Purifier.
This is combined with religious training of an inten-
sity normally reserved for ordained priests. Because
Purifiers may be asked to undertake actions that
would seem immoral, even evil, for others it is neces-
sary to indoctrinate them into the religious and moral
justifications for such acts. Purifiers must love those
they kill, not hate them. And because of their great
love, they must end the lives of heretics and fallen
men, to prevent them from further damaging their
souls with unholy acts and thoughts. Since it is very
difficult for men to judge other men, the Purifiers are
taught to trust the judgement of Sanguine Covenant
priests. It is the priests who decide which heretics
must die and which may be saved. The Purifiers are
simply tools of this judgement.
In addition to deception, Purifiers train in speed and
dire, painful strikes. Once they get close to a target,
Purifiers strike harshly and quickly to kill or disable
prey with as few blows as possible. A Purifier may not
be the most dangerous foe in open battle, but many
warlords and warlocks have been brought low by their
deadly daggers in the dark.
To ensure the Purifiers are ready to suffer the conse-
quences of failed missions, and to help test their
loyalty to the Covenant, the training includes tests
that would be considered inhuman if carried out on
anyone who didn’t volunteer for such treatment. In
fact a prospective Purifier always witnesses others
undergoing such tests before being subjected himself,
to ensure he truly wishes to fulfill the holy role of
the Purifier. Those who undergo all these tests can
remember the feel of them for the rest of their lives,
and easily identify others who have done so.
Combat
A Covenant Purifier is, first and foremost, an assassin.
As a result, they do not excel at field combat, major
army engagements or even one-one-one duels.
However, through stealth and cunning a Purifier can
make an impact on a battle if he has allies, and can
generally avoid most other conflicts ( so to come back
and fight when the situation favors him ). If forced to
operate in the open, a Purifier seeks foes likely to fall
easily to his deadly strike, but still critical to the foe’s
victory. Enemy healers, spellcasters, and engineers
are often targeted. Failing that, stealth and speed may
allow the Purifier to set fire to enemy supplies, or
create confusion to delay reinforcements.
Requirements
To qualify to become a Covenant Purifier, a character
must fulfil all the following criteria.
Feats: Quick Draw, Stealthy
Skills: Bluff +8, Hide +8, Knowledge ( religion ) +4,
Move Silently +8
Special: At least 1d6 of “precision” damage ( typically
sneak attack, but other forms of precision damage
measured in dice may be used instead ).
training
Purifiers are trained to do whatever must be done to
accomplish their assigned purifications. How to best
accomplish this often depends on the background of
the Purifier. While nearly all have some training as
sneaks and rogues, many have trained as fighters or
Must be trained by Covenant Purifier. Must not be
able to cast any spell unless also ordained by the
Sanguine Covenant ( and even then only spells specifi-
cally approved by the Covenant ). A Purifier who gains
such spellcasting ability must immediately choose
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classes of NeoExodus: Caneus High Guard
caneus high guard
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +2 +2 Deadly blow I, shared wounds
2 +1 +1 +3 +3 Stinging strike, pure focus +1
3 +2 +1 +3 +3 Sneak attack +1d6
4 +3 +1 +4 +4 Devotions, swift death I
5 +3 +2 +4 +4 Deadly blow II
6 +4 +2 +5 +5 Sneak attack +2d6, pure focus +2
7 +5 +2 +5 +5 Special ability
8 +6 +3 +6 +6 Devotions, swift death II
9 +6 +3 +6 +6 Sneak attack +3d6
10 +7 +3 +7 +7 Deadly blow III, pure focus +3
to forgo such ability, or lose all special abilities as a
Purifier.
Weapon and Armor Proficiency
Covenant Purifiers are proficient with all simple and
martial weapons and with light and medium armor
and bucklers.
The harsh treatment of training leaves scars on the
Purifier, though most are not visible. The Purifier
loses 2 hit points from his maximum, as if he had
rolled 2 less on his last hit die. This is a one-time loss
that cannot be cured, and it remains even if
Deadly Blow - Ex
A Purifier is taught to cause the most trauma possible
when making an attack, striking not just to deal
damage but to overwhelm a foe’s stamina with a
well-placed attack that is painful as well as damaging.
Thus, the chance a Purifier’s attack can cause imme-
diate death from trauma is increased.
Class Information
The following information pertains to the Covenant
Purifier prestige class.
Hit Dice
A Covenant Purifier gains 1d8 plus Constitution modi-
fier hit points per level.
A foe’s massive damage threshold is 5 lower against
your attacks than normal. As most creatures have a
massive damage threshold of 50, against you it is only
45. Additionally, the DC of a Fortitude save against
a massive damage blow you deal is increased by 1.
Thus, if you deal 45 or more points of damage in a
single blow to a foe, it must make a DC 16 Fortitude
save or be killed regardless of its remaining hit points.
Creatures normally immune to death by massive
damage ( such as undead ) are still immune to your
massive damage blows.
Class Skills
The Covenant Purifier’s class skills ( and the key
ability for each skill ) are Balance ( Dex ), Bluff ( Cha ),
Climb ( Str ), Craft ( Int ), Diplomacy ( Cha ), Disable
Device ( Dex ), Disguise ( Cha ), Escape Artist ( Dex ),
Forgery ( Int ), Gather Information ( Cha ), Heal ( Wis ),
Hide ( Dex ), Jump ( Str ), Knowledge ( architecture &
engineering; dungeoneering; local; religion; each
taken separately )( Int ), Listen ( Wis ), Move Silently
( Dex ), Open Lock ( Dex ), Search ( Int ), Sense Motive
( Wis ), Sleight of Hand ( Dex ), Spellcraft ( Int ), Spot
( Wis ), Swim ( Str ), and Tumble ( Dex ).
This ability continues to improve as you gain Purifier
levels. At 5th level foes’ massive damage threshold
against your attacks is 10 lower and the Fortitude save
DC 2 higher ( normally 40 hit points and DC 17 ). At
10th level foes’ massive damage threshold against
your attacks is 15 lower and the Fortitude save DC 3
higher ( normally 35 hit points and DC 17 ).
Skill Points at Each Level: 6 + Int modifier.
Class Features
All of the following are class features of the Covenant
Purifier.
To take best advantage of this ability Purifiers often
take Power Attack, possibly in conjunction with
Damage Finesse and Full Thrust. This allows a
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classes of NeoExodus: Caneus High Guard
surprise strike, made when a foe is flat-footed, to
stack the benefits of sneak attack and power attack
( to improve the chances to exceeding a foe’s massive
damage threshold ). For example, Kialee is an 18 Dex
rogue 5/Purifier 6 who has only managed to sneak a
+1 flaming dagger into her targets presence, though
she has done so while he is unarmed and unsus-
pecting. With Damage Finesse, Full Thrust, Power
Attack and Quick Draw, she can whip out her dagger
and make a single attack in the surprise round, using
Power Attack to subtract 6 from her attack ( depending
on surprise and lack of armor to hit ) and add +12 to
her damage, which becomes 1d4+17+5d6+1d6 for an
average of 40 hit points, forcing her target to make a
DC 17 Fort save or die.
bonus to all Balance, Bluff, Climb, Disable Device,
Disguise, Gather Information, Hide, Jump, Listen,
Move Silently, Open Lock, Search, Spot and Tumble
checks as long as you maintain your pursuit. You may
undertake side-treks if necessary ( especially if they
seem likely to lead you to your ultimate goal ), but
if you go 24 hours without taking at least one direct
step toward killing or capturing your target, you lose
your skill bonus until 24 hours after you renew active
efforts.
This bonus increases to +2 at 6th level, and +3 at 10th
level.
Sneak Attack - Ex
As trained killers, Purifiers gain additional sneak
attack damage ( or additional dice of some other form
of precision damage, if a different but similar ability
was used to qualify for this prestige class ). You gain
+1 sneak attack die at 3rd, 6th, and 9th level.
Your deadly blow ability is considered a special
attack. As such, it qualifies for the Ability Focus
feat, which would increase the DC of Fortitude saves
against your massive damage blows by +2.
Shared Wounds - Ex
A Purifier can instinctively detect others who went
through the same brutal training he did.
Devotions
Purifiers know they are faithful servants of the
Sanguine Covenant, and learn much of the litur-
gies of the covenant and roles of the priesthood.
As faithful, dedicated servants, at 4th level they are
offered the opportunity to be ordained as cantors. This
makes them sworn, divine servants of the Sanguine
Covenant, but not full priests.
You gain a +10 bonus to all Sense Motive checks to
determine if another character is a Purifier ( normally
opposed by the other characters Bluff check ).
Stinging Strike - Ex
Often Purifiers are sent against heretical spellcasters,
and by 2nd level they learn to place blows that hurt
enough to make it difficult for those heretics to focus
enough to cast spells.
If you have been ordained as cantor, at 4th level you
gain minor divine spellcasting ability known as devo-
tions. You select four 0-level cleric spells and two 1st
level cleric spells. You may cast each of these spells
as a cleric once per day, with a caster level equal to
your Purifier class level. At 8th level your devotions
increase by two 0-level spells, one 1st level spell and
one 2nd level spell. You must have a Wisdom of at
least 10 + spell level to be able to cast your devotions,
but you do not gain bonus spells per day or bonus
spells known from a high Wisdom.
Your attacks count as ongoing damage for one round,
for purposes of forcing Concentration checks from
spellcasters ( as if the spellcaster was on fire, or being
damage by m’s acid arrow ). Thus to cast a spell in
the round after you strike him, a spellcaster must
make a Concentration check with a DC of 10 + ½
the damage you dealt in your last attack against him.
However your stinging blow is not quite as effec-
tive as true ongoing damage – the maximum DC of
Concentration checks against it is 10 + your Purifier
level.
If you were a cleric of the Sanguine Covenant prior to
becoming a Purifier, and remain ordained, you simply
gain +1 level of spell ability at 4th and 8th level and
add half your Purifier class level to your caster level
beginning at 4th level. Thus a 4th level cleric/1st level
rogue/4th level Purifier has access to spells as a 5th
level cleric, and a caster level of 6. Such individuals
are rare, but greatly respected by other Purifiers.
Pure Focus - Ex
A Covenant Purifier is driven by religious zeal
as much as training and personal desire. By 2nd
level, this zeal drives the Purifier on whenever he is
assigned to bring in a particular heretic.
A Purifier unwilling to become a cantor, or who
cannot be ordained for whatever reason, instead gains
bonus feats at 4th and 8th level. These feats may be
any the Purifier qualifies for. Once you have taken the
If you are assigned to kill or capture a particular indi-
vidual by a superior in the covenant, you gain a +1
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classes of NeoExodus: Caneus High Guard
bonus feats, you cannot later gain spellcasting devo-
tions even if you are ordained.
Benefits: If you take an action that would set off a
trap or deadfall, you may immediately make a Spot
check. The Spot DC is equal to the Search DC to find
the trap. If you succeed, you are aware the action you
were about to take would set off a trap. If you beat the
DC by 5 or more, you know the general location of
the trap and gain a +5 bonus to a Search check to find
it.
Swift Death - Ex
Purifiers know heretics have rights too – they deserve
to be killed swiftly so as to end their unholy existence
and the damage it causes their souls. By 4th level this
desire to carry out their violent purification quickly
actually moves a Purifier more swiftly than his less-
driven brethren.
You are also allowed to make a second Listen or
Spot check to be ware of a threat and act in a surprise
round. Only if both checks fail are you unable to act
in the surprise round.
Your base speed increases by +5 ft. and you only take
a -3 penalty to skill checks to move more quickly
using the rules for Balance ( accelerate movement),
Climb (accelerated climbing ), Move Silently ( moving
up to one half your base move ), or Tumble ( acceler-
ated tumbling ). This has no impact on any other skill
checks.
Full Thrust
You can use even light weapons to deliver devastating
blows.
Prerequisites: Str 13, Dex 13, Power Attack
At 8th level your base move bonus increases to +10
ft., and you take no penalty to Balance, climb, Move
Silently or Tumble checks made while moving more
quickly.
Benefit: As a standard action, you may make a single
melee attack with a light weapon and use Power
Attack to decrease your attack bonus and increase
your damage as if it were a 2-handed weapon ( +2
damage for every -1 attack ).
Special Ability - Ex
You gain a special ability, as if you were a rogue of
10th level. If you do not have evasion you may not
select improved evasion. However, you may take
evasion as a special ability.
Normal: You cannot use Power Attack with a light
weapon.
Spring Up
You can recover from being prone without leaving
yourself open to attack.
Feats
The following feats are common among Covenant
Purifiers, though anyone who qualifies for them may
take them.
Prerequisites: Tumble +10
Benefits: You can stand from prone without
provoking attacks of opportunity. This is still a move
action.
Damage Finesse
Your attacks nimbly seek out vulnerable spots on your
foes.
All mechanics on all pages is Open Game Content as
defined by the Open Gaming License. See page 6 for
more information.
Prerequisites: Dex 15, Weapon Finesse
Benefits: You may add your Dexterity bonus, rather
than your Strength bonus, to damage done with a
melee weapon. The melee weapon must be on that can
be used with the Weapon finesse feat. The additional
damage from your Dexterity bonus is considered
precision damage, and does not apply to creatures
immune to sneak attacks or critical hits.
Danger Sense
You have an uncanny knack for sensing danger.
Prerequisites: Trapsense ability, Spot +8
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