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Bane of Infidels

(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 46)

The bane of infidels is the leader of a xenophobic tribe.

Requirements

Alignment: Any nongood

Skills: Intimidate 4 ranks , Knowledge (religion) 6 ranks , Knowledge (nature) 6 ranks

Feats: Iron Will , Leadership

Spells: Able to cast 3rd-level divine spells.


Hit die

d8

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: A bane of infidels gains no weapon or armor proficiencies.

Spells per Day/Spells Known: At each bane of infidels level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like), if the character had more than one spellcasting class before becoming a bane of infidels, the player must decide to which class to add each level for determining spells per day and spells known.

Energumen (Sp): Beginning at 1st level, the character may bestow a low-powered form of barbarian rage in any follower (as defined in Chapter 2 of the DUNGEON MASTER'S Guide) who is an adherent of the same religion The follower gains a +2 bonus to both Strength and Constitution, as well as a +1 morale bonus on Will saves. In all other respects, this effect is like barbarian rage. Energumen is usable once per day per bane of infidels level.

Pyre (Sp): At 1st level, the bane of infidels may cause a 5-foot-square area to burst into flame. Anyone in that area must succeed at a Reflex save (DC 10 + bane of infidels level + Wisdom bonus of bane of infidels) or suffer 1d4 points of damage per bane of infidels level. This ability is usable once per day.

Hearth Protection (Sp): At 2nd level, the bane of infidels may perform an 8-hour ritual to designate an area with a radius of up to 5 feet per bane of infidels level as a hearth. This area then functions as a permanent zone of truth, though the bane of infidels is immune to that effect. The character may have only one hearth at a time.

Sacrifice (Su): Beginning at 2nd level, the bane of infidels may sacrifice any humanoid by killing it with a coup de grace in his hearth. This ritual increases his effective caster level for all spells by +2 for 1 hour. If the bane of infidels sacrifices a follower, he must make a Diplomacy check (DC 20). Failure indicates that all his remaining followers desert; success means he retains their loyalty. This effect does not stack with the bonuses gained from major sacrifice or mass sacrifice (see below). Sacrifice is usable once per day.

Secrets of Stone (Sp): At 3rd level, the bane of infidels gains the ability to discern the affected spell and necessary sacrifice of any standing stone (see Chapter 3) within 100 feet of him as a free action.

Detect Loyalty (Sp): At 4th level, the bane of infidels may examine a follower for faithfulness. If that individual has grossly violated the code of conduct that the bane of infidels has established or otherwise acted in a manner opposed to the latter's purposes and directions in the last 24 hours, the bane of infidels discovers it (no save, but spell resistance applies) and gains a +5 circumstance bonus on his Diplomacy check when sacrificing that follower. Using detect loyalty does not provoke an attack of opportunity.

Major Sacrifice (Su): This ability, gained at 5th level, is like sacrifice, except that the bane of infidels can increase his effective caster level for all spells by +4 for 1 hour by sacrificing a sentient creature with 5 or more Hit Dice. This effect does not stack with that of sacrifice or mass sacrifice.

Wicker Man (Sp): At 6th level, the bane of infidels learns to create a sacrificial totem trap. This ability produces the same effect as the wall of thorns spell, except as follows. The thorny briars form a humanoid shape 10 feet square, with a height equal to 10 feet per bane of infidels level. Anyone in that area when the wicker man appears gets a Reflex save (DC 10 + bane of infidels level + Wisdom bonus of bane of infidels) to avoid being caught in its body at a point halfway up its height. The pyre and bonfire abilities of the bane of infidels count as magical fire for purposes of igniting the wicker man and do their normal damage to everyone trapped inside each round until the wicker man burns away (per the wall of thorns spell) or they escape. This ability is usable once per day.

Bonfire (Sp): This ability, gained at 7th level, functions like pyre, except that it affects a 10-foot-square area.

Antipathy field (Sp): At 8th level, the bane of infidels may protect his hearth with an antipathy field once per day. This functions like an antipathy spell, except that the target is the entire area of the hearth and the duration is 24 hours.

Mass Energumen (Sp): This ability (gained at 9th level) functions like energumen (above), except that it affects up to ten followers at once.

Mass Sacrifice (Su): At 10th level, the bane of infidels can increase his effective caster level by +2 (up to a maximum of +10) for each humanoid sacrificed within 10 rounds. This ability is otherwise like sacrifice. Its effect does not stack with that of sacrifice or major sacrifice.

Advancement

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +2 +0 +2 Energumen, pyre +1 level of existing class
2nd +1 +3 +0 +3 Hearth protection, sacrifice +1 level of existing class
3rd +2 +3 +1 +3 Secrets of stone +1 level of existing class
4th +3 +4 +1 +4 Detect loyalty +1 level of existing class
5th +3 +4 +1 +4 Major sacrifice +1 level of existing class
6th +4 +5 +2 +5 Wicker man +1 level of existing class
7th +5 +5 +2 +5 Bonfire +1 level of existing class
8th +6 +6 +2 +6 Antipathy field +1 level of existing class
9th +6 +6 +3 +6 Mass energumen +1 level of existing class
10th +7 +7 +3 +7 Mass sacrifice +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty
Animal Empathy Cha yes no
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Handle Animal CHA yes no
Heal WIS no no
Intimidate CHA no no
Intuit Direction Wis yes no
Knowledge (nature) INT yes no
Knowledge (religion) INT yes no
Profession WIS yes no
Scry Int yes no
Sense Motive WIS no no
Spellcraft INT yes no
Swim STR no yes
Wilderness Lore Wis no no

Spells for Bane of Infidels

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