General Prestige Class : Bane Of Infidels
The bane of infidels is the leader of a xenophobic tribe. He wants nothing to do with the outside world because the way his people do things is the way they have always done them, and the way they always will. Alone among his compatriots, the bane of infidels sees the possibilities of the outside world, but he considers progress dangerous. Allowing his people to advance would surely endanger them and imperil his leadership. Since visitors bring danger of change, they must die - and what better way than as sacrifices in the name of his tribe's religion?
The act of sacrifice empowers and rewards the bane of infidels and his tribe. Usually visitors and conquered foes serve as sacrifices, though in a pinch a criminal will do (or even an innocent, though this a risky move).
Though he is often ruthless, the bane of infidels is nonetheless respected by the members of his tribe, to whom he provides healing, guardianship, and unwavering direction in return for absolute loyalty. Druids are the most likely characters to embrace this lifestyle, though clerics, high-level rangers, and adept can also adopt this prestige class. The tribe of a bane of infidels often includes fighters, rangers, barbarians, bards, and sorcerers but other classes may not be as welcome.
To qualify to become a Bane of Infidels, a character must fulfill all the following criteria:
- Alignment: Any non-good.
- Skills: Intimidate 4 ranks; Knowledge (religion) 6 ranks or Knowledge (nature) 6 ranks.
- Feats: Iron Will, Leadership.
- Spells: Able to cast 3rd-level divine spells.
The bane of infidels class skills are Concentration, Craft (any), Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (nature), Knowledge (religion), Profession (any), Sense Motive, SpellCraft, Survival, and Swim.
Skill Points at Each Level: 4 + Int modifier.
The following are class features of the bane of infidel prestige class.
Weapon and Armor Proficiency: A bane of infidel 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 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 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.
|Bane Of Infidels||Hit Die: d8|
|CL||BAB||Fort||Ref||Will||Special||Spells per day|
|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|
Source: Masters of the Wild