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The Legate

Level Base Attack Bonus Fort
Save
Ref
Save
Will
Save
Special
1 +0 +2 +0 +2 Rebuke undead, spellcasting, temple dependency
2 +1 +3 +0 +3
3 +2 +3 +1 +3 Astirax companion
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12

Legate Spells Per Day

Spells Per Day
Level 0 1 2 3 4 5 6 7 8 9
1 3 1+1 -- -- -- -- -- -- -- --
2 4 2+1 -- -- -- -- -- -- -- --
3 4 2+1 1+1 -- -- -- -- -- -- --
4 5 3+1 2+1 -- -- -- -- -- -- --
5 5 3+1 2+1 1+1 -- -- -- -- -- --
6 5 3+1 3+1 2+1 -- -- -- -- -- --
7 6 4+1 3+1 2+1 1+1 -- -- -- -- --
8 6 4+1 3+1 3+1 2+1 -- -- -- -- --
9 6 4+1 4+1 3+1 2+1 1+1 -- -- -- --
10 6 4+1 4+1 3+1 3+1 2+1 -- -- -- --
11 6 5+1 4+1 4+1 3+1 2+1 1+1 -- -- --
12 6 5+1 4+1 4+1 3+1 3+1 2+1 -- -- --
13 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 -- --
14 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 -- --
15 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 --
16 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 --
17 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1

Alignment: Chaotic evil, lawful evil, or neutral evil It is very rare but the dark god may allow neutral or lawful neutral legates, but only if his service is beyond all others..
Hit Die: d8.
Starting Possessions: 6d4x10 vp.

Class Skills

The legate's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (Shadow) (Int), Knowledge (spirits) (Int), Profession (Wis), Speak Language (n/a), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at each additional level: 4 + Int modifier.

Legate Class Abilities

Weapon and Armor Proficiency: Legates are proficient with all simple weapons. Legates are proficient with all types of armor (light, medium, and heavy) and with shields, but not with tower shields.

Rebuke Undead (Su): A legate has the supernatural ability to rebuke and command undead that are within his presence. To do this, he makes a normal turning check as described in the PH. A legate may rebuke undead a number of times per day equal to three plus his Charisma modifier. The legate may take the Extra Turning feat in order to increase the number of times per day he may use this ability.

Spells: A legate casts divine spells granted by the dark god, as shown on the table above. A legate may prepare and cast any spell on the legate spell list, provided he can cast spells of that level. The legate spell list includes any spells available to clerics in the core rules or in supplements. The Difficulty Class to resist a legate's spell is 10 + the spell's level + the legate's Wisdom modifier.

Legates must prepare their spells each day, meditating and incanting to the dark god for one hour at midnight. Failure to do so results in the legate not being able to prepare spells until the following night. When the legate prepares his spells, he also gains access to one domain spell per spell level, starting at 1st level

Temple Dependency: Legates cannot simply pray for spells anywhere in the world and hope to receive them. Just as their dark god is bound to the physical world, so are they bound to his temples. In order to maintain his connection to their god, a legate must participate in the ritual sacrifices at a zordrafin corith on a regular basis. In order to receive his spells each day, the legate must participate in a sacrifice once per year at a pale mirror. Access to higher level spells requires more frequent ritual participation at more powerful mirrors: legates who wish to receive spells of 4th level or higher must instead participate in a sacrifice once per season at a blood mirror, and those who wish to receive spells of 7th level and higher must instead participate in a sacrifice once per month at a grand mirror.

Astirax Companion: At 3rd level, after having proven himself to the masters of his order, each legate is assigned an astirax that acts as his companion and helps him to seek out those who would carry and use magic against the decree of the Shadow. When an astirax is bound to a legate it gains the ability to communicate with him in a manner identical to a familiar's empathic link with its master. The astirax may turn this link on and off at will, so its master might not always know what the astirax is experiencing if the astirax does not wish him to. The astirax gains extra HD and power as the legate gains levels, as shown in the table below. A legate's astirax companion can usually be found inhabiting an animal when it is accompanying its master. The animals bred for astirax possession are standard animals of their type as found in the MM, but commonly have full hit points. Further, they are well trained, knowing twice the maximum number of tricks a creature of their Intelligence is normally able to know.

Astiraxes serve the dark god first and their legate masters second. While it is generally in their best interests to obey and support their legates, they are by no means compelled to do so. If an astirax sees a benefit in betraying its master (perhaps in the hopes of being assigned to a more powerful one), it may do so. However, all astiraxes continue to exist at the whim of the dark god, as channeled through his high legates. If an astirax is discovered to have acted in its own best interests or is caught betraying its legate, its life force can be snuffed out with the snap of a finger.

If a legate's astirax dies, the legate must return to Theros Obsidia for a new one to be bound to him. The loss of an astirax is seen as an embarrassment, though not a debilitating one; a legate with something to show for the loss of his astirax, such as the location of a new power nexus, the destruction of a resistance group, or the reclaiming of magic items, has nothing to fear.

Domains and Domain Spells: Legates all derive their power from the dark god. He grants access to the Death, Destruction, Evil, Magic, and War domains. His favored weapon for the purposes of the War domain is the longsword.

At 1st level, a legate chooses two of these domains as his own. A neutral legate may not choose the Evil domain. Each domain gives the legate access to a domain spell at each level as well as a granted power. Since the legate may only prepare one domain spell per day per level, he must choose between the spells offered by his two domains. If a domain spell is not on the legate's normal list, he may prepare it in his domain slot.

Spontaneous Casting: Legates can channel the negative energy of their prepared spells into inflict spells that they have not prepared. The legate can exchange any prepared spell for an inflict spell of the same level or lower. He may not, however, convert a domain spell into an inflict spell.

Astirax Improvement
Legate Level Bonus HD Int. Adj. Cha Adj. Special
6 +2 +1 +1 Telepathy 100 ft.
9 +4 +2 +2 Enhanced sene I
12 +6 +3 +3 Evasion
15 +8 +4 +4 Enhanced sense II
18 +10 +5 +5 Empathy

Use the base statistics for the astirax but make the following changes.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the astirax's base attack and base save bonuses. Outsiders have good Fortitude, Reflex, and Will saves.
Int/Cha Adj.: Add this value to the astirax's Intelligence and Charisma scores.
Special: The astirax gains the following abilities.
Telepathy (Su): The astirax gains the ability to telepathically communicate with its legate within 100 ft.
Enhanced Sense I (Su): The astirax's sense magic ability improves. The range at which it may detect any channeled effect is increased by five miles.
Evasion (Ex): If the astirax is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Enhanced Senses II (Su): The astirax's sense magic ability improves. The range at which it may detect any channeled effect increases by 10 miles. This ability supercedes the previous enhanced sense ability.
Empathy (Su): As a byproduct of their long telepathic association, the empathic link between the legate and his astirax now has no maximum range. As long as they are on the same plane, the connection is maintained. Likewise, the astirax can no longer close the link off at will; the legate's force of will is so great that he can always sense the astirax's basic emotions and circumstances.