Redeemer
(Source: Hand of Shadow)
RequirementsSkills: Knowledge (Shadow) 6 ranks. |
|
Hit Die: d8.
Class Skills: Concentration (Con)), Craft (Int), Gather Information
(Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowlegde (Shadow)
(Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak
Language (n/a), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Redeemers gain no additional proficiency with weapons or armor.
Sense the Traitor (Su): After first proving his efficacy with mundane methods of tracking and apprehension of traitors, the redeemer is gifted with the power to detect those who have betrayed their faith in the dark god. In effect, the shadowy tendrils that cling to a traitor's soul begin to decay, and redeemers are able to "smell" this rot at a distance, depending on how strong the traitor's faith in the dark god once was.
This benefit functions just like an astirax's sense magic ability, except that it keys on the essence of shadow that clings to an ex-legate's spirit. The range at which redeemers can detect ex-legates is equal to one-half mile per the traitor's previous caster level. For instance, a redeemer can sense an 8th-level ex-legate at a range of 4 miles. As the redeemer advances, his ability to sense ex-legates increases by 1 mile for every two class levels after 2nd.
Scent of the Traitor (Su): At 4th level, when using Track in conjunction with the sense the traitor ability, redeemers are considered to have the scent ability, but onlly in regards to former legates. Wind has no effect on the smell of a traitor's decomposing soul, and the base range at which a redeemer can pinpoint a traitor's location by smell is 30 feet.
Discern the Renegade (Su): At 6th level the redeemer gains the power to look into the very mind of a nearby ex-legate. Not only does this allow him to speak with these turncoats telepathically to a range of 100 feet, it allows him to read their surface thoughts and emotions as well. Any ex-legate that comes within 100 feet is subject to a detect thoughts effect with a DC of 10 + the redeemer's caster level + Wis modifier. Initiating and gaining information through this ability requires no action on the part of the redeemer.
Regardless of whether or not they make their Will saves, targets of this ability become like open books to the redeemer. He gains a +2 insight bonus to AC against their attacks, a +2 insight bonus to saves to resist their attacks or spells, and a +4 insight bonus to Spellcraft and caster level checks made to dispel or counterspell any spells cast by them. Finally, the redeemer gains a +4 insight bonus to Bluff, Diplomacy, and Sense Motive checks against the target.
Targets of this ability, regardless of whether or not they make their saves, do not realize that they have been subject to a mind-affecting ability.
Twist the Pale Soul (Su): At 8th level a redeemer gains the ability to attack his targets' very souls. By expending one of his daily turn attempts as a standard action, he can cause a former legate within 30 feet to suffer from a number of negative levels equal to the maximum HD affected minus the redeemer's class level (in other words, the number X in "cleric's level + X," as found on Table 8-9:Turning Undead in the PHB). Redeemer levels and legate levels stack for the purposes of determining the maximum HD affected by this check, though not for other purposes.
Targets of this ability may make a Will save (DC 10 + the redeemer's class level + Cha modifier) after 24 hours to remove the negative level. On a failure, the negative level goes away, but the target's level is reduced by one. A separate saving throw is required for each negative level.
Rapture (Su): Although imprisonment, torture, and death are all acceptable punishments for leaving the Order, the ultimate goal of a redeemer is to relieve renegade legates of their souls, which rightly belong to the dark god. This horrifying process is referred to as the rapture, and they gain the ability to inflict it upon former legates at 10th level.
To use rapture upon a former legate, a redeemer must made a successful touch attack and expend at least one of his daily turning attempts, as he commands the traitor's soul to literally rip itself free of its mortal shell and return to the bosom of the dark god. This inflicts 1d8 fire damage to the renegade legate for every level of the legate class he possesses or once possessed, plus an additional 1d8 for each turn attempt the redeemer chooses to expend past the first. The former legate can attempt a Will save (DC 10 + redeemer's class level + Cha modifier) to reduce the number of d8s rolled by one-half.
Should the unfortunate traitor survive the rapture, he still suffers a number of negative levels equal to the number of d8s rolled. If he dies, his soul violently emerges from his body, pouring forth like black smoke from all of his bodily orifices. As his body crumbles into a desiccated husk, his soul is pulled northward towards eternal damnation in the dark god's embrace.
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Divine Spellcasting Class |
|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | | +1 level |
| 2nd | +1 | +3 | +0 | +3 | Sense the traitor | |
| 3rd | +2 | +3 | +1 | +3 | | +1 level |
| 4th | +3 | +4 | +1 | +4 | Scent of the traitor | |
| 5th | +3 | +4 | +1 | +4 | | +1 level |
| 6th | +6 | +5 | +2 | +2 | Discern the renegade | |
| 7th | +4 | +5 | +2 | +5 | | +1 level |
| 8th | +6 | +6 | +2 | +6 | Twist the pale soul | |
| 9th | +6 | +6 | +3 | +6 | | +1 level |
| 10th | +7 | +7 | +3 | +7 | Rapture | |
