PRIEST-CRUSADER KIT Purifier Description: Purifiers represent those members of a Crusader order who have taken upon themselves the task of ridding the world of the blight of a particular race or creature that they feel is inimical to their faith and the values their deity espouses. The only way to 'purify' the world is for all members of this species to be eradicated wherever they may be found, wiping them utterly from the face of the land and cleansing it from their taint. For many Purifiers, this attitude derives from some time in their lives when they experienced a terrifying attack against themselves or a loved one or family member by some creature of the type that later becomes their chosen foe. For others, it may have been a tragedy visited upon a stranger that led them to their chosen path. In some cases, Purifiers may view their profession as a righteous and honorable calling to cull negative influences from the environment and protect those who might be harmed, or even as an act of compassion to free the disturbed and tormented spirits trapped within the black hearts of their chosen foes, allowing them to depart from their tortured bondage in this world to go on to their final rest in the planes. In most cases, however, Purifiers share strikingly similar motives: a good dose of moral superiority mixed with righteous indignation, often catalyzed by an overpowering desire for revenge. Purifiers share the usual requirements of Crusaders in terms of race, alignment, and ability scores, save that Purifiers have no minimum Charisma score (their almost maniacal obsession with their chosen prey does not generally lend itself well to interpersonal interaction); however, they must have at least a 12 Intelligence and scores of 14 in both Wisdom and Constitution. Weapons & Armor: As a standard Crusader. Special Benefits: Purifiers gain the usual spheres of spell access granted to all Crusaders. In addition, they can select major access to a single sphere that is relevant to their chosen prey--most often Necromantic for Purifiers who battle undead or Summoning for those who fight extraplanar creatures. Where a particular connection is not obvious, the player should check with the DM and work out a bonus sphere that is appropriate to the chosen foe. Battle Prowess: As a standard Crusader. Nemesis: All Purifiers must choose a general category of creatures in which to specialize (e.g., giants, baatezu), plus one specific creature type (e.g., fire giants, pit fiends) that represents their mortal enemy. When fighting any creature of their chosen category, a Purifier gains a +1 bonus on rolls to hit and to saves vs. mental attacks of all types (-1 to Telepathic power scores). In addition, any of their spells directed at such creatures impose a penalty of -1 to saving throws. Against the Purifier's specific chosen creature type, these bonuses are doubled. Purifiers must be exceptionally brave to carry through their special mission and so are always immune to fear. The intensive study of their chosen foes by Purifiers allows them to identify creatures of that type with a successful Intelligence check with a +1 bonus for every three levels of experience (rounding up). A successful check allows the Purifier to recall the creature's specific weaknesses and abilities or immunities, though a failed check may reveal misleading information, and penalties may apply for special or unique creatures within the Purifier's category. Note that a Purifier always knows the strengths, weaknesses, habits, and the like of his or her specific chosen creature type, without the need for a check. This is a special application of the general Monster Lore proficiency that all Purifiers must learn (without the normal -4 penalty) and applies to the Purifier's chosen enemies even if they are undead or extraplanar. Because of the immense satisfaction and fulfillment a Purifier receives from defeating enemies of his or her chosen type, he or she receives double the normal experience point award for defeating creatures of his or her general enemy category and triple normal experience points for defeating his or her specific chosen Nemesis. Righteous Wrath: When battling their specific chosen enemy, all creatures within 10' of the Purifier become immune to fear (NPCs never need to check morale). In addition, all creatures within this radius must save vs. rods every round or be filled with a berserker-like Righteous Wrath directed against the Purifier's chosen foe. Allies and enemies alike can be affected, though unwilling creatures receive a +4 bonus to their saving throw and creatures of the general or specific enemy type are immune; hence, a creature cannot be turned against its own kind. A creature must have at least Low (5-7) intelligence to be subject to Righteous Wrath. A Purifier is always subject to Righteous Wrath when faced with his or her special enemy type. Example: A Purifier whose chosen enemy was fire giants would not incite this rage while fighting stone giants. When fighting a mixed band of fire giants, stone giants, and hell hounds, the Purifier and any non-giantish allies within 10' would need to save each round to avoid becoming enraged, and any hell hounds within 10' would need to save each round as well (with a +4 bonus), though neither the fire giants nor stone giants would need to save. The Purifier's Righteous Wrath lasts for a full turn. Other affected creatures may become enraged at any point during this time, but their rage will end when the Purifier's Righteous Wrath ends. Thus, Righteous Wrath does not last for one full turn for each affected creature; the effect ends simultaneously for all recipients (one turn after it begins for the Purifier) regardless of how long individual creatures have been enraged. While filled with Righteous Wrath, all creatures gain a +2 bonus to attack and damage rolls and saving throws and become immune to pain and stunning. For the Purifier, these benefits are cumulative with their standard Nemesis bonuses. In addition to gaining these bonuses, the recipients of Righteous Wrath are compelled to attack the Purifier's specific chosen enemy in preference to all other targets; if that enemy is slain or escapes, other enemies of the Purifier's general enemy category must be engaged, followed then by any other enemies. If no enemies are left, creatures under the effect of this rage must instead attack the nearest creature to them; if they wish, they can instead force themselves to hold back and not attack, though the strain of doing so inflicts 1d6 points of damage per round until the rage effect expires or they are knocked unconscious. Special Hindrances: Purifiers focus on studying and combating their specific chosen enemies rather than prosecuting general wars on behalf of their church and their order. Hence, they do not gain the Campaign Skill of a standard Crusader. In addition, their spells are less effective when cast against creatures of other types, allowing a +2 bonus to enemy saving throws for creatures outside of their category of enemies. Purifiers are expected to tithe 20% of their income to their orders, and they otherwise share the same restrictions as other Crusaders. In addition to these limitations, Purifiers are nearly fanatic in pursuing their calling, relentless in pursuit of the enemy. A Purifier is driven, as if by a compulsion or geas, on an endless quest to seek out and destroy their enemies whenever and wherever possible. Creatures of their general enemy category will always be attacked in preference to other creatures, and the Purifier's specific Nemesis will be attacked in preference to any other target, regardless of tactical circumstances. A Purifier who does not follow this code of conduct loses any experience points that he or she would have gained for that encounter. Purifiers also gain only half the normal amount of experience points for combat that does not involve their chosen foes (i.e., as long as their chosen enemies are present on the field of battle, experience is not affected, even if the chosen foes do not directly engage the Purifier). Experience gained in noncombat situations is not affected. Required Proficiencies: Endurance, Monster Lore Preferred Proficiencies: Alertness, Armorer, Awareness, Ancient History, Bowyer/Fletcher, Celestology, Demonology, Display Weapon Prowess, Healing, Local History, Necrology, Planology, Reading/Writing, Religion, Riding (Land-based), Survival, Tactics, Weaponsmithing Forbidden Proficiencies: Any Psionicist, Rogue, or Wizard proficiencies