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Heroes of Code Page 1 Introduction Hello and welcome to Heroes of Code, the first book in the series of ultimate classes. The ultimate classes is a project that brewed in my head since early 2004. Since I wanted to share my ideas and gather opinions, I posted my very first creations on the Wizards of the Coast’s internet boards. They aroused interest and received warm reception. During the next months, constant feedback from the boards allowed me to improve and expand them, as well as post many more classes than initially planned. In the end of 2004, I decided that the project grew so big than it deserved to be published. Ultimate classes aim for experienced players, as well as those who are disheartened by the fact that classes in core rulebook are rather stiff and hard to customize. They also make need to enter prestige classes thing of a past. If you are familiar with 2nd edition of the game, you might notice that many classes aren’t unlike kits. That is an intentional tip of a hat toward old players like me and an attempt to bring some of the feeling of the previous edition to new rules set. Each ultimate class present multitude of options available to a character, on the scale previously unseen in d20 games that use classes. The Heroes of Code focuses on three ultimate classes that are bound to follow their codes of conduct. Those classes are the knight, the paladin, and the scourge. The lawful knight is rather faithful to its standard fantasy archetype – a good mix of warrior and leader. The paladin is similar to her core version, but with greatly expanded options and can be of any good alignment. The second completely new class, scourge, is counterpart of the paladin, to a certain degree. It’s a class designed for those who do not agree that while champion of good is a class that can be taken from the beginning, the champion of evil cannot. Special Thanks I’d like to thank all the following people for support and help in creation of ultimate classes: Jakub Chojnacki, Michał Gierski, Karol Grabowski, Łukasz Gurfinkiel, Michał Jagodziński, Agnieszka Kominow, Filip Lubos, Łukasz Małyska, Grzegorz Omernik, Łukasz Otto, Ryan Hochstatter. There are also numerous people from the boards that wish to stay anonymous that helped to mold and shape the classes into what they are today, and I thank them as much. E.N. Classguide: Heroes of Code Written By Marcin Adamczyk Layout & Design by M Jason Parent Illustrations by Matthew Cuenca Contents Knight Page 2 Paladin Page 7 Scourge Page 13 Feats Page 20 “d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Trademark License version 6.0. A copy of this License can be found at www.wizards.com/ d20. Dungeons & Dragons® and Wizards of the Coast® are Registered Trade- marks of Wizards of the Coast, Inc. in the United States and other countries and are used with Permission. Some content included herein is derivative of existing Open Game Content as indicated in the Section 15 of the Open Game License included at the end of this document. All contents, regardless of designation, are ©2005 E.N. Publishing. E.N. Publishing logos, product lines and product titles are Trademarks of E.N. Publishing. This edition of E.N. Troves: Figurines of Wondrous Power is produced under version 1.0a of the Open Game License, version 6.0 of the d20 System Trade- mark License and the current version of the System Reference Document by permission of Wizards of the Coast, subsequent editions of this product will incorporate the most current versions of the license, guide and document. Declaration of Closed Content All text in Blue Italics in this volume is the exclusive property of Wizards of the Coast and is used with their kind permission. This content is NOT Open Game Content, and cannot be used in other Open Game License works without the prior written consent of Wizards of the Coast, Inc. Declaration of Open Game Content and Product Identity: All remaining (non-italicized) text on pages 2 through to the end of this docu- ment are released as Open Game Content under the Open Game License ver- sion 1.0a, except for proper names of characters and all text found red text, as well as all E.N. Publishing logos, product names and product line names. © 2005 E.N. Publishing

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Heroes of Code

Page 1

IntroductionHello and welcome to Heroes of Code, the first book in the series of ultimate classes. The ultimate classes is a project that

brewed in my head since early 2004. Since I wanted to share my ideas and gather opinions, I posted my very first creations on the Wizards of the Coast’s internet boards. They aroused interest and received warm reception. During the next months, constant feedback from the boards allowed me to improve and expand them, as well as post many more classes than initially planned. In the end of 2004, I decided that the project grew so big than it deserved to be published.

Ultimate classes aim for experienced players, as well as those who are disheartened by the fact that classes in core rulebook are rather stiff and hard to customize. They also make need to enter prestige classes thing of a past. If you are familiar with 2nd edition of the game, you might notice that many classes aren’t unlike kits. That is an intentional tip of a hat toward old players like me and an attempt to bring some of the feeling of the previous edition to new rules set. Each ultimate class present multitude of options available to a character, on the scale previously unseen in d20 games that use classes.

The Heroes of Code focuses on three ultimate classes that are bound to follow their codes of conduct. Those classes are the knight, the paladin, and the scourge. The lawful knight is rather faithful to its standard fantasy archetype – a good mix of warrior and leader. The paladin is similar to her core version, but with greatly expanded options and can be of any good alignment. The second completely new class, scourge, is counterpart of the paladin, to a certain degree. It’s a class designed for those who do not agree that while champion of good is a class that can be taken from the beginning, the champion of evil cannot.

Special ThanksI’d like to thank all the following people for support and help in creation of ultimate classes: Jakub Chojnacki, Michał Gierski,

Karol Grabowski, Łukasz Gurfinkiel, Michał Jagodziński, Agnieszka Kominow, Filip Lubos, Łukasz Małyska, Grzegorz Omernik, Łukasz Otto, Ryan Hochstatter. There are also numerous people from the boards that wish to stay anonymous that helped to mold and shape the classes into what they are today, and I thank them as much.

E.N. Classguide:

Heroes of CodeWritten By

Marcin Adamczyk

Layout & Design byM Jason Parent

Illustrations byMatthew Cuenca

Contents Knight Page 2 Paladin Page 7 Scourge Page 13 Feats Page 20

“d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Trademark License version 6.0. A copy of this License can be found at www.wizards.com/d20. Dungeons & Dragons® and Wizards of the Coast® are Registered Trade-marks of Wizards of the Coast, Inc. in the United States and other countries and are used with Permission.

Some content included herein is derivative of existing Open Game Content as indicated in the Section 15 of the Open Game License included at the end of this document. All contents, regardless of designation, are ©2005 E.N. Publishing. E.N. Publishing logos, product lines and product titles are Trademarks of E.N. Publishing.

This edition of E.N. Troves: Figurines of Wondrous Power is produced under version 1.0a of the Open Game License, version 6.0 of the d20 System Trade-mark License and the current version of the System Reference Document by

permission of Wizards of the Coast, subsequent editions of this product will incorporate the most current versions of the license, guide and document.

Declaration of Closed ContentAll text in Blue Italics in this volume is the exclusive property of Wizards of the Coast and is used with their kind permission. This content is NOT Open Game Content, and cannot be used in other Open Game License works without the prior written consent of Wizards of the Coast, Inc.

Declaration of Open Game Content and Product Identity:All remaining (non-italicized) text on pages 2 through to the end of this docu-ment are released as Open Game Content under the Open Game License ver-sion 1.0a, except for proper names of characters and all text found red text, as well as all E.N. Publishing logos, product names and product line names.

© 2005 E.N. Publishing

Heroes of Code

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The knight is highly trained combatant on the field of battle. Expert with variety of weapons, when under pressure he draws extra strength from his chivalric vows.

Adventures: Knights tend to adventure at the behest of their feudal lord, rather than as part of a typical party of adventurers. Adventures may consist of dealing with a traditional chivalric enemy such as an evil knight harassing travelers, a dragon laying waste to a nearby village, or an enemy lord or country attacking the land.

Characteristics: Knights are devoted combat specialists. They are well equipped, better than most starting characters, and sometimes have considerable wealth in addition.

Alignment: Knights can be of any lawful alignment, and most are good, as few evil characters will manage to follow the code of chivalry for any great length of time. Likewise, chaotic characters despise the idea of following any rules, and the dedication and training required to be a knight is anathema to them.

Religion: Most knights revere one of the main established religions of the land – gods of war, nobility, chivalry, justice, vengeance and general martial prowess are especially popular. Some knights join knightly orders devoted to the worship and service of particular god, in which case they may become paladins, blackguards, or templars.

Background: Almost all knights are the sons of knights, either inheriting wealth and lands or set on their way as armigers or knights bachelor to find feudal lords of their own. There knights knew all their lives that they were to be knights, training for the position from the age of seven and spending almost every waking minute devoted to the knightly and courtly skills. Occasionally a particularly plucky and heroic warrior will be knighted on the battlefield in reward for an incredible deed or victory, though this is a rarity. Such men may come from a much more humble background, though they are respected as well as any knight born to the role.

Knight

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Races: Humans are the most likely race to have the feudal system that supports knights. All the races may join knightly orders or take service with a lord if living on human lands, so long as they can find an order or lord to take them in. Elves, half-elves, and half-orcs are best suited to knighthood from a physical perspective, and the most readily accepted by human lords. Occasionally a particular baron or country will raise a company of knights from one of these races. Dwarves make good knights but rarely decide to use mounts.

Other Classes: Most knights have a strong mutual respect for other fighting character classes. Knights tend to revere clerics, both because many knights are deeply religious and out of simple chivalry. Druids, sorcerers and wizards are generally perceived as mysterious and unnerving.

Starting Age: Same as paladin.

Starting Gold: 10d4 x 10 (average 250 gp)

Game Rule InformationKnights (Kng) have the following game statistics.

Abilities: Strength is especially important for knights because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they need in their many battles. Charisma is important to those knights that want to be effective leaders and it powers a number of special abilities.

Alignment: Any lawful.

Hit Die: d10.

Class SkillsThe knight’s class skills (and the key ability for each

skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Perform (Cha), Profession (siege engineer) (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) × 4.Skill Points at Each Additional Level: 4 + Int

modifier.

Class FeaturesAll of the following are class features of the knight.

Weapon and Armor Proficiency: A knight is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a knight gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The knight gains an additional bonus feat at 4th, 7th, 11th, 15th, and 19th levels. These bonus feats must be drawn from the list below. A knight must still meet all prerequisites for a bonus feat, including ability score and base attack

Table 1-1: The Knight Level AdvancementBase Fort Ref Will

Level Attack Bonus Save Save Save Special1 +1 +2 +0 +0 Bonus feat, code of conduct2 +2 +3 +0 +0 Courage3 +3 +3 +1 +1 Confidence +14 +4 +4 +1 +1 Bonus feat5 +5 +4 +1 +1 Special ability6 +6 / +1 +5 +2 +27 +7 / +2 +5 +2 +2 Bonus feat8 +8 / +3 +6 +2 +2 Confidence +2, special ability9 +9 / +4 +6 +3 +310 +10 / +5 +7 +3 +3 Commander11 +11 / +6 / +1 +7 +3 +3 Bonus feat, special ability12 +12 / +7 / +2 +8 +4 +413 +13 / +8 / +3 +8 +4 +4 Confidence +314 +14 / +9 / +4 +9 +4 +4 Special ability15 +15 / +10 / +5 +9 +5 +5 Bonus feat16 +16 / +11 / +6 / +1 +10 +5 +517 +17 / +12 / +7 / +2 +10 +5 +5 Special ability18 +18 / +13 / +8 / +3 +11 +6 +6 Confidence +419 +19 / +14 / +9 / +4 +11 +6 +6 Bonus feat20 +20 / +15 / +10 / +5 +12 +6 +6 Special ability

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bonus minimums. (See Chapter 5: Feats for descriptions of feats and their prerequisites.) These bonus feats are in addition to the feat that a character of any class gets from advancing levels (see Table 3–2: Experience and Level-Dependent Benefits). A knight is not limited to the list of knight bonus feats when choosing these feats.

Feats (Player’s Handbook): Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Improved Critical, Improved Shield Bash, Improved Unarmed Strike (Improved Grapple), Leadership, Mounted Combat (Mounted Archery, Ride-by Attack, Spirited Charge, Trample), Point Blank Shot (Precise Shot, Improved Precise Shot), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Quick Draw, Rapid Reload, Two-Weapon Fighting (Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Focus.

Feats (Complete Warrior): Close-Quarters Fighting, Greater Two-Weapon Defense, Hold the Line, Improved Buckler Defense, Improved Combat Expertise, Improved Mounted Archery, Improved Two-Weapon Defense, Karmic Strike, Phalanx Fighting, Pin Shield, Power Critical, Shield Charge, Shield Slam.

New Feats: Challenge Opponent, Defensive Offset, Extra Best Effort, Extra Conviction, Extra Retributive Attacks, Last Stand, Lasting Orders, More Orders, Offensive Offset, Powerful Retributive Attack, Quick Orders, Scary Stare.

Code of Conduct: A knight’s life is regulated by set of duties. Upon 1st level, a knight usually chooses 3 commandments from the list below, but particularly devoted knights may take more (which will bolster few special abilities). Those become his personal code of conduct. Although knights may be evil, most knights aren’t since commandments require much sacrifice from the individual knight, something an evil person is not likely to get used to. If a knight grossly violates any of his chosen commandments, he loses confidence and courage abilities, and some of the special abilities. Ex-Knights are stripped of their title until they can atone for their violations. Unintentional or compelled violations are considered a dishonor, but not enough to strip a knight of their honor. Commandments are as follow:

Courage: A knight may not show signs of cowardice. He cannot retreat from conflict he has real chance to win. A knight must face death bravely and accept it at any time.

Courtesy: A knight must be polite and courteous to others. Male knights must be especially polite and courteous to women.

Fairness: A knight cannot attack from surprise or without good reason, possess concealed weapon, or use poison.

Generosity: A knight must be generous to those in need.

Goodness: A knight must never commit evil act.Justice: A knight must obey laws of the land, and

pursue and punish (according to law) those who break it.

Mercy: A knight may not attack the helpless, or those who surrender themselves.

Obedience: A knight serves his lord best way he can. A knight must avenge any dishonor to his lord.

Piety: A knight must obey deity’s will and her clerics’ decrees.

Protection: A knight must actively protect those, whose deeds do not cross knight’s beliefs (code of conduct). He must defend his friends, his family, and everyone related to his other commandments.

Revenge: A knight must avenge all wrongness done to those he cares about (protects, obeys, honors, etc).

Truth: A knight may not tell a lie and must do anything to fulfill any oath he swears.

Courage (Ex): Beginning at 2nd level, a knight gains a bonus to saving throws against fear spells and effects equal to number of commandments he has. If he has courage commandment, he becomes immune to fear instead. A knight who violates his code of conduct loses this ability until he atones.

Confidence (Ex): A knight gains a +1 competence bonus on Willpower saves at 3rd level. This bonus increases to +2 at 8th level, to +3 at 13th level, and to +4 at 18th level. A knight who violates his code of conduct loses this ability until he atones.

Special Abilities: On attaining 5th level, and at every three levels thereafter (8th, 11th, 14th, 17th, and 20th), a knight gains a special ability of his choice from among the options on the following page:

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Against All Odds (Ex): Whenever a knight makes attack roll, saving throw, ability or skill check that cant only be successful with a natural 20, he gains +2 competence bonus on that roll. Whenever a knight makes attack roll, saving throw, ability or skill check that cant only be successful with a natural 19 or 20, he gains +1 competence bonus on that roll.

Bastion of Conviction (Ex): A knight can make Will save instead of any other save. He can use this ability a number of times per day equal to a number of commandments he has. A knight who violates his code of conduct loses this ability until he atones.

Best Effort (Ex): The knight is able to make outstanding effort in order to accomplish the task he finds worthy. A knight gains a +4 bonus on any one Strength, Dexterity, or Constitution-based skill check he makes, and can use this ability a number of times per day equal to number of commandments he’s taken. The character must declare that he is using this ability before he makes the skill check. A knight who violates his code of conduct loses this ability until he atones.

Born to Saddle (Ex): Many knights began riding horses soon after they learnt to walk. They are as comfortable in the saddle as in favorite armchair. The knight gains a +2 competence bonus on Ride checks and +1 competence bonus to attack rolls made when on horseback.

Champion (Ex): The knight chooses a place or group of people to protect. This devotion must not contradict or oppose the principles of his code of chivalry. The knight sometimes chooses a place of great significance, either real or symbolic in its importance: an ancient castle with its own magical legacy, the throne of a line of emperors, a great and noble city, or a small island. He could also choose a group of traveling mystics, all worshippers of a single deity, all members of the royal family, or the like. Dwarven knights usually champion dwarven cities or important mountain passages, while elven knights often champion particular forests. The knight gains a +2 circumstance bonus on Diplomacy, Gather Information, and Intimidate checks made against creatures that know of and either respect or fear the subject of his devotion. While fighting in defense of his championed cause, the knight gains +2 morale bonus on attack and damage rolls, and +2 bonus on Fortitude saves. Taking this ability counts as commandment for purposes of other special abilities that rely on number of commandments a knight has.

Charity (Ex): A knight draws moral gratification from sharing his wealth with others. Whenever a knight donates a number of gold equal to 10 x his knight level to an institution or people who clearly needs it (such as beggar or temple in bad shape), he gains +2 morale bonus on all saving throws for the next 24 hours. To take this ability, a knight must have generosity commandment.

Duelist (Ex): If a knight is fighting an opponent and no other creature participates in this combat, a knight gains +1 morale bonus on attack rolls and +1 dodge bonus to AC.

Frightening Startle (Ex): When the knight draws his melee weapon, opponents within 30 feet must succeed on a Will save (DC 10 + half knight’s level + knight’s Cha modifier) or become panicked for 1 round per knight level. If they have more than half of knight’s levels (or hit dice), they become shaken instead. Creatures with more Hit Dice than the knight are unaffected. Any foe that successfully resists the effect cannot be affected again by the same knight’s frightening startle for 24 hours. This is fear effect. Knight must have startle to take this ability.

Gallantry (Ex): A knight is a person of perfect manners and flawless upbringing. He gains +2 bonus on all Charisma-based skill checks. To take this ability, a knight must have courtesy commandment.

Guard Ally (Ex): If a knight uses aid another action to help a friend defend herself, he provides her with +4 bonus to AC, instead of usual +2. To take this ability, a knight must have protection commandment.

Heroic Effort (Ex): Once per day, when knight is reduced to 0 or negative hit points, but not killed, by an opponent’s attack, he can draw from his inner reservoirs of faith in righteousness, and find more strength to fight. He gains +4 bonus to Constitution for a number of rounds equal to his knight level. A knight who violates his code of conduct loses this ability until he atones.

Keep Up with Attacks (Ex): If a knight makes an attack roll against opponent with more Hit Dice than knight, the knight gains +1 morale bonus on that attack roll.

Keep Up with Defense (Ex): A knight gains +1 dodge bonus to AC when attacked by an opponent with more Hit Dice than knight.

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Keep Up with Resistances (Ex): A knight gains +2 bonus on all saving throws against spells and spell-like abilities cast by opponents with more Hit Dice than knight.

Rational Judgement (Ex): A knight gains +4 morale bonus on all saving throws against illusions spells and effects and gains +2 bonus on Sense Motive checks to avoid being bluffed. To take this ability, a knight must have truth commandment.

Retributive Attack (Su): If an opponent renders helpless or unconscious a knight’s ally, the knight can make a retributive attack against that opponent (which counts as attack of opportunity for that round). The knight adds his Charisma bonus (if positive) to his attack roll and on successful hit, he deals extra damage equal to his knight level. A knight can make a number of retributive attacks per day equal to his Charisma bonus (minimum one), but never more than one per round. He may make more than one retributive attack against the same foe. To take this ability, a knight must have revenge commandment.

Stalwart Resolve (Ex): A knight becomes immune to charm spells and effects. To take this ability, a knight must have courage commandment. A knight who violates his code of conduct loses this ability until he atones.

Startle (Ex): A knight can cause fear into others simply by looking at them. He gains a +4 morale bonus on Intimidate checks and can demoralize an opponent as a move-equivalent action (see Player’s Handbook, page 76).

Taunt (Ex): A knight may taunt an opponent that threatens him, can see and hear him, and understand him as a move action. Affected creature must make a successful Will saving throw (DC 10 + half knight’s level + knight’s Cha modifier) or, when it starts its round, the knight is the only target the creature can attack with melee or ranged attacks (other than attacks of opportunity) during its round. A taunted creature can still perform other actions than attacks normally. Taunt is mind-affecting ability.

Withhold Wound (Ex): As a full-round action, a knight can make attack roll against an opponent, and if the attack is successful he can decide not to deal damage, but instead bring up the weapon close to opponent’s body. At any time later, a knight can make touch attack against that opponent, and if the attack is successful, its critical hit. When withholding wound,

a knight provokes attacks of opportunity and cannot make such attacks himself. This ability is often used to defeat foes without killing or subduing them. If a knight makes touch attack against opponent who was cooperative (DM’s call), the knight violates his code of conduct. To take this ability, a knight must have mercy commandment.

Commander (Ex): At 10th level, a knight is such respected figure that he can inspire best there is in others, as long as they are of lower power. He knows how to lead others and increase their effectiveness by giving them helpful hints, boosting their morale, and guiding their actions. At 10th level, a knight knows one command, and he gains knowledge of one additional command per 2 knight levels afterwards (2nd at 12th level, 3rd at 14th level, and so on). A knight can give a command a number of times per day equal to his Charisma bonus (minimum one). Giving commands is standard action that does not provoke attacks of opportunity, requires ability to speak, and at the DM’s discretion, may require free hand. Once a knight starts commanding, the ability lasts for a number of rounds equal to his Charisma bonus, but can be ended prematurely. Commands affect all allies within 30 feet and are language-dependant.

Breach the Defenses!: Allies gain +2 morale bonus on caster level checks to penetrate spell resistance.

Charge!: Allies gain +2 bonus on all attack and damage rolls with charge attacks.

Don’t you Quit!: Allies gain +2 morale bonus on all Willpower saves.

Endure!: Allies gain +2 morale bonus on all Fortitude saves.

Get Ready!: Allies gain +2 morale bonus on Initiative checks.

Incoming!: Allies gain +2 morale bonus on all Reflex saves.

Pin It!: Allies gain +2 morale bonus on all ranged attack rolls.

Shake it Off!: Allies gain Damage Reduction 1/-.Take Position!: Allies gain +2 morale bonus on

attack rolls against flanked opponents.Watch your Back!: Allies gain +2 dodge bonus to

AC against attacks of opportunity.

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The Epic KnightThe epic knight’s devotion to his code of conduct is

unequaled and his combat prowess unmatched. He can bolster his troops to amazing things on the field of battle and is undefeated champion to his cause.

Hit Die: d10.Skill Points at Each Additional Level: 4 + Int modifier.

KnightLevel Special d21st -22nd -23rd Bonus feat, special ability24th -25th -26th Special ability27th Bonus feat28th -29th Special ability30th -

Bonus Feat: An epic knight gains bonus feat at 23rd level and every 4 levels thereafter (27th, 31st, 35th, and so on). Whenever he gains a bonus feat from this ability, he may either take an epic feat, or two non-epic feats. The available epic feats are: Combat Archery, Devastating Critical, Dire Charge, Epic Leadership, Epic Prowess, Epic Reputation, Improved Whirlwind Attack, Instant Reload, Legendary Commander, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, and Two-Weapon Rend.

Special Ability: An epic knight gains extra special ability at 23rd level and every 3 levels thereafter (26th, 29th, 32nd, and so on).

PaladinThis class is introduced as a replacement for the paladin

class in the core rules. It provides these holy warriors with more options to customize the class to suit the individual character’s goals and needs.

Game Rule InformationPaladins have the following game statistics.Alignment: Any good.Hit Die: d10.

Class SkillsThe paladin’s class skills (and the key ability for each

skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level: (4 + Int modifier) × 4.Skill Points at Each Additional Level: 4 + Int modifier.

Class FeaturesAll of the following are class features of the paladin.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity. Same as in Player’s Handbook.

Divine Resistance (Su): For every saving throw a paladin uses either relevant ability bonus or Charisma bonus, whichever is higher. If a relevant ability has penalty and Charisma has bonus, both apply. If a relevant ability has bonus and Charisma has penalty, only relevant

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ability applies. For example, if a paladin has Con 14 and Cha 7, she adds +2 to her Fortitude save. On the other hand, if she has Dex 8 and Cha 17, she subtracts 1 and adds 3, for total +2 to her Reflex save.

Force of Good: At 1st level, a paladin must determine what general tactics will she follow in order to cleanse world from evil. The available choices are: exemplar, follower, glimmer, scholar, and smiter.

1. Exemplar: Exemplars believe that fighting evil is as important as showing that evil to others and compelling them to also fight it. All auras affect other creatures only if paladin is conscious.

Aura of Good Magic (Su): At 1st level, whenever a paladin is under effect of spell that grants benefits (either defensive or offensive) against evil (spells, creatures, etc), each ally within 10 feet of paladin that matches paladin’s alignment gains half that benefits (rounded down).

Aura of Courage (Su): At 5th level, all allies within 30 feet of paladin gain a +4 morale bonus on saving throws against fear spell and effects.

Aura of Vitality (Su): At 10th level, each ally within 30 feet of paladin gains a +4 sacred bonus on saving throws against disease (including magical disease, such as mummy rot).

Aura of Divine Resistance (Su): At 15th level, a paladin shares her divine resistance ability with all good-aligned allies within 5 feet of her.

Aura of Heroism (Su): At 20th level, each ally within 30 feet of paladin is immune to fear effects.

2. Follower: A paladin is a zealous believer in a deity’s teachings, and draws from her faith. Followers universally choose dedication strongly related to their deity, such as love for the follower of a love deity.

Domain Power: At 1st level, a paladin chooses one domain granted to cleric of her deity, and gains special ability granted by that domain.

Detect Heresy (Su): At 5th level, a paladin can use special version of detect evil, at will. Instead of detecting all evil auras, detect heretic reveals only evil divine spellcasters and evil magic items.

Punish Heretic (Su): At 10th level, a paladin adds her Wisdom bonus (if any) to her attack roll and deals 1 extra point of damage per two paladin levels whenever she attacks an evil divine spellcaster.

Domain Power: At 15th level, a paladin chooses a second domain granted to cleric of her deity, and gains special ability granted by that domain.

Godly Boon (Su): At 20th level, whenever a paladin is subject to spell cast by a cleric that matches her alignment, the spell is treated (only in respect to paladin if it has multiple targets or affects area) as if cast by spellcaster 4 levels higher.

3. Glimmer: To fight darkness, one needs light. This is the mantra of glimmers, paladins who wield the power of light and are particularly good at fighting undead.

Table 1-3: The Paladin Level AdvancementAttack Fort Ref Will Spells/day

Level Bonus Save Save Save Special 1 2 3 41 +1 +2 +0 +2 Aura, divine resistance, force of good (1st ability) - - - -2 +2 +3 +0 +3 Dedication - - - -3 +3 +3 +1 +3 Courage - - - -4 +4 +4 +1 +4 Divine health, spellcasting 0 - - -5 +5 +4 +1 +4 Force of good (2nd ability) 0 - - -6 +6 +5 +2 +5 Special ability 1 - - -7 +7 +5 +2 +5 1 - - -8 +8 +6 +2 +6 1 0 - -9 +9 +6 +3 +6 Special ability 1 0 - -10 +10 +7 +3 +7 Force of good (3rd ability) 1 1 - -11 +11 +7 +3 +7 1 1 0 -12 +12 +8 +4 +8 1 1 1 -13 +13 +8 +4 +8 Special ability 1 1 1 -14 +14 +9 +4 +9 2 1 1 015 +15 +9 +5 +9 Force of good (4th ability) 2 1 1 116 +16 +10 +5 +10 Special ability 2 2 1 117 +17 +10 +5 +10 2 2 2 118 +18 +11 +6 +11 3 2 2 119 +19 +11 +6 +11 Special ability 3 3 3 220 +20 +12 +6 +12 Force of good (5th ability) 3 3 3 3

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Smite Undead (Su): At 1st level, once per day, a paladin may attempt to smite undead with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the paladin accidentally smites a creature that is not undead, the smite has no effect, but the ability is still used up for that day.

Turn Undead (Su): At 5th level, a paladin gains ability to repel undead creatures. This is the same as the paladin ability in the core rules.

Extra Smite: At 10th level, a paladin can smite undead three times per day.

Halo (Su): At 15th level, a circular beam of light surrounds paladin’s head. It gives light equal to torch, and works even in magical darkness. In addition any undead that attacks paladin and hits takes 1d6 damage. Undead vulnerable to light take 1d10 damage instead.

Radiance (Su): At 20th level, sheds a dim light all the time. All undead take 1d6 points of damage per round when within 10 feet of paladin. Undead vulnerable to light take 1d10 damage instead.

4. Scholar: Scholars study evil extensively to better know the enemy. From those studies they devise various techniques against evil opponents.

Detect Evil (Sp): At 1st level, a paladin can use detect evil, as the spell, at will.

Protection from Evil (Sp): At 5th level, a paladin can use protection from evil spell as a spell-like ability three times per day.

Improved Protection from Evil: At 10th level, a bonuses from protection from evil ability increase to +4.

Dispel Evil (Sp): At 15th level, a paladin can use dispel evil spell as a spell-like ability three times per day.

Resistance to Evil Magic (Su): At 20th level, a paladin gains Spell Resistance equal to 5 + her paladin level against evil spells and spells cast by evil casters. If she already has SR, she instead gains +4 bonus on SR against evil spells and spells cast by evil casters.

5. Smiter: A smiter devotes herself to destroy evil at all cost. She is unquestioned master of single-handily fighting evil monsters and outsiders.

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Smite Evil (Su): At 1st level, a paladin may attempt to deliver powerful blow against evil creature. Same as in Player’s Handbook.

Extra Smite: At 5th level, a paladin can smite evil twice per day.

Extra Smite: At 10th level, a paladin can smite evil three times per day.

Martyr Smite (Su): At 15th level, a paladin can sacrifice her life force to smite evil foe with powerful attack. When she makes melee attack against evil creature, she can, as a free action, sacrifice any number of hit points (but no more than her paladin level), and if the attack is successful, she adds the damage equal to sacrificed hit points. If the paladin accidentally smites a creature that is not evil, there is no extra damage, but hit points are still lost.

Extra Smite: At 20th level, a paladin can smite evil four times per day.

Dedication: A paladin has something he loves and sworn to defend at all cost. The available dedications are: freedom, life, love, order, peace, and truth. The dedication provides paladin with additional restrictions to her code of conduct, one special ability, and adds extra spells to his spell list. Extra spells are described under Spellcasting heading.

Freedom: Paladin of freedom is often wandering loner fighting oppressing dictators and evil rulers. A paladin of freedom must have chaotic good alignment, must respect individual liberty, and punish those who threaten or curtail such liberty. He gains +4 morale bonus on all saving throws against enchantment spells or effects.

Life: Paladins dedicated to life swear help those who are in need of medical attention. They don’t have any oaths that forbid them from killing evil creatures but paladins do so with hesitation and they spare enemies that no longer pose a threat. Paladins of life fight undead with zeal, for they see such creatures as mockery of life itself. A paladin of life may not kill living non-evil creature unless in self-defense or for food. She also cannot kill evil creature if she can see a chance for that creature to coexist peacefully with either paladin or her allies (or people she protects etc.). A paladin may not ignore cry for help from wounded or sick creature. A paladin gains lay on hands ability as a paladin in the core rules.

Love: Paladin dedicated to love believes in passion and fights with zeal. They fight in the name of love and beauty. A paladin of love must have chaotic

good alignment. She must protect her friends and loved ones, she may never abuse trust others put in her. She must defend works of art from destruction or despoiling. A paladin gains a supernatural ability to smite aberrations. Once per day, a paladin may attempt to smite aberration with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not aberration, the smite has no effect, but the ability is still used up for that day.

Order: Paladin of order believes in law and greater order of things. To paladin, laws, especially just and wise ones, are as important as struggle between Good and Evil. A paladin of freedom must have lawful good alignment, must respect legitimate authority, and act with honor (not lying, not cheating, not using poison, and so forth). A paladin no longer suffers –4 penalty when using normal weapon to deal non-lethal damage. She can only ignore this penalty with weapons she is proficient with.

Peace: Paladins of peace believe that problems can be solved via peaceful diplomatic means. They make good negotiators and peacekeepers. A paladin of peace may not attack unprovoked. She must also try diplomatic means (or other means, depending on situation) before entering combat, if such an course is possible and reasonable. A paladin, at will, can detect creatures that were recently fighting. This ability works the same way as detect undead, but instead of detecting evil auras it detects creatures that taken or dealt damage in combat up to 24 hours before.

Truth: Paladins of truth believe in justice, honesty and verity. They are sometimes naïve but gain friends and allies easily. A paladin of freedom must have lawful good alignment, and may not lie or cheat. A paladin gains +4 morale bonus on all saving throws against illusions spells and effects and gains +2 bonus on Sense Motive checks to avoid being bluffed.

Courage (Su): At 3rd level, a paladin becomes immune to fear (magical or otherwise).

Divine Health (Ex): At 4th level, a paladin becomes immune to diseases as paladins in the core rules do.

Spellcasting: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells drawn from the paladin spell list. Depending on chosen dedication, certain spells are added to paladin’s spell list (see below). Because a paladin is no longer automatically associated

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with powers of law, she loses access to protection from chaos, magic circle against chaos, and dispel chaos, unless she takes the order dedication.

Whenever a paladin gains access to spells from any level, she chooses and knows up to 10 spells from that level, and may never cast any other spells from that level. A paladin does not have to choose all 10 spells when she gains appropriate level, but instead may choose to add only those spells she prepared for that level. Once she prepares 10 different spells from a single spell level, she cannot prepare any others. Spells gained by dedication do not count against that number. For example, a 5th level paladin with Life dedication knows shield of faith and 10 other 1st level paladin spells. Similarly to a sorcerer, a paladin can use scroll or other spell-completion item if she does not know the spell but the spell is on paladin list. Otherwise, Paladins cast spells as in the core rules.

Freedom Bonus Spells d1st level Detect Law, Protection from Law2nd level Cat’s Grace3rd level Magic Circle against Law4th level Dispel Law, Freedom of Movement

Life Bonus Spells d1st level Shield of Faith2nd level Status3rd level Create Food and Water, Remove Disease 4th level Disrupting Weapon, Raise Dead

Love Bonus Spells d1st level Charm Person, Hypnotism2nd level Hypnotic Pattern3rd level Good Hope4th level Charm Monster

Order Bonus Spells d1st level Detect Chaos, Protection from Chaos2nd level Hold Person3rd level Magic Circle against Chaos4th level Dispel Chaos, Dominate Person

Peace Bonus Spells d1st level Sanctuary, Sleep2nd level Calm Emotions, Daze Monster3rd level Deep Slumber4th level Symbol of Sleep

Truth Bonus Spells d1st level Detect Magic2nd level Augury3rd level Invisibility Purge4th level Commune, Scrying

Special Abilities: On attaining 6th level, and at levels 9th, 13th, 16th, and 19th, a paladin gains a special ability of her choice from among the following options.

Bane to Anarchists (Ex): A paladin gains a +2 bonus on attack and damage rolls against chaotic outsiders. A paladin must have order dedication to take this ability.

Bane to Fiends (Ex): A paladin gains a +2 bonus on attack and damage rolls against evil outsiders.

Bane to Undead (Ex): A paladin gains a +2 bonus on attack and damage rolls against undead creatures.

Blessed Weapon (Sp): Whenever a paladin wields a weapon, this weapon acts as if bless weapon was cast upon it. If a paladin loses contact with weapon, the magic fades instantly.

Cure Illness (Sp): Once a week per point of Wisdom bonus (minimum once), a paladin can produce effect similar to one of the following spells: lesser restoration, neutralize poison, remove blindness/deafness, remove disease, and remove paralysis.

Dedicated Spellcaster (Ex): A paladin may lose a spell to spontaneously cast any spell granted by her dedication of the same or lower level.

Divine Feat: A paladin gains divine feat or extra turning feat. To take such a feat, a paladin must have turn undead ability.

Holy Weapon (Su): Whenever a paladin wields a weapon, this weapon acts as if it had holy weapon special ability (see the core rules, magic items). If a paladin loses contact with weapon, this magic fades instantly. To take this ability, a paladin must have the blessed weapon ability.

Improved Special Mount (Ex): A paladin’s special mount improves with paladin’s levels. Same as in the core rules. To take this ability, a paladin must have special mount ability.

Independent (Ex): A paladin gains +4 bonus on all checks to escape grapples and on all saves against spells that restrict or hamper movement (such as grease or entangle). A paladin must have freedom dedication to take this ability.

Pacifist (Ex): A paladin can defend herself very efficiently if she refuses to attack others. When taking total defence action, a paladin gains additional +4 dodge bonus to AC. A paladin must have peace dedication to take this ability.

Seal of Life (Ex): A paladin is immune to level-draining spells and effects, as well as Constitution damage and drain. A paladin must have life dedication to take this ability.

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Seductive (Ex): A paladin gains +4 bonus on Diplomacy, Gather Information, and Sense Motive opposed checks with members of the opposite sex and same creature type (usually humanoid). A paladin must have love dedication to take this ability.

Special Mount (Sp): A paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). The mount does not improve with paladin’s levels, but otherwise is the same as in the Core Rules.

Substantive (Ex): A paladin becomes immune to all charm spells and effects and to magic jar and similar spells and abilities (including ghost’s malevolence ability).

Turn Undead (Su): A paladin gains the ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. (See Turn or Rebuke Undead, in the core rules) If a paladin already has turn undead ability, she instead turns undead as cleric of equal to her level.

Veracity (Ex): Whenever anyone (including paladin) within 30 feet of paladin tries to use Bluff skill, he must make a Will save (DC 10 + half paladin’s levels + paladin’s Charisma modifier). If he fails, he doesn’t add Bluff ranks (or any modifiers to Bluff checks) to the check (the skill check simply becomes Charisma check). A paladin must have truth dedication to take this ability.

Code of Conduct: A paladin must be of good alignment and loses all class abilities if she ever willingly commits an evil act, she must help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. In addition, paladin’s dedication may require additional commandments.

Associates: A paladin cannot associate with evil characters. Same as in Player’s Handbook.

Ex-Paladins: A paladin who violates his code of conduct loses some of his class abilities. A paladin can multiclass freely. Otherwise same as in Player’s Handbook.

The Epic PaladinHit Die: d10.Skill Points at Each Additional Level: 4 + Int modifier.

PaladinLevel Special d21st -22nd Special ability23rd -24th Bonus feat25th Force of good (6th ability), special ability26th -27th -28th Special ability29th Bonus feat30th Force of good (7th ability)

Special Ability: An epic paladin gains extra special ability at 22nd level and every 3 levels thereafter (25th, 28th, 31st, and so on).

Bonus Feat: An epic paladin gains bonus feat at 24th level and every 5 levels thereafter (29th, 34th, 39th, and so on). Whenever she gains a bonus feat from this ability, she may either take an epic feat, or two non-epic feats. The list of available epic feats is same as in Epic Level Handbook.

Force of Good: At epic levels, a paladin still advances in her ways of defeating evil. How her abilities improve depends on her choice at 1st level.

Exemplar: At 25th level, and every 5 levels thereafter, an epic paladin’s aura of vitality bonus increases by +4 and aura of heroism’s range increases by 30 feet.

Follower: At 25th level, and every 5 levels thereafter, an epic paladin gains new domain power. If there are no domains left to choose from, she instead gains an exalted feat (from the Book of Exalted Deeds).

Glimmer: At 25th level, and every 5 levels thereafter, an epic paladin can smite undead two extra times per day.

Scholar: At 25th level, and every 5 levels thereafter, an epic paladin can use protection from evil and dispel evil spell-like abilities one extra time per day each.

Smiter: At 25th level, and every 5 levels thereafter, an epic paladin can use smite evil ability one extra time per day.

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ScourgeScourges are the epitome of evil mortals. They serve

evil gods and fiends, and other wicked monstrosities. They believe the evil is best there is, and good is simply stupid, weak, and naïve. In some ways, a scourge is opposite of paladin, but while paladins concentrate on fighting evil, most scourges concentrate on spreading evil instead of fighting good (exterminators are exception here). As scourge grows in power, he accumulates dark gifts and becomes ultimate champion of evil.

Adventures: A scourge may undertake adventures to seek wealth, power, or to conquest others. He does not, however, participate in adventures a typical campaign supports. He adventures, but not for honor or fame. A scourge spreads mayhem and death. Instead of helping people, he uses them and discards when they cease to be useful.

Characteristics: Evil forces support scourge. He is skilled warrior, and his combat abilities are reinforced by many supernatural profane abilities that strike foes with horrors and perversions of vile gods.

Religion: All scourges without exception follow some dark deity or powerful fiend. It is there, from where scourge draws many of his powers, including ability to cast divine spells. They must remain pious and devoted all the time, for the alternative is to lose favor of the deity, and many quickly hunt such individual. The gods revered by scourges promote lust, anger, greed, acting without thinking about consequences or remorse, and other such low emotions.

Background: While some may be born to become scourges, evil forces manufacture most of them. Would-be scourges suffer during the childhood from unspoken abuses and acts of cruelty. By experiencing those horrifying situations, they lose faith in humanity and goodness and turn to the path of evil.

Races: As with most other classes, humans fit well to become scourges. Other common races include half-orcs,

orcs, drow, bugbears, duergar, and generally any race that is always or usually evil. Dwarves, gnomes, elves, and especially halflings rarely follow the path of scourge.

Other Classes: Because of their alignment, scourges rarely associate with others, and that includes other scourges. They may on occasion enjoy the company of evil cleric, bard, or defiler, but that’s it. Scourges get along well with others with similar outlooks, but they search for comrades only if they would prove useful to their agendas. If someone proves to be no use for scourge, he is soon disposed of.

Starting Age: Same as paladin.

Starting Gold: 5d4 x 10 (average 125 gp)

Game Rule Information

Scourges (Scr) have the following game statistics.

Abilities: Charisma enhances many of the scourge’s abilities. Wisdom is important for spellcasting. Strength, and to a lesser extent, Constitution and Dexterity, make a scourge good warrior.

Alignment: Any evil.

Hit Die: d10.

Class SkillsThe scourge’s class skills (and the key ability for each

skill) are Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (planes) (Int), Ride (Dex), and Survival (Wis).

Skill Points at 1st Level: (4 + Int modifier) × 4.Skill Points at Each Additional Level: 4 + Int modifier.

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Class FeaturesAll of the following are class features of the scourge.

Weapon and Armor Proficiency: Scourges are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura (Ex): The power of a scourge’s aura of evil (see the detect evil spell) is equal to his scourge level, just like the aura of a cleric of an evil deity.

Dark Blessing (Su): For every saving throw a scourge uses either relevant ability bonus or Charisma bonus, whichever is higher. If a relevant ability has penalty and Charisma has bonus, both apply. If a relevant ability has bonus and Charisma has penalty, only relevant ability applies. For example, if a scourge has Con 12 and Cha 8, he adds +1 to his Fortitude save. On the other hand, if he has Dex 6 and Cha 15, he subtracts 2 and adds 2, for total +0 to his Reflex save.

Vile Nature: At 1st level, a scourge must determine what kind of evil he revels in. The available choices are: exterminator, minion, slayer, tormentor, and tyrant.

1. Exterminator: An exterminator has only one simple goal. Find and kill all good creatures, destroy all that is pure and innocent. He hates paladins with passion and squanders no opportunity to smite one. All exterminators gain Sense Motive as a class skill.

Smite Good (Su): At 1st level, once per day, a scourge may attempt to smite good with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per scourge level. If the scourge accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.

Detect Good (Sp): At 6th level, a scourge can use detect good as spell-like ability, at will.

Extra Smite: At 11th level, a scourge can smite good three times per day.

Exterminate Good (Ex): At 16th level, a scourge gains +2 bonus on attack and damage rolls against good outsiders and +1 bonus on attack and damage rolls against all other good-aligned creatures.

Extra Smite: At 20th level, a scourge can smite good five times per day.

2. Minion: Minion is favored of dark powers, pupil of evil gods. He enjoys their protectorate and favor as long as he introduces evil to the world. All minions gain Knowledge (arcana) as a class skill.

Dark Boon (Ex): At 1st level, a scourge gains +1 profane bonus on all saving throws.

Fiendish Toughness (Ex): At 6th level, a scourge gains +1 hit point per scourge level. (This bonus increases and decreases if scourge gains or loses scourge levels)

Malign Aura (Su): At 11th level, a scourge gains Spell Resistance equal to 5 + his scourge level against

Table 1-3: The Scourge Level AdvancementAttack Fort Ref Will Spells per day

Level Bonus Save Save Save Special 1 2 3 41 +1 +2 +0 +2 Aura, dark blessing, vile nature (1st ability) - - - -2 +2 +3 +0 +3 Special ability - - - -3 +3 +3 +1 +3 Aura of fear - - - -4 +4 +4 +1 +4 Dreadful protection, spellcasting 0 - - -5 +5 +4 +1 +4 Special ability 0 - - -6 +6 +5 +2 +5 Vile nature (2nd ability) 1 - - -7 +7 +5 +2 +5 1 - - -8 +8 +6 +2 +6 Special ability 1 0 - -9 +9 +6 +3 +6 1 0 - -10 +10 +7 +3 +7 1 1 - -11 +11 +7 +3 +7 Vile nature (3rd ability) 1 1 0 -12 +12 +8 +4 +8 Special ability 1 1 1 -13 +13 +8 +4 +8 1 1 1 -14 +14 +9 +4 +9 2 1 1 015 +15 +9 +5 +9 Special ability 2 1 1 116 +16 +10 +5 +10 Vile nature (4th ability) 2 2 1 117 +17 +10 +5 +10 2 2 2 118 +18 +11 +6 +11 Special ability 3 2 2 119 +19 +11 +6 +11 3 3 3 220 +20 +12 +6 +12 Vile nature (5th ability) 3 3 3 3

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spells with good descriptor or spells cast by good-aligned creatures.

Scary Protection (Ex): At 16th level, a scourge’s damage reduction from dreadful protection ability increases to 5/good.

Curse of Life (Su): At 20th level, a scourge’s Spell Resistance is also effective against death spells and effects.

3. Slayer: A slayer’s only joy is to kill as many victims as possible. For some reason, perhaps due to pact with powerful fiend or deity, killing living creatures bestows slayer with infernal powers. All slayers gain Spot as a class skill.

Thrill of Kill (Ex): At 1st level, whenever a scourge kills living creature, he gains +2 profane bonus to Strength and Wisdom for a number of rounds equal to killed creature’s Hit Dice.

Joy of Kill (Ex): At 6th level, whenever a scourge kills living creature, he gains +2 morale bonus on all saving throws for a number of rounds equal to killed creature’s Hit Dice.

Death Knell (Sp): At 11th level, a scourge is constantly under effect of death knell spell.

Greater Thrill of Kill (Ex): At 16th level, whenever a scourge kills living creature, he gains +2 profane bonus to Strength, Dexterity, Wisdom and Charisma for a number of rounds equal to killed creature’s Hit Dice.

Slayer’s Prize (Su): At 20th level, whenever a scourge kills living creature, he gains Spell Resistance equal to 5 + his scourge level for a number of rounds equal to killed creature’s Hit Dice.

4. Tormentor: Tormentor’s deviation is pain. He revels in causing suffering to others and screams of pain are music to his ears. All tormentors gain Heal as a class skill.

Touch of Pain (Su): At 1st level, a scourge with a Charisma score of 12 or higher can inflict wounds by touch to any living creature (unless this creature is immune to pain). Each day he can deal a total number of damage equal to his scourge level × his Charisma bonus. For example, a 13th-level scourge with an 18 Charisma (+4 bonus) can deal 52 points of damage per day. A scourge may choose to divide his damage among multiple recipients, and he doesn’t have to use it all at once. Using touch of pain is a standard action. This ability is not based on negative energy, so it

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doesn’t have any effect on undead creatures.Inflict Disease (Sp): At 6th level, a scourge can

cause a disease by touching the subject, as per contagion spell, once per day. He is immune to diseases that he or other scourges inflict, but not to other diseases.

Sculpt Suffering (Ex): At 11th level, a scourge can lose a prepared spell to spontaneously cast an inflict spell (any spell with “inflict” word in name) of the same or lower level.

Torment (Su): At 16th level, a scourge may cause wracking pain to a single living creature within 30 feet away. If the subject fails Fortitude saving throw (DC is 10 + half scourge’s levels + scourge’s Charisma modifier), she gains –4 penalty on attack rolls, skill checks, and ability checks for 1 round per scourge level.

Sadist (Ex): At 20th level, whenever a scourge deals 20 or more hit point or ability damage in a single round (but not to himself or nonliving creature, such as construct), he gains +2 morale bonus on all ability and skill checks, attack and damage rolls, and saving throws for the next round.

5. Tyrant: Tyrants love to have control over weaker creatures. They are often cruel leaders with no pity for their servants. All tyrants gain Diplomacy as a class skill.

Aura of Despair (Su): At 1st level, a scourge radiates malign aura that bestows –2 penalty on all saving throws to all enemies with 10 feet of him.

Aura of Weakness (Su): At 6th level, scourge radiates enervating aura that reduces Strength score of all enemies with 10 feet of him by 2 points.

Enslave (Ex): At 11th level, a scourge adds +2 DC to all spells he casts that require Will saving throw.

Slaughter the Puny (Ex): At 16th level, a scourge gains +2 bonus on attack rolls, damage rolls and saving throws against creatures with less Hit Dice than he has.

Mark of Slavery (Su): At 20th level, a scourge can mark a willing creature with special mark on her forehead. From now on, a marked creature is on the mercy of the scourge. A scourge can use standard action to mentally damage marked creature (dealing her up to 1 normal or non-lethal damage per scourge level) if she is within 1 mile of a scourge. In addition, a marked creature suffers –4 penalty on saving throws against scourge’s spells and abilities, and whenever she is more than 1 mile away from scourge, she must make Fortitude saving throw each day (DC is 10 + half scourge’s levels + scourge’s Charisma modifier)

or suffer heart attack (which means 3d6 points of Constitution damage). A scourge cannot have at one time more HD of marked creatures than his scourge level x4, and each marked creature cannot have more HD than scourge’s level –5. Removing the mark requires use of break enchantment, limited wish, wish, or miracle spells.

Special Abilities: On attaining 2nd level, and at levels 5th, 8th, 12th, 15th, and 18th, a scourge gains a special ability of his choice from among the following options.

Bane to Celestials (Ex): A scourge gains a +2 bonus on attack and damage rolls against good outsiders.

Bonus Feat: A scourge gains bonus feat from the following selections: Any vile feat (see Book of Vile Darkness for such feats); any of the following new feats: Aura of Despair, Black Heart, Demonic Endurance, Extra Gory Hews, Fiendish Darkvision, Fuelled by Hatred, Greater Malign Aura, Intense Joy of Kill, Intense Thrill of Kill, Mark of Permanent Slavery, Overwhelming Torment, Painbringer, Slay Good, Slayer’s Grand Prize, Spread Disease, Thief of Joy, Touch of Agony.

Corrupted Strike (Su): Whenever a scourge deals damage with a weapon, he ignores the Damage Reduction of living, nonevil creatures.

Dark Nature (Ex): A scourge can add 2 to any d20 roll he makes, and can do that after making the roll. He can use this ability once per day. A scourge must commit an evil act at least once per day, or he cannot use this ability unless he commits 6 such acts.

Darkvision (Ex): A scourge gains darkvision ability with a range of 60 feet.

Deadly Sin: Gluttony (Ex): A scourge basks in the exquisiteness of eating. He devour everything edible and are heavy and fat. The scourge gains abdominous creature template (see appendix). Only living creatures can take this ability.

Deadly Sin: Envy (Ex): A scourge is envious beyond imagining. Whenever he sees anything of value to him (DM’s call, but usually coins, magic items, and beautiful people of opposite sex fall into this category), he must make Will save (DC 15) or take action to acquire that thing. However, during such undertaking, he gains +2 morale bonus on all ability and skill checks, attack and initiative rolls, and saving throws.

Deadly Sin: Pride (Ex): A scourge is arrogant and self-involved. He gains +2 morale bonus on all skills checks he has at least 5 ranks with, but because

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he is overconfident, he suffers –2 penalty on saving throws against divination spells and effects. A scourge will also never willingly use a spell or special ability to conceal himself in any way, and this includes using Disguise, Hide, and Bluff skills.

Deadly Sin: Sloth (Ex): A scourge is lazy and slow to take action, but he enjoys benefits for forgoing activity. If a scourge does nothing except one free or swift action and 5-foot-movement during a round, during next round he gains +2 profane bonus on all saving throws and Spell Resistance equal to 10 + his scourge level.

Deadly Sin: Wrath (Ex): A scourge angers easily and is quick to rage. Whenever a scourge becomes offended or attacked, he responds with deadly force (attacks). However, for the duration of such encounter, he gains +1 bonus on damage rolls and +2 bonus on Intimidate checks.

Dread Might (Ex): A scourge gains +1 profane bonus to his AC.

Essence of Evil (Su): A scourge is soaked with dark forces. He gains +4 profane bonus on all saving throws against spell and abilities that have specific or improved effect against evil creatures. A scourge cannot have this ability and hidden malice.

Frightful Presence (Ex): A scourge strikes fear into the hearts of his enemies by his mere presence. All enemies within 10 feet of scourge must make Will saving throw (DC 10 + half scourge’s level + scourge’s Charisma modifier) or be shaken for 2d6 rounds. If a creature makes successful save, it becomes immune to frightful presence caused by this particular scourge.

Gory Hew (Ex): Once per day, a scourge may make powerful brutal attack with a slashing weapon against living creature. If he hits, the hit is automatic critical. If he misses, the ability is still used for that day.

Hellfire (Su): Once per day, a scourge may set himself on fire for a number of rounds equal to 3 + his Constitution modifier. When under the effects of hellfire, a scourge gains fire immunity, deals +1d6 points of fire damage with unarmed strikes, and any opponents attacking him with unarmed strikes or natural weapons (or grappling him) take 1d6 points of fire damage per attack.

Hidden Malice (Su): A scourge knows how to hide from agents of good. Whenever he is subject to a divination spell that has specific effects against creatures with evil alignment, he is treated as if he had good alignment. A scourge also gains +2 morale bonus on all Bluff and Disguise checks made against good characters. A scourge cannot have this ability

and essence of evil.Scarred Skin (Su): Through ritual self-

mutilation, a scourge’s skin gains devilish properties. He gains +1 deflection bonus to his AC against attacks made by good creatures. In addition he only takes half extra damage from smite evil ability.

Squalid Speech (Ex): A scourge gains infernal and abyssal as bonus languages known. He also gains a +2 bonus on Diplomacy checks with evil outsiders.

Thief of Happiness (Su): A scourge can steal joyful thoughts and morale from opponents with mere touch. If a scourge makes successful unarmed melee touch attack against an opponent, that opponent loses all morale bonuses to attack, damage, saves and skills for a number of rounds equal to 3 + scourge’s Charisma modifier, and a scourge gains those benefits for the same amount of time.

Villain (Su): A scourge has unnatural ability to stay alive when attacked by righteous characters. Whenever a scourge is killed by good-aligned creature, one week later he must make level check (d20 + scourge levels against DC 25). If he succeeds, he becomes brought back to life by divine intervention in most desolate area within 10 miles of his point of death. His previous body and all its remains disappear, but any equipment is unaffected by this ability.

Wicked (Ex): A scourge’s mind is wicked and probably insane. As a result, he becomes immune to nightmare, confusion, lesser confusion, and similar spells.

Aura of Fear (Su): A scourge radiates with aura of menace and evil. Each enemy within 10 feet of a scourge suffers –4 penalty on saving throws against fear spells and effects. A scourge is so immersed in the aura of fear that he becomes immune to fear spells and effects.

Dreadful Protection (Ex): A scourge is favored of dark powers and is harder to kill by those who don’t serve the powers of good. He gains Damage Reduction 2/good.

Spellcasting: Beginning at 4th level, a scourge gains the ability to cast a small number of divine spells, which are drawn from the scourge spell list (below). A scourge must choose and prepare his spells in advance. To prepare or cast a spell, a scourge must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a scourge’s spell is 10 + the spell level + the scourge’s Wisdom modifier. Like other spellcasters, a scourge can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–1: Ability

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Modifiers and Bonus Spells in the core rules). When class table indicates that the scourge gets 0 spells per day of a given spell level, he gains only the bonus spells she would be entitled to based on his Wisdom score for that spell level. Through 3rd level, a scourge has no caster level. At 4th level and higher, his caster level is one-half his scourge level.

Whenever a scourge gains access to spells from any level, he chooses and knows up to 10 spells from that level, and may never cast any other spells from that level. A scourge does not have to choose all 10 spells when he gains appropriate level, but instead may choose to add only those spells he prepared for that level. Once he prepares 10 different spells from a single spell level, he cannot prepare any others. Similarly to a sorcerer, a scourge can use scroll or other spell-completion item if he does not know the spell but the spell is on scourge list.

Code of Conduct: A scourge that ceases to be evil, commits good act from other than selfish reason, attempts to atone, or stops to revere or pay tribute to dark gods loses all his special abilities as well as access to spells until he appeases his patron (usually by doing something horrific and maleficent).

The Epic ScourgeThe epic scourge is a twisted, sick, and vile warrior who

radiates evil from every pore of his body. He is merciless and cruel beyond imagination.

Hit Die: d10.Skill Points at Each Additional Level: 4 + Int modifier.

ScourgeLevel Special d21st Special ability22nd Bonus feat23rd -24th Special ability25th -26th Bonus feat27th Special ability28th -29th -30th Bonus feat, special ability

Special Ability: An epic scourge gains extra special ability at 21st level and every 3 levels thereafter (24th, 27th, 30th, and so on).

Bonus Feat: An epic scourge gains bonus feat at 22nd level and every 4 levels thereafter (26th, 30th, 34th, and so on). Whenever he gains a bonus feat from this ability, she may either take an epic feat, or two non-epic feats. The available epic feats are: Armor Skin, Damage Reduction, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Overwhelming Critical, Perfect Health, Permanent Emanation, Spontaneous Spell, and Unholy Strike.

Scourge Spell List

1st-Level Scourge SpellsCause Fear. Confusion, Lesser. Corrupt Weapon.Cure Light Wounds. Detect Magic. Doom. Identify. Inflict Light Wounds. Magic Weapon. Mount. Protection from Good. Read Magic. Summon Monster I. Undetectable Alignment. Unseen Servant. Boneblast. (BoVD)Death Grimace. (BoVD)Demonflesh. (BoVD)Distort Weapon. (BoVD)Faith Healing. (MoF)Mark of the Outcast. (Ud)Profane Weapon. (DM 312)Strategic Charge. (MoF)Summon Undead I. (PGtF)

2nd-Level Scourge Spells Blindness/Deafness. Bull’s Strength. Cure Moderate Wounds. Darkness. Death Knell. Eagle’s Splendor. Enthrall. False Life. Inflict Moderate Wounds. Rage.

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Resist Energy. Shatter. Summon Monster II. Touch of Idiocy.Boneblade. (BoVD)Clarity of Mind. (Ud)Demoncall. (BoVD)Devil’s Eye. (BoVD)Hand of Divinity. (MoF)Summon Undead II. (PGtF)Veil of Shadow. (MH)

3rd-Level Scourge SpellsConfusion. Contagion. Cure Serious Wounds. Deeper Darkness. Dispel Magic. Inflict Serious Wounds. Poison. Protection From Energy. Summon Monster III. Vampiric Touch. Abyssal Might. (BoVD)Demon Wings. (BoVD)Demonhide. (MH)Hell’s Power. (BoVD)Know Greatest Enemy. (MoF)Masochism. (BoVD)Sadism. (BoVD)Summon Undead III. (PGtF)

4th-Level Scourge SpellsCure Critical Wounds. Dominate Person. Enervation. Fear. Freedom of Movement. Inflict Critical Wounds. Nightmare. Phantasmal Killer. Summon Monster IV. Claws of the Savage. (BoVD)Cursed Blade. (CW)Summon Undead IV. (PGtF)Unholy Sword. (DM 312)Vile Lance. (BoVD)Weapon of the Deity. (Gw)

Legend BoVD – Book of Vile Darkness MH – Miniatures HandbookCW – Complete Warrior MoF – Magic of FaerunDM # - Dragon Magazine (issue) PGtF – Player’s Guide DMG – Dungeon Master’s Guide PHB – Player’s HandbookGw - Ghostwalk Ud - Underdark

Scourge AppendixAbdominous Creature Template

Abdominous creature template can be applied to any living creature that can eat. The creature becomes fat and big, much clumsier and somewhat stronger. Creature’s LA or CR does not change.

Beneficial modifiers:• +2 natural armor bonus• +3 hit points• +2 on fortitude saves against poison• +2 against bull rush attempts• +2 on all grapple checks

Penalizing modifiers:• -2 on all Dexterity checks• -2 on the following skill checks: Balance, Climb,

Disguise (when disguised as someone who is not fat), Escape Artist, Hide, Jump, Move Silently, Ride, and Tumble

• -2 against trip attempts• armors must be custom-made (which increases

price by 20%)• creature is treated as heavily encumbered all the

times• creature must eat 4 times as much as normal

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FeatsAnarchist’s DoomYou are adept at defeating anarchic creatures.Prerequisites: Bane to anarchists ability.Benefit: You gain a +3 bonus on attack and damage

rolls against chaotic outsiders. This feat overrides (does not stack with) bane to anarchists ability.

Ardent Martyr SmiteWhen concentrating on defense, you are able to protect

yourself to a greater effect.Prerequisites: Martyr smite ability.Benefit: When you use martyr smite ability, for each

4 hit points sacrificed you gain +1 morale bonus on attack roll against evil creature.

Aura of Crushing DespairYour aura of despair widens and strengthens.Prerequisites: Aura of despair, character level 10.Benefit: You radiate malign aura that bestows –3

penalty on all saving throws to all enemies with 15 feet of you. This feat overlaps (does not stack with) aura of despair ability.

Black HeartYour evil nature grants you some fortune.Prerequisites: Dark nature ability.Benefit: You can use your dark nature ability two

more times per day.Special: You can take this feat multiple times. Its

effects stack.

Challenge OpponentYou can goad your foes more easily.Prerequisites: Cha 13, taunt ability.Benefit: Add +2 to DC of taunt ability.

DefenderWhen concentrating on defense, you are able to protect

yourself to a greater effect.Prerequisites: Pacifist ability.Benefit: You gain +2 dodge bonus to AC when fighting

defensively.

Defensive OffsetYour defenses are improved when you fight powerful

foes. Prerequisites: Keep up with defense ability.Benefit: You gain +2 dodge bonus to AC when attacked

by an opponent with more Hit Dice. This feat overrides (does not stack with) keep up with defense ability.

Demonic EnduranceYou are tough as demons themselves.Prerequisites: Fiendish toughness ability, character

level 10th.Benefit: You gain +1 bonus on Fortitude saves and +10

hit points.

Extra Best EffortYou can achieve the state of peak efficiency more

often.Prerequisites: Best effort ability.Benefit: You may use best effort ability three more

times per day.Special: You may take this feat more than once. Its

effects stack.

Extra Call MountYou can call your special mount more often.Prerequisites: Special mount ability.Benefit: You can call your special mount two more

times per day.Special: You can take this feat more than once. Its

effects stack.

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Extra ConvictionYou can set your will against obstacles more often.Prerequisites: Bastion of conviction ability.Benefit: You may use bastion of conviction ability two

more times per day.Special: You may take this feat more than once. Its

effects stack.

Extra Cure IllnessYou can rid people of diseases more often.Prerequisites: Cure Illness ability.Benefit: You can use cure illness ability one more time

per day.Special: You can take this feat more than once. Its

effects stack.

Extra Gory HewsYou can chop your foes more often.Prerequisites: Gory hew ability.Benefit: You can use your gory hew ability one more

time per day.Special: You can take this feat multiple times. Its

effects stack.

Extra Retributive AttacksYou can revenge harmed allies more often.Prerequisites: Retributive attack ability.Benefit: You may use retributive attack ability two

more times per day.Special: You may take this feat more than once. Its

effects stack.

Extra SmitesYou can smite your foes more often than normal.Prerequisites: Any smite ability (such as smite

good).Benefit: You can use your smite ability two more

times per day. If you have more than one smite ability, you must choose one, to which the feat applies.

Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of smite ability.

Fiend’s DoomYou are adept at defeating fiends.Prerequisites: Bane to fiends ability.Benefit: You gain a +3 bonus on attack and damage

rolls against evil outsiders. This feat overrides (does not stack with) bane to fiends ability.

Fiendish DarkvisionYou can see in unnatural darkness, although barely.Prerequisites: Darkvision ability, scourge level 6.Benefit: You can see in magical darkness (such as

generated by deeper darkness spell) to a range of 10 feet.

Fuelled by HatredSubjects of your spells cease to act out of fear.Prerequisites: Scourge level 1.Benefit: Whenever you kill good creature, chose one

of your abilities that has limited number of uses per day and is granted by scourge class (such as smite good or inflict disease). You gain one additional use of this ability this day. If not used, the additional use is lost next day. You can benefit from this feat no more often than once per 6 hours.

Greater Malign AuraYour aura of malice is stronger than usual.Prerequisites: Malign aura ability.Benefit: Spell resistance granted by malign aura and

curse of life abilities increases by 5 points.

Intense Joy of KillKilling enemies grants you amazing resistance to

harm.Prerequisites: Greater thrill of kill ability.Benefit: Whenever you kill living creature, you gain

+4 morale bonus on all saving throws for a number of rounds equal to killed creature’s Hit Dice. This feat overlaps (does not stack with) joy of kill ability.

Intense Thrill of KillKilling enemies empowers you greatly.Prerequisites: Greater thrill of kill ability.Benefit: Whenever you kill living creature, you gain

+4 profane bonus to Strength and Wisdom, and +2 profane bonus to Dexterity and Charisma, for a number of rounds equal to killed creature’s Hit Dice. This feat overlaps (does not stack with) greater thrill of kill ability.

Irresistible VeracityPeople simply can’t lie in your presence.Prerequisites: Veracity ability.Benefit: Add +2 to the DC of veracity ability.

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Last StandYou can set your will against obstacles more often.Prerequisites: Heroic effort ability.Benefit: Add 5 rounds to the duration of heroic effort

ability.

Lasting OrdersEffects of your orders last longer than normal.Prerequisites: Commander ability.Benefit: Whenever you give an order, its duration

increases by 2 rounds.

Mark of Permanent SlaveryYour marks of slavery are irresistible.Prerequisites: Mark of slavery ability.Benefit: Add +2 to DC of mark of slavery ability.

More OrdersYou can give more orders per day.Prerequisites: Commander ability.Benefit: You may use commander ability two more

times per day.Special: You may take this feat more than once. Its

effects stack.

Offensive OffsetYour attacks are more accurate against powerful foes.Prerequisites: Keep up with attacks ability.Benefit: If you make an attack roll against opponent

with more Hit Dice, you gain +2 morale bonus on that attack roll. This feat overrides (does not stack with) keep up with attacks ability.

Overwhelming TormentYour ability to deliver pain is irresistible.Prerequisites: Torment ability.Benefit: Add +2 to DC of torment ability.

PainbringerFor you, causing pain is an ecstasy.Prerequisites: Sadist ability.Benefit: Whenever you deal 20 or more hit point or

ability damage in a single round (but not to yourself or nonliving creature, such as construct), you gain +4 morale bonus on all ability and skill checks, attack and damage rolls, and saving throws for the next round. This feat overlaps (does not stack with) sadist ability.

Paragon MountYour special mount is much stronger than normal.Prerequisites: Improved special mount ability, special

mount ability.Benefit: You are treated as having 3 more paladin

levels when determining special mount’s level-dependant bonuses and abilities.

Powerful Retributive AttackYou can smite harmed allies with more ease.Prerequisites: Retributive attack ability.Benefit: Whenever you make attack gained by

retributive attack ability, you gain +4 bonus on attack roll.

Preservative OffsetYour stamina, reflexes, and will are stronger against

powerful foes.Prerequisites: Keep up with resistances ability.Benefit: You gain +3 bonus on all saving throws

against spells and spell-like abilities cast by opponents with more Hit Dice. This feat overrides (does not stack with) keep up with resistances ability.

Quick OrdersYou can give orders in short time.Prerequisites: Commander ability.Benefit: You may use commander ability as a move-

equivalent action.

Scary StareYour frightening startle is more menacing than

normal.Prerequisites: Frightening startle ability.Benefit: Add +2 to DC of your frightening startle

ability.

Slay GoodYou are deadly weapon against good creatures.Prerequisites: Exterminate good or bane to celestials

ability.Benefit: You gain additional +2 bonus on attack and

damage rolls against good outsiders. This stacks with any similar feats or abilities.

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Slayer’s Grand PrizeKilling enemies bestows you with amazing resistance

to magic.Prerequisites: Slayer’s prize ability.Benefit: Whenever you kill living creature, you gain

Spell Resistance equal to 10 + his scourge level for a number of rounds equal to killed creature’s Hit Dice. This feat overlaps (does not stack with) slayer’s prize ability.

Spread DiseaseYou can inflict diseases more often.Prerequisites: Inflict disease ability.Benefit: You can use inflict disease ability two more

times per day.Special: You can take this feat multiple times. Its

effects stack.

StentorianYour orders can be heard and executed at greater

distances.Prerequisites: Commander ability.Benefit: The range of commander ability increases to

50 feet.

Terrifying PresenceYour mere presence panics people.Prerequisites: Frightful presence ability.Benefit: Add +2 to DC of frightful presence ability.

Thief of JoyYou can steal good emotions from others with

distressing efficiency.Prerequisites: Thief of happiness ability.Benefit: Whenever you use thief of happiness ability,

you gain +2 to touch attack rolls. Thief of happiness’ duration increases by 2 rounds.

Tools of Good You can utilize spells against evil with greater ease.Prerequisites: Protection from evil and dispel evil as

a spell-like abilities.Benefit: Daily uses of both abilities form a common

pool. Whenever you use any protection from evil or dispel evil, subtract daily use from the pool. For example, if you can use protection from evil and dispel evil three times per day each, with this feat you can use those abilities in any combination for a total of six times per day.

Touch of AgonyYour touch of pain is more deadly than ever.Prerequisites: Touch of pain ability.Benefit: Your Charisma score is considered 2 points

higher for the purpose of determining how much damage you can deal with touch of pain ability.

Undead’s DoomYou are adept at defeating undead.Prerequisites: Bane to undead ability.Benefit: You gain a +3 bonus on attack and damage

rolls against undead. This feat overrides (does not stack with) bane to undead ability.

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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

E.N. Classguide: Heroes of Code Copyright 2005, E.N. Publishing; Author Marcin Adamczyk