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Catlord
First Totem: The catlord gains Skill Focus (Move
Silently) as a bonus feat.
Second Totem: Once per hour, the catlord can use the
sprint extraordinary ability to move at ten times her
normal speed as a charge action.
Third Totem: The catlord gains a +2 inherent bonus to
Dexterity.
Equinelord
First Totem: The equinelord gains a bonus to her
speed of +10 feet.
Second Totem: The equinelord gains a +2 inherent
bonus to Constitution.
Third Totem: The equinelord gains Trample as a
bonus feat.
Marinelord
First Totem: The marinelord gains the extraordinary
ability to breathe water in her normal form. (She cannot,
however, breathe air while in a form that can breathe
only water.)
Second Totem: The marinelord gains Improved
Swimming (see Chapter 2) as a bonus feat.
Third Totem: The marinelord gains a +2 inherent
bonus to Wisdom.
Snakelord
First Totem: The snakelord gains Resist Poison (see
Chapter 2) as a bonus feat.
Second Totem: The snakelord gains the extraordinary
ability to produce poison once per day (Fortitude save
DC 10 + class level; initial and secondary damage 2d6
temporary Constitution). She can produce only one dose
of poison per day. The snakelord is skilled in the use of
poison and never risks accidentally poisoning herself
when applying poison to a blade.
Third Totem: The snakelord gains a +2 inherent
bonus to Charisma.
Wolflord
First Totem: The wolflord gains Scent (see Chapter 2)
as a bonus feat.
Second Totem: The wolflord gains a +4 circumstance
bonus on Wilderness Lore checks made for tracking.
This bonus stacks with any modifier provided by Scent.
Third Totem: The wolflord gains a +2 inherent bonus
to Constitution.
BANE OF INFIDELS
The bane of infidels is the leader of a xenophobic tribe.
He wants nothing to do with the outside world because
the way his people do things is the way they have always
done them, and the way they always will. Alone among
his compatriots, the bane of infidels sees the possibilities
of the outside world, but he considers progress danger-
ous. Allowing his people to advance would surely endan-
ger them and imperil his leadership. Since visitors bring
danger of change, they must dieand what better way
thanas sacrifices in the name of his tribes religion?
The act of sacrifice empowers and rewards the bane of
infidels and his tribe. Usually visitors and conquered
foes serve as sacrifices, though in a pinch a criminal will
do (or even an innocent, though this a risky move).
Though he is often ruthless, the bane of infidels is
nonetheless respected by the members of his tribe, to
whom he provides healing, guardianship, and unwaver-
ing direction in return for absolute loyalty. Druids are the
most likely characters to embrace this lifestyle, though
clerics, high-level rangers, and adepts can also adopt this
prestige class. The tribe of a bane of infidels often in-
cludes fighters, rangers, barbarians, bards, and sorcerers,
but other classes may not be as welcome.
Hit Die: d8.
Requirements
To become a bane of infidels, a character must fulfill the
following criteria.
Alignment: Any nongood.
Skills: Intimidate 4 ranks; Knowledge (religion) 6
ranks or Knowledge (nature) 6 ranks.
Feats: Iron Will, Leadership.
Spells: Able to cast 3rd-level divine spells.
Class Skills
The bane of infidelss class skills (and the key ability for
each skill) are Animal Empathy (Cha), Concentration
(Con), Craft (any) (Int), Diplomacy (Cha), Handle
Animal (Cha), Heal (Wis), Intimidate (Cha), Intuit Di-
rection (Wis), Knowledge (nature) (Int), Knowledge (re-
ligion) (Int), Profession (any) (Wis), Scry (Int, exclusive
skill), Sense Motive (Wis), Spellcraft (Int), Swim (Str),
and Wilderness Lore (Wis). See Chapter 4 of the Player's
Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
The following are class features of the bane of infidens
prestige class.
Weapon and Armor Proficiency: A bane of infidels
gains no weapon or armor proficiencies.
Spells per Day/Spells Known: At each bane of infi-
dels level, the character gains new spells per day (and
spells known, if applicable) as if he had also gained a level
in a spellcasting class to which he belonged before
adding the prestige class. He does not, however, gain any
other benefit a character of that class would have gained
(additional wild shape options, metamagic or item cre-
ation feats, or the like), if the character had more than
one spellcasting class before becoming a bane of infidels,
the player must decide to which class to add each level
for determining spells per day and spells known.
Energumen (Sp): Beginning at 1st level, the character
may bestow a low-powered form of barbarian rage in any
follower (as defined in Chapter 2 of the DUNGEON
MASTER S Guide) who is an adherent of the same religion
The follower gains a +2 bonus to both Strength and Con-
stitution, as well as a +1 morale bonus on Will saves. In
all other respects, this effect is like barbarian rage. Ener-
gumen is usable once per day per bane of infidels level.
Pyre (Sp): At 1st level, the bane of infidels may cause a
5-foot-square area to burst into flame. Anyone in that
CHAPTER 5: PRESTIGE CLASSES