Purifier of Minrhet

ENTRY REQUIREMENTS

Alignment: Any Lawful
Race: Must not be undead or a chaotic or evil outsider. Must not be a Creature of Darkness.
Base Attack Bonus: +4
Skills: Theology 5 ranks.
Special: Must worship Minrhet. Ability to turn undead. Must not be able to rebuke undead.

Table: The Purifier of Minrhet

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+1+1+0+0Greater turning, smite darkness, zeal
2nd+2+1+0+0Purifying flame 1d6
3rd+3+2+1+1Censure outsider, smiting flame
4th+4+2+1+1Exultation of light
5th+5+3+1+1Purifying flame 2d6, sacred conflagration
Hit Die: d6
Class Skills (2 + Int modifier per level): Heal, Insight, Intimidate, Persuasion, Profession, and Theology.

Class Features

Weapon and Armor Proficiency

A Purifier of Minrhet gains no proficiency with any type of weapon, armor, or shield.

Greater Turning

Once per day per class level, you can perform a greater turning against undead. This greater turning functions like a normal turn undead attempt, except that your effective cleric level is doubled for that one attempt. This ability does not use one of your daily uses of channel divinity, nor may it be used as channel divinity to power other abilities, such as divine feats.

Your purifier of Minrhet class level stacks with any other classes that grant channel divinity to determine your effective cleric level for any ability which channels positive energy, such as turning undead and your greater turning ability.

Zeal

Your zeal for Minrhet’s divine cause fills you with power, which can used to activate many of the purifier’s class abilities. At the start of each day, you gain a number of points of zeal equal to 1/2 your class level plus your Charisma bonus (minimum 1).

Smite Darkness

Creatures of Darkness

Several abilities reference a creature of darkness or a creature aligned with darkness. This classification includes any of the following creatures:

  • All undead
  • All outsiders with the [Evil] subtype.
  • All creatures with the [Shadow] subtype.
  • Any creature summoned, called, or created by a spell with the [Darkness] subtype or by any form of Shadowcraft magic.

You may expend 1 point of zeal to attempt to smite a creature aligned with darkness with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per class level. If you accidentally smite a creature that is not aligned with darkness, the attack deals no damage, but the point of zeal is still used up for the day.

If you have a smite ability from another source, add your purifier class levels to determine damage for that smite ability. For example a Paladin 5/Purifier of Minrhet 2 would deal damage with the paladin’s smite evil as if he were a 7th-level paladin.

Purifying Flame

At 2nd level, you can spend one daily use of channel divinity as a swift action to wreathe your weapon in golden fire. Whenever you make a successful attack with that weapon, you deal an additional 1d6 sacred damage. This effect lasts for a number of minutes equal to your purifier class level + your Charisma bonus (if any).

While your purifying flame burns, your weapon functions as your holy symbol for all purposes, including presenting it to turn undead and as a divine focus for your spells.

At 5th level, the sacred damage increases to 2d6.

Censure Outsider

You gain the ability to cast out the personifications of darkness at 3rd level. You gain an additional form of channel divinity (gaining one additional use, as normal). You may spend one daily use of channel divinity, using positive energy to turn outsiders aligned with darkness, such as those with the evil or shadow subtypes.

Any affected outsider takes 3d6 damage and must make a Will save (DC 10 + purifier class level + Charisma modifier).

If the outsider fails its save, it is dazed for 1 round and sickened for a number of rounds equal to your Charisma bonus, minimum 1. On a successful save, the daze is negated, but it is still sickened.

If your effective cleric level is at least twice an affected outsider’s Hit Dice, that outsider is banished back to its home plane on a failed save. On a successful save (or if the outsider is already on its home plane), the outsider is dazed for 1d4 rounds and sickened for a number of rounds equal to your Charisma bonus, minimum 1.

Smiting Flame

When you successfully smite an enemy while your purifying flame ability is active, your enemy ignites as the darkness in its soul burns away. A burning enemy takes 1d6 sacred damage at the start of each of its turns for a number of rounds equal to your class level. It may extinguish the flames as a move action that provokes attacks of opportunity.

Exultation of Light

Whenever you defeat a minion of darkness, the light within you rejoices. Beginning at 4th level, anytime you defeat a creature of darkness with Hit Dice equal to or greater than your own, you gain zeal equal to your Charisma bonus, minimum 1, up to a maximum equal to your normal total.

Sacred Conflagration

At 5th level, you are able to summon a pillar of golden flame centered on yourself, burning away all darkness within its sacred conflagration. As a full-round action, you spend one daily use of channel divinity and one point of zeal to call down the sun’s fire.

Choose one of your smite abilities. All creatures within 10 feet that can be affected by that smite ability take 10d6 sacred damage as the conflagration purges their darkness. This potentially includes nearby allies and even yourself. You may increase the damage dealt by 1d6 for each additional point of zeal that you expend when activating this ability.

Any affected creatures not damaged by sacred conflagration are instead healed a number of hit points equal to half the total damage roll.

You may choose to expend your greater turning attempts when using this ability to increase its range. Each use of greater turning you choose to expend increases the range by 10 feet.

After using this ability, you must wait at least 5 rounds before using it again.

Design Notes: The Purifier of Minrhet