Bane of Infidels - General Prestige Class
This is a general Prestige class that may be applicable to the Forgotten Realms Campaign
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 dangerous. Allowing his people to advance would surely endanger them and imperil his leadership. Since visitors bring danger of change, they must die - and what better way than as sacrifices in the name of his tribe's 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 unwavering 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 includes fighters, rangers, barbarians, bards, and sorcerers but other classes may not be as welcome.
Hit Die: d8
To qualify to become a Bane of Infidels, a character must fulfill all the following criteria:
- Alignment: Any non-good.
- 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.
From:
Masters of the Wild
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