User:Snafusam/Purifier (3.5e Prestige Class)
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Contents
The Purifier
“ | I once feared the undead, now i seek them. | ” |
A purifier is a representative of true life their values are of life and water anybody seeking to corrupt the purity will find themselves neck-deep in holy-water rather quickly in the presence of a purifier.
Becoming a Purifier
Valued by temples for their aura of concentration and blessing while feared by intelligent undead for their usual zealotry. Expected to be considerate of the damage their water can cause, they restrict the amount of water they create to only what is needed however, should a purifier find the need creating small tidal waves is well within their potential. In a desert they are a precious supply of water and in the ocean they are terrifying beings of power which control the waters to their whim.
Skills: | Concentration 11 ranks, Spellcraft 5 ranks, Knowledge (religion) 11 ranks |
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Spellcasting: | Able to cast Create Food and Water and Control Water as divine spells. |
Special: | Turn Undead |
Special: | Non-evil Alignment |
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +2 | +0 | +2 | Bonus domain, Lay on Hands, Zone of consecration | +2 levels of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +0 | +3 | Double Turning, Turn Undead | +3 levels of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
3rd | +2 | +3 | +1 | +3 | Major consecration | +2 levels of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
4th | +3 | +4 | +1 | +4 | Hydrokinesis | +3 levels of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
5th | +3 | +4 | +1 | +4 | Purifying prowess | +2 levels of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
Class Skills (8 + Int modifier per level) Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha) Intimidate (Cha), Knowledge Religion (int), Knowledge History (int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int) Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha). |
Class Features
All of the following are class features of the Purifier.
+ level of existing divine spellcasting class (Ex): When a new Purifier level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained levels in whatever divine spellcasting class. She does not, however, gain any other benefit a character of that class would have gained.
Bonus Domain: At 1st level, a Purifier gains an extra domain either Good or Water if they are able to cast with domain spells. (if the character already has both domains she may pick another domain without having the proper "alignment or deity")
Lay on Hands (Su): at 1st level, a purifier with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of Hit points of damage equal to her character level × her Charisma bonus. A Purifier may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
This ability is Similar to the paladins Lay on Hands ability and stacks if the purifier is a paladin base-class, however if the purifier is not a paladin-base, the purifier cannot use this ability to damage undead.
Zone of consecration (Su): At 1st level, a purifier begins to exert her authority over life. This aura is identical to the effects of the Consecrate spell however it affects only ‘enemy’ undead, the purifier is treated as a shrine to their diety. It also causes Bless Water on any water within 5 feet of The Purifier.
Double Turning (Su): At 2nd level, The Purifier can use her turning ability twice as many times per day as her base ability. (3 + your Charisma modifier becomes: 6 + double your Charisma modifier.)
Turn Undead (Su): At 2nd level, purifier class levels stack with levels of all other classes that grant the ability to turn undead for the purpose of determining the character’s effective cleric level for turning. For example, a 8th-level cleric/4th-level purifier turns undead as a 12th-level cleric.
Major consecration (Su): At 3rd level, a purifier extends her authority over life. The supernatural aura of Positive energy surrounding her ( Zone of consecration,) now extends to a radius of 15 feet per purifier class level. It also causes Bless Water on any water within 5 feet per purifier class level, any creature vulnerable to Holy Water is treated as if they are submerged, unless they are intentionally excluded by the purifier.
hydrokinesis (Ex): at 4th level, the source of life is manipulated easily by a purifier. Creation, manipulation even combat with the element of life is within grasp of a purifier. Treated as a water spell of Purifier level for purposes required.
- Creation: Generate as much water as desired, within 30 feet of self, how it appears can be chosen (even direction traveling when created).
Keep in mind, that destruction/evaporation can be achieved as well, at the same rate.
Example Rates of Generation
Faucet: creates 1 gallon per 5 rounds (your basic water faucet)
Stream: pours out 1 gallon per round.
Hose: produces a 5-foot-long stream at 5 gallons per round.
Geyser: produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round. The force deals 1d4 points of bludgeoning damage against one target.
- Manipulation: Control ECL x 10 gallons of water within ECL x 10 feet per character level, Concentration required.
Because the water near the purifier turns into holy water, water weapons are considered Holy and Cold Iron for the purpose of damage reduction, while dealing damage as holy water. Add one magical property for every 1/10 spellcraft check.
Example Manipulations note that effects would only last as long as concentrated on and the effect is within hydrokinesis range of effect.
copying the effects of Obscuring Mist would be a DC:20 spellcraft check
copying the effects of Fog Cloud would be a DC:21 (+1 /5 feet away from purifier) spellcraft check
making water hard enough for the purifier to walk on would be a DC:22 spellcraft check
copying the effects of Water Breathing on SELF would be a DC:25 spellcraft check
copying the effects of Control Water would be a DC:25+1 per 2 feet altered.
copying the effects of Water Breathing on OTHERS would be DC:30/+5 per target, spellcraft check
copying the effects of | Airy water would be a DC:35 spellcraft check
making 30 feet of water hard enough for a group to walk on (surface area) would be a DC:39 spellcraft check
causing a | Tidal wave DC: 41 spellcraft check
- Combat: using Water to fight is a powerful and unexpected weapon by turning it into different weapons it can become many things, with a spellcraft and concentration check, of course. The Purifier is treated as if she has proficiency with any water-created weapon.
Because the water near the purifier turns into holy water, water weapons are considered Holy and Cold Iron for the purpose of damage reduction, while dealing damage as holy water. Add one magical property for every 1/15 spellcraft check.
- Example Combat Maneuvers
Water Surprise: create a (size category) cube of water above a stationary target and let it drop on them naturally, no damage (unless vulnerable to water), however target is now drenched and re-rolls initiative -4.
Water Shield: visible shield and is able to be handled by the purifier as a physical shield. 1 hardness & 5hp for 1/5 spellcraft check. Creation is a Move action and lasts for as long as concentration is maintained.
Water Arrows: Holding arms wide the Purifier creates a hail of arrows and launches them in an area dealing piercing damage.(each arrow is treated as a ray) 1 arrow for 1/2 spellcraft check made, damage is equal to ECL per arrow.
(an advised limit) cannot have more than 1/5 level arrows per 5 feet, meaning a level 8 cleric /4 purifier could have 2 arrows hit an medium target but not 3, whereas a level 10 cleric /5 purifier could have 3 arrows hit one medium target.
Water blade: Covering an arm with water it turns into a powerful slashing/piercing weapon of any size desired (density is 1, hardness is 1/2 spellcraft check, hp = spellcraft check), damage is equal to ECL. Creation is a Move action and lasts for as long as concentration is maintained.
Water Mace: holding water in your hand you create a club or mace to deal bludgeoning damage to any creature, (density is 1, hardness is 1/2 spellcraft check, hp = spellcraft check) damage is equal to ECL. Creation is a Move action and lasts for as long as concentration is maintained.
Water Dragon creating a force of water and forcing it into the shape of a dragon the purifier deals a combination of bludgeoning and piercing damage to one target. standard action, damage is ECL for both bludgeoning and piercing damage (total of 2x ECL)
Purifying prowess (Ex): At 5th level, a Purifier increases Effective Caster Level from classes which do not naturally grant caster levels. Example, a level 8 paladin/ 5 purifier/ 6 fighter would have an ECL of 19 compared to a level 8 paladin/ 4 purifier/ 6 fighter which would have an ECL of 12 because fighter is not a Casting class.
Campaign Information
The Purifier is a prestige class created for Clerics, however would work well with Paladins. For a desert purifier increase the difficulty of using hydrokinesis and make her more valued as a water-source and potential flood-risk, reversing this quality for an ocean-environment turning her into a water-powerhouse. But valued in most situations for anti-undead.
Playing a Purifier
Combat: Purifiers do almost the exact same thing as a Cleric or Paladin. Gaining an Increase in spellcasting, turning and anti-undead abilities.
With Water-manipulation for any situation be it desert-survival or using a water-shield as an umbrella.
Advancement: A purifier only lacks self-survival, so either advancing in any other healing-capable class is the most likely, there’s no reason to bring back the dead, if you don’t let them die in the first place.
Resources: Varies. The Purifier is a powerful and devoted class which desires to do the most it can with its abilities, if there is a town riddled with famine or drought that’s where you’ll find a purifier... after destroying any undead they happen to learn about.
Purifiers in the World
Purifiers are rare usually taught their practice by another purifier as a mentor. The prestige class grants several spell-like and other magical abilities. Often known to quest for combat against “true necromancers”.
NPC Reactions: For their holy aura and gift of water the purifier is usually a welcome sight in any situation as a symbol of good and life. However for an necromancer they are an source of trouble.
Purifier Lore
Characters with ranks in Knowledge (Religion) can research Purifiers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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16 | Purifiers are great manipulators of holy power and water. |
21 | Purifiers create water and purify it causing common problems to undead and evil outsiders, often paid to walk through towns purifying all the water in the pipes/sewage. |
26 | Purifiers control the waters, allowing them to do feats like attacking someone with water. |
32 | Purifiers have the ability to manipulate water at will. |
Purifiers in the Game
It should be extremely easy to make a Cleric PC into a Purifier. With NPCs, you'll generally want to only make upper-class NPCs into Purifiers. They are the ones more likely to be taught purifying magic. Lower class NPC Clerics are probably spending all their time healing and praying.
Adaptation: Purifiers are very powerful and direct. You can make some weird organization made up of all purifiers if you want, but there's really no problems with making a lower-class purifier either just expect them to work far more than a high-level cleric.
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