Epurator (3.5e Class)
From D&D Wiki
An Epurator is a staff-wielding,charm-throwing killing machine, whose only objective is spreading the word and ideals of his God (Mostly by killing its more stubborn oppositors). Being equipped with both damaging and healing abilities, an Epurator can function both as a damaging unit and as a support.
Making a Epurator
Epurators tend to be very welcome inside mercenary parties because of their versatility and their deep loyalty to their alignment. They usually get along well with paladins and priests (as long as they do not worship another divinity) and they show profound ammiration for the monks' will-power. Epurators hate the way barbarians fight, as they don't ever think about their moves(usually).
Abilities: Strenght and Dexterity are important when picking a more "violent" approach to things with an Epurator, while Charisma can help the heling spells this character can cast.
Races: Any race can become an Epurator, as long as they have a strong faith and are okay with wandering around their whole lives.
Starting Gold: starting gold; 1d4x10).
Starting Age: Any.
|1st||+1||+0||+1||+1||Charm Making I, Charm of Pain||—||—||—||—||—||—||—||—||—||—||—||—||—|
|2nd||+2||+1||+1||+2||Charm of Relief, Finger Strike||—||—||—||—||—||—||—||—||—||—||—||—||—|
|3rd||+2||+1||+2||+2||Charm of Sorrow||—||—||—||—||—||—||—||—||—||—||—||—||—|
|4th||+3||+2||+2||+2||Charm of Protection, Charm Making II||—||—||—||—||—||—||—||—||—||—||—||—||—|
|5th||+3||+2||+3||+3||Charm Throw, Way of the Wanderer||—||—||—||—||—||—||—||—||—||—||—||—||—|
|6th||+4||+3||+3||+3||Charm of Fear||—||—||—||—||—||—||—||—||—||—||—||—||—|
|7th||+4||+3||+4||+4||Charm of Courage, Charm Making III||—||—||—||—||—||—||—||—||—||—||—||—||—|
|9th||+5||+4||+5||+5||Charm of Death||—||—||—||—||—||—||—||—||—||—||—||—||—|
|10th||+6||+5||+5||+5||Charm of Life,Charm Making IV||—||—||—||—||—||—||—||—||—||—||—||—||—|
|11th||+6||+5||+6||+6||Staff Jump,Strong Faith||—||—||—||—||—||—||—||—||—||—||—||—||—|
|13th||+7||+6||+7||+7||Charm of the Forsaken||—||—||—||—||—||—||—||—||—||—||—||—||—|
|14th||+8||+7||+7||+7||Charm of the Angel,Charm Making V||—||—||—||—||—||—||—||—||—||—||—||—||—|
|17th||+9||+8||+9||+9||Never-Ending Mission,Charm Making VI||—||—||—||—||—||—||—||—||—||—||—||—||—|
|20th||+11||+10||+10||+10||Divine Soul, Charm Mastery||—||—||—||—||—||—||—||—||—||—||—||—||—|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Epurator.
Weapon and Armor Proficiency: An Epurator is competent with Simple Weapons and Martial weapons. He is also competent in light armors (but not in shields). Any weapon that is staff-like can also be used by an Epurator without debuffs.
Charm Making: An Epurator can perform a ritual, which requires 1d12 minutes at rank I, 1d8 minutes at rank III, 1d4 minutes at rank V and 1d8 rounds once Charm Mastery is unlocked, a period of time in which the Epurator summons a portion of his god/goddess's power and infuses it into a piece of paper (Epurators always have a lot of paper sheets with them, many tend to hide them into their clothes for easy recovery in case of emergency). If the ritual succeeds, the sheet of paper becomes a charm (The Epurator must declare the type of charm he wants to create before the ritual starts. It doesn't have to be a vocal declaration, but the DM should always know what the charm is gonna be, and enemies that can read thoughts can see what the charm is gonna be too). If the ritual is interrupted, either because the Epurator is attacked and fails a Will Save with DC 10+(damage inflicted by the attack) or for any other reason, the charm explodes, dealing a specific amount of damage (see below). The number of charms an Epurator can create and have on himself at any given time is 1+(2xCharm Making rank+5if Charm Mastery has been unlocked). Charms can be successfully attached to enemies after effectuating a successful unarmed attack that deals no damage. Once the Epurator unlocks the ability Staff Jump, Staff attacks obtain the ability to attach charms to enemies too. An enemy can have any number of charms on them, but only one for each type.
Finger Strike: Once per day for every 2 levels of Epurator, a PG can perform an unarmed strike aimed at an enemy's weak spots, dealing 1 non-lethal damage and paralyzing the target for 1d4+(the Epurator's Dex modifier)rounds if the target fails a Fortitude Save with CD 10+the Epurator's Dex modifier+1/2 of the Epurator's class level. If the attack crits (20), the damage is not enhanced but the rounds of paralysis become minutes instead. This paralysis affects elfs and cretures that are normally immune to magic kinds of paralysis, as it is instead a physical condition: the precise strike of the Epurator moves and shuffles the target's nerves, making moving impossible until they get back into their place. Characters with any sort of regeration only are paralysed for 1 round (Doesn't matter if the attack critted or not), and this attack can't work on creatures that don't have internal organs or nerves that are actually functional (Slimes, undead...)
Charm Throw: An epurator can throw his charms instead of placing them with his hands (see below) after he reaches the 5th level. Charms become then magic projectiles+1, which can hit incorporeal creatures and have a range of 9 metres (6 in very windy zones, 12 if the charm is applied onto a small object like a dart or a rock).
Way of the Wanderer: Epurators that reach the 5th level get used to their wandering way of life, gaining a +4 on their Surviving checks and being able to carry as much weight as a creature one category bigger than them.
Charm Detonation: Once per day, an Epurator can craft an Explosive charm of any kind. An explosive charm works just as a normal one, but its effect is always maximised and it affect all creatures in a 3 metres radius around the target (The Epurator too!). Needless to say, Explosive Charms are very dangerous for the Epurators too, so they tend to not carry around more than one or two at a time.
Staff Jump: Every time an Epurator lands an attack with his staff, he can perform an acrobacy skill check with DC 10+the target's DV+ Every 10 kilos of stuff the Epurator is carrying to try and perform a jump, landing anywhere in a 9 metres radius from the target's body. The landing is an an opportunity for enemies to strike. A failure means tripping and falling 1d6 metres behind the target, and rolling a 1 means losing a turn to get up again.
Strong Faith: An Epurator's alignment cannot be changed ever again by magic sources (The Epurator may still decide to abandon his faith on his own).
God's Will: Once a god has acknowledged an Epurator's strength, it may choose to give him/her a particular task to complete. While doing the quest, the Epurator gains a +2 on every Will Save and gains a +10 to Diplomacy skill checks with other followers of the same god. Once the quest is successfully completed, the buff becomes permanent. A failure usually only occurs in case of the Epurator's death.
Body Charm: Once every 2 weeks, whenever an attack would kill an Epurator, the character can instead avoid the attack by swapping himself with a "Body Charm" he had prepared before. This ability cannot work if the Epurator and the charm are on different planes.
Ten-Thousands-Punches: Every time the Epurator tries to hit a Finger Strike, it can attack every enemy around him instead of just one. This does not cause opportunity attacks. Every enemy requires a different dice throw.
Never-Ending Mission: A high level Epurator is finally ready to become its god's hand on the Material Plane, and thus it must start a search for a specific object (It changes from god to god, to the DM's content). Only once the object is found the Epurator can finally advance to the 20th level and unlock his...
Divine Soul: A level 20 Epurator has become a demi-god. It counts as an external from the plane of its god and gains a +2 to every one of his skill checks, hit throws, damage throws and Save throws. A level 20 Epurator doesn't age nor can die of natural causes, as it has become immune to diseases too, but it cannot be revived unless if by a cleric of its god.
Charm Mastery: A 20th level Epurator can use his own power to craft charms, making the process much quicker and easier. An expert Epurator can also make a lot more charms daily. Charms don't explode anymore when an Epurator is making them during a battle (unless he wants them to), but an Epurator can only make a movement action or an attack action during any round he is creating a charm.
Charms: The most important and more useful weapon of an Epurator is his arsenal of charms, here's all the types (a DM could create new charms to fit the empty slots at level 18 and 19). Every charm has a particular activation condition: Every Epurator can fabricate and use a limited number of specific charms every day (see above) Charm of Pain: The Epurator embues the paper with the power of his god/goddess. If the god is evil, this attack inflicts (1/2 Epurator's level) damage by expelling negative energy, if not, it expels positive energy. Positive energy attacks deal (Epurator level)d4 damage to undead, while negative energy attacks deal (Epurator level)d4 damage to divine spellcasters. Every turn the charm is attached to someone, the target must make a Will Save with DC 10+ 1/2 Epurator's level+ Epurator's Charisma modifier or trigger the charm. The charm can be removed with a quick action after two successful Will saves, which will make it lose all its power.
Charm of Relief: This charm contains an amount of energy sufficient to heal 1d4+1/2 Epurator's level Hit Points. The healing spreads equally over 1d4 turns. If the target removes the charm, or if it is destroyed or burned, the effect is lost and the charm loses its power.
Charm of Sorrow: The target must take a Will save with DC 10+1/2 Epurator's level+ Epurator's Charisma modifier or be shacken for the whole round. The charm can be removed after beating the DC once, but three failures in a row mean the target is going to have a -4 malus to all his will saves, skill checks and hit rolls until he manages to hit the Epurator once with an attack or a spell.
Charm of Protection: The target gains a +Epurator's Charisma modifier as a bonus to his armor (this is a force effect) and a +2 to all Saves for 2d4 rounds. If the charm is destroyed, the effect is lost.
Charm of Fear: Any enemy that attacks an Epurator while affected with charm will have to make a DC 10+ Epurator's Charisma modifier Will Save or instead flee in terror for one round. The charm falls off after 1d4 rounds (The Epurator is aware of when the charm falls, but not before it does)
Charm of Courage: Each ally in a 9 metres radius around the target gain a +Epurator's Charisma modifier bonus to Wll Saves. The charm falls off after 1d2 rounds, but it only activates when a Will Save is effectuated while in its range.
Charm of Death: Once a target is hit with this charm, it has to make a Will Save with DC Epurator's level+Epurator's Charisma modifier, and die in case of failure. In case of success, the victim is inflicted 1d6 fire damage as the charm burns away all of its energy. An enemy can only be affected by a single Charm of Death per day.
Charm of Life: This charm animates object or bodies (based on whether the Epurator's god/goddess is good or evil. Neutral gods can choose any of the two energies every day, but they can only give that type of energy to charms per 24 hours). The newborns are completely under the Epurator's control and they stay alive for 1d4 minutes per Epurator's level.
Charm of The Forsaken: This charm can only be used if the Epurator worships an evil divinity. Once applied onto a dead body, the charm creates a monstrous mutation, transforming the body into a Forsaken. Only humanoid bodies can be turned into Forsakens. The Forsaken is completely under the Epurator's control, and it stays alive for 1d2 rounds, refreshing this duration every time it is wounded and every time it attacks an enemy. Only one Charm of The Forsaken can be used per day, and once the Forsaken disappears, the original body dissolves in smoke too. This charm cannot explode, nor can it be destroyed once applied onto someone. Forsaken gain the inner abilities: Blood Frenzy: Every time a Forsaken gets to hit a opportunity attack with his claws, it can attack 4 times instead of one. Curse of the Forsaken: Enemies hit by a Forsaken have a -2 to their next hit roll. This effect can stack up to four times. Immortale Rage: Forsakens cannot be destroyed in any way, unless whatever keeps them alive is destroyed or nullified. Reducing a Forsaken to 0 hp will stun it for one round, before it completely regenerates his health bar and keeps attacking the next round. Forsakens only attack using their claw attacks (which become primary weapons and grow if they don't have them already) and their language is a mixture of whispers and noises caused by the tics the body suffers after reanimation. Forsakens add 6 to the Strenght and Dexterity stat of the base creature but their Charisma,Wisdom and Intelligence stats are all reduced to 1 and their constitution is - since they are effectively undead. Killing the ceator of a Forsaken doesn't necessarily stop the creature.
Charm of The Angel: This charm can only be used if the Epurator worships a good or neutral divinity. Once applied onto a living body, it starts a beautiful transformation, which transform the target into an angelkin. Angelkins gain +4 to all hit throws, all damage rolls against chaotic or evil enemies and to all Save rolls. Angelkins count as paladins of the same level as their original character level is, but they retain any competence or skill and buff they had before the transformation. The transformation lasts 1d12 rounds(minimum 3), and at the end of it the target is stunned for 1 round because of the sudden loss of power. Only one Charm of The Angel can be used per day. This charm cannot explode, nor can it be destroyed once applied onto someone. Angelkins also obtain a +4 to hit and damage rolls against evil or chaotic enemies, and also gain a velocity of flight of 12 metres with perfect manoeuvrability for the duration of the effect.
Whenever an Epurator decides to abandon his faith (Usually not without ripercussions), it becomes an Ex-Epurator. Ex-Epurators lose the ability to enchant charms and all the abilities deriving from their god, but maintain the weapon Proficiency and the other skills. If an ex-Epurator finds a new god, he will gain back those abilities.
Playing an Epurator
Religion: Epurators value their religion above all else, no matter who the god is. Their principal objective should be promoting their faith or defending it... or doing both at the same time. Other Classes: Epurators don't like barbarians, but usually get along with everyone else, as long as they don't follow a different religion. They admire monks, and they are the only class they will not try to convert, as monks are privating themselves of their freedom because of their vows, much like Epurators choose to give their lives to their god, making the two classes equal.
Epurators in the World
|“||"Doesn't matter who you are. Doesn't matter where you are. Doesn't matter why you did it. You never... NEVER should say something bad about ANY divinity. There are punishments way stricter than death out there"||”|
|—Gloorg Frosbig, Human Paladin to a friend|
Epurators are wanderers, they always roam around. The Good and Neutral ones feed themselves through mendicating or hunting(if their god allows it), but the Evil ones usually raid villages and pillage cities, destroying everything and everyone they encounter to sacrifice them to their cruel gods.
Daily Life: Epurators pray daily and usually just go "where the road leads them", wandering their way through the lands, unless their god has given them a particular task to complete.
NPC Reactions: Many NPCs avoid Epurators, because they can be very oppressive about religion, but they do not really hate nor fear them, they simply don't want to change their faith. In cities where religion plays a main role in society, Epurators can either be seen as allies or as enemies to eradicate.
Characters with ranks in Knowledge(Religion) can research Epurators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Epurators are warriors with divine powers much like paladins.|
|10||Epurators have many different charms they use to fight.|
|15||Epurators all are bound by some rules specified by their god.|
|20||Non-Neutrals Epurators are very vulnerable to big amounts of either Positive or Negative energy(choosing by the god's alignment), as it can sever their connection with the Gods.|
Epurators in the Game
Epurators can be found anywhere, predicating or fighting their way through problems. Even tho they are very conservative about their ideals, few of them have a high enough level to magically understand what a PG's god is, so the party should just be careful not to show around too many holy signs and avoid getting caught praying.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes -->