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Initiate of the Black Paladinhood
Initiate of the Black Paladinhood
Initiates are the lowest of Black Paladinhood ranks. They are warriors who have sworn the Black Oath, proven themselves to have potential and
who have been accepted by a Knight of the Black Order. They are devoted worshipers of Zhakrin, nothing less can be tolerated by those who lead the
Black Paladinhood. Initiates have the same authority as a common city guard captain and they are recognized
as leaders of the lowest rank, fit to lead a small squad of men on missions of some importance. An Initiate who
has served well is often elevated to the rank of Knight.
To qualify to become a Initiate of the Black Paladinhood, a character must fulfill all the following criteria.
An Initiate's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Intimidate (Cha), Jump (Str), Knowledge Religion (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str). See Chapter 4 of the Player's
Handbook for skill descriptions.
All of the following are class features of the Initiate of the Black Paladinhood prestige class.
Sense Adversary (Sp): At will, an Initiate can sense the presence of creatures which worship gods other than Zhakrin or devices which have been dedicated to the cause of other deities. This ability's function is similar to detect evil, but rather than evil.
Sign of Zhakrin (Su): The power of Zhakrin is upon the Initiate and the power of their lawful aura (see detect law) is equal to their class level plus their paladin or cleric level, if any. Further, the Initiate receives a +2 bonus to Diplomacy, Bluff, and Intimidate skill checks when dealing with minions of death, such as undead, necromancers, other worshipers of Zhakrin. If the Initiate possesses the Leadership feat, they receive a +1 bonus to their leadership score with regards to such beings.
The Sign of Zhakrin manifests as one of the signs of the Nine Holy Edicts, spontaneously imprinted by divine inspiration upon the flesh of the Initiate, like an indelible tattoo or birth mark. This mark is a sign of which of the nine grand legions which the Initiate is to serve in.
Divine Fortification (Ex): At 2nd level an Initiate gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy). Characters who already possess this ability, as from another class's similar feature, gain a +1 profane bonus to their Fortitude saving throws.
Brotherly Zeal (Ex): At 3rd level an Initiate who is fighting alongside another Initiate of 3rd level or greater gains a +2 circumstance bonus to either attack rolls or Armor Class, or a +1 circumstance bonus to both. Both Initiates coordinate their efforts to assist each other in a like manner, so both initiates must arrange this bonus the same way. In other words, if an Initiate chooses a +2 bonus to his attack rolls, then his Initiate companion must likewise do so, otherwise no benefit is realized. At 5th level this bonus increases to +3.
Hasten the Dead (Ex): At 4th level an Initiate can execute a coup de grace attack as a standard action instead of as a full round action.
Dark Dictum (Sp): At 5th level, once per day, an Initiate can give a single command to a single creature, which must be phrased in less than ten words. Creatures which resist, disobey, or otherwise do not immediately comply with the command must make a Fortitude save (negates, DC 10 + class level + Charisma bonus modifier) or suffer wracking pains which impose a -4 penalty on attack rolls, skill checks, and ability checks. The pain abates if the creature begins to obey the dictum, but immediately returns should they stray. Commands such as "go to the temple of Zhakrin and confess your sins", "do not attempt to fight me", or "tell me the names of your accomplices in this crime" are all suitable examples of simple commands. A divine will empowers these commands, as such, the spirit of the command should be adhered to, not merely its literal interpretation. The creature must be able to perform the command; for example, commanding a creature to go somewhere when they are chained to a wall automatically fails. Obviously suicidal commands bestow a +2 bonus to the Fortitude saving throw, though the creature is certainly not obligated to fulfill the command and may choose suffer in pain. These effects last for one hour after the command was given.
This is a language dependant, mind affecting spell-like ability.