Annihilator
Annihilator |
Hit Die: d8 |
Base Attack Bonus: +1/level |
Proficiencies: {{{prof}}} |
Skill Points: 4 + INT mod |
Class Skills: Concentration, Disable Trap, Discipline, Heal, Hide, Intimidate, Listen, Lore, Move Silently Parry, Search, Set Trap, Taunt |
Primary Saving Throw(s): Will & Fortitude |
Alignment Restriction: Neutral Evil only |
Annihilators are the Holy Warriors of the greater god Aarilax. Initially founded to further the goals of the Voivodes of Drotid by any means necessary, they have since spread beyond the Shaahesk race to other lands, where they pursue their religious imperative of self-advancement as they see fit.
Description
Power through superior might has always been the way of Aarilax. Collect as much as you can for yourself, and beat everyone else to it (literally), and you will live a long time. Gain what you desire, for all you really have is desire itself. The annihilators arose out of a society based on these beliefs. The lizardmen of Drotid rule by might alone. Those who can impose their will get to be in charge. Everyone else is a slave. It is the way of Aarilax. Gaining troops to impose their will became a prime concern of the voivods of Drotid long ago. In order to gain a steady group of loyal and powerful troops, the clerics of Aarilax were forced to beseach their god for an answer. In return, Aarilax granted them the annihilators. These warriors became the muscle behind the voivods. Whether it is by frontal assault, or underhanded assassination, the annihilators are up for the task. Each individual holy warrior of Aarilax serves because he must. There is no other way. Aarilax keeps him alive so that he is not eaten or killed by one above him. In return he owes Aarilax his obedience. This is how annihilators operate.
Annihilators will only serve those who are more powerful than they are and, even then, they will only do it when threatened. When they are in the fortunate position of BEING the one doing the threatening, they are cold-hearted and selfish, existing only to gain more for themselves. An annihilator who gains too much power can be an awful menace. A weak annihilator can often be cowed into doing anything its master desires.
The only organization annihilators know is that of strength. Whenever groups of annihilators exist together, they follow the strongest one, until he or she is murdered or otherwise disposed of. Then the next will take their place. When employed by nonannihilators these warriors will do what they are told until their leader slips up and finds a dagger in their back. Annihilators are always biding their time and calculating.
Most of the time they employ spears and long weapons, which are reminiscent of their tribal lizardman roots. They also wear medium or light armor most of the time, though they are able to deck themselves out heavily when needed.
Requirements
To qualify as an Annihilator, a character must fulfil all of the following criteria:
- Deity: Aarilax
- Alignment:Lawful Evil
- Base Attack Bonus (BAB): +7
- Feats: Lightning Reflexes & Exotic Weapon Proficiency OR Weapon Focus: Halberd
- Skill Ranks: 3 Intimidate, 5 Move Silently, 5 Search
Level Progression
Lvl | BAB | Saves | Feats | Base Class Divine Casting Progression | |||
---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||
1st | +1 | +2 | +0 | +2 | Detect Good 30', Dirty Fighting, Ambidexterity, Use Poison | Spells/day gained | |
2nd | +2 | +3 | +0 | +3 | Dark Blessing | +1 caster level | |
3rd | +3 | +3 | +1 | +3 | Bonus feat | Spells/day gained | |
4th | +4 | +4 | +1 | +4 | Lay on Harm | +1 caster level | |
5th | +5 | +4 | +1 | +4 | Turn Undead | Spells/day gained | |
6th | +6 | +5 | +2 | +5 | Bonus feat | +1 caster level | |
7th | +7 | +5 | +2 | +5 | Smite Good | Spells/day gained | |
8th | +8 | +6 | +2 | +6 | Crippling Strike | +1 caster level | |
9th | +9 | +6 | +3 | +6 | Bonus feat | Spells/day gained | |
10th | +10 | +7 | +3 | +7 | Avatar of Murder (as Psionic Strength of the Land) | +1 caster level |
Annihilator bonus feats: Death Attack, Divine Might, Divine Shield, Extra Smiting, Favored Enemy, Improved Critical (Halberd, Scimitar & Doublesword), Two Weapon Fighting, Weapon Focus (Halberd, Scimitar & Doublesword)
Epic Progression
Lvl | Feats | Base Class Divine Casting Progression | |
---|---|---|---|
11th | Spells/day gained | ||
12th | +1 caster level | ||
13th | Bonus feat | Spells/day gained | |
14th | +1 caster level | ||
15th | Spells/day gained | ||
16th | Bonus feat | +1 caster level | |
17th | Spells/day gained | ||
18th | +1 caster level | ||
19th | Bonus feat | Spells/day gained | |
20th | +1 caster level | ||
21st | Spells/day gained | ||
22nd | Bonus feat | +1 caster level | |
23rd | Spells/day gained | ||
24th | +1 caster level | ||
25th | Bonus feat | Spells/day gained | |
26th | +1 caster level | ||
27th | Spells/day gained | ||
28th | Bonus feat | +1 caster level | |
29th | Spells/day gained | ||
30th | +1 caster level |
Epic Bonus Feats: Armor Skin, Aspect of the Serpent, Death Attack, Devastating Critical, Divine Might, Divine Shield, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Toughness, Epic Weapon Focus, Extra Smiting, Favored Enemy, Great Charisma, Great Smiting, Greater Spell Focus, Improved Combat Casting, Improved Critical (Whip), Overwhelming Critical, Planar Turning.
Epic Selectable Class Feats: Blinding Speed, Dragon Knight, Greater Ruin, Hellball, Mummy Dust.