Catlord
First Totem : The catlord gains Skill Focus (Move Silently) as a bonus feat. Second Totem : Once per hour, the catlord can use the sprint extraordinary ability to move at ten times her normal speed as a charge action. Third Totem : The catlord gains a +2 inherent bonus to Dexterity.
Equinelord
First Totem : The equinelord gains a bonus to her speed of +10 feet . Second Totem : The equinelord gains a +2 inherent bonus to Constitution . Third Totem : The equinelord gains Trample as a bonus feat.
Marinelord
First Totem : The marinelord gains the extraordinary ability to breathe water in her normal form . (She cannot, however, breathe air while in a form that can breathe only water.) Second Totem : The marinelord gains Improved Swimming (see Chapter 2) as a bonus feat. Third Totem : The marinelord gains a +2 inherent bonus to Wisdom .
Snakelord
First Totem : The snakelord gains Resist Poison (see Chapter 2) as a bonus feat . Second Totem : The snakelord gains the extraordinary ability to produce poison once per day (Fortitude save DC 10 + class level ; initial and secondary damage 2d6 temporary Constitution) . She can produce only one dose of poison per day. The snakelord is skilled in the use of poison and never risks accidentally poisoning herself when applying poison to a blade. Third Totem : The snakelord gains a +2 inherent bonus to Charisma .
Wolflord
First Totem : The wolflord gains Scent (see Chapter 2) as a bonus feat. Second Totem : The wolflord gains a +4 circumstance bonus on Wilderness Lore checks made for tracking . This bonus stacks with any modifier provided by Scent . Third Totem : The wolflord gains a +2 inherent bonus to Constitution .
BANE OF INFIDELS
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 .
Requirements
To become a bane of infidels, a character must fulfill the following criteria . Alignment : Any nongood . 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 .
Class Skills
The bane of infidels's class skills (and the key ability for each skill) are Animal Empathy (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Intuit Direction (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (any) (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis). See Chapter 4 of the Player's Handbook for skill descriptions . Skill Points at Each Level: 4 + Int modifier.
Class Features
The following are class features of the bane of infidens prestige class. Weapon and Armor Proficiency : A bane of infidels gains no weapon or armor proficiencies . Spells per Day/Spells Known: At each bane of infidels level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild Shape options, metamagic or item creation feats, or the like) . If the character had more than one spellcasting class before becoming a bane of infidels . the player must decide to which class to add each level for determining spells per day and spells known . Energumen (Sp) : Beginning at 1st level, the character may bestow a low-powered form of barbarian rage in any follower (as defined in Chapter 2 of the DUNGEON MASTER'S Guide) who is an adherent of the same religion . The follower gains a +2 bonus to both Strength and Constitution, as well as a +1 morale bonus on Will saves. In all other respects, this effect is like barbarian rage . Eneygumen is usable once per day per bane of infidels level . Pyre (Sp) : At 1st level, the bane of infidels may cause a 5-foot-square area to burst into flame . Anyone in that