Standing proudly, an 8-foot tall warrior dressed in full plate armor, wields a weapon (usually a sword or mace), and carrying a shield, waits as if to be summoned forth. Heraldic symbols inscribed on its shield, armor, and weapons pronounce his faith to all.
AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 shield)
Speed 40 ft.
At will—continual flame, discern lies (DC 19)
Cleric Spells Prepared (good-aligned only) (CL 15th):
8th—fire storm (DC 23), plus 1 domain spell
Cleric Spells Prepared (neutral-aligned only) (CL 15th):
8th—fire storm (DC 23), plus 1 domain spell
Cleric Spells Prepared (evil-aligned only) (CL 15th):
8th—unholy aura, plus 1 domain spell
Str 25, Dex 17, Con 20, Int 21, Wis 20, Cha 18
Once per day, as a melee touch attack, a proscriber can sever the connection between a divine caster and his or her deity. The target can attempt a DC 22 Will save (to negate the effects. If the save fails, the divine caster loses the ability to cast divine spells, turn or rebuke undead, smite good or evil, and loses the use of other divine-based spells, spell-like abilities, or supernatural abilities. Even if the save succeeds, the divine caster touched takes 10d6 points of damage. The save DC is Constitution-based.
Additionally, one that fails its save resists all beneficial divine spells (such as heal, or any cure spell) and effects cast on him or her. A creature attempting to cast a beneficial divine spell on a condemned creature must make a successful DC 20 caster level check or the spell has no effect on the condemned creature.
The effects of this ability are permanent but can be removed by the casting of a remove curse spell followed by an atonement spell. The one casting the remove curse and atonement spells must be a divine caster who worships the same god as the condemned and who is of a class level equal to or higher than the condemned.
When a divine caster severely angers his or her god by deviating from the deity’s spoken word, the god often sends one of its agents to redeem the blasphemer – the proscriber. They are the “messengers” of the gods and are sent to punish a divine caster that has offended his or her deity. Proscribers are found in the employ of all deities, from the kindest to the vilest – they cover all nine alignments. (A proscriber of a good or evil alignment gains the appropriate subtype.)
Redemption as dictated by the deity and carried out by the proscriber can vary from mild punishment to extremely harsh. Harsh punishment meted out by evil-aligned proscribers often takes the form of death. Proscribers are usually sent to deal with divine casters that have strayed from their alignment. Minor transgressions are not the realm of the proscriber and are usually left up to the divine caster’s superiors or church to deal with.
Proscribers can be encountered on any of the inner or outer planes, so long as a deity maintains its home there. Proscribers never leave the confines of the deity’s home except as commanded by the god. If encountered outside a deity’s home, the proscriber is on a mission for the deity it serves. When traveling other planes, the proscriber often uses its polymorph to assume a shape that allows it to move undetected without drawing attention to itself. However, when it confronts its target, it always assumes its true form.
When a proscriber is sent to deal with a creature, it uses its discern location ability to pinpoint the target’s precise location before plane shifting to the target’s location. Upon arrival and before confronting the target, the proscriber casts align weapon (if it has the spell prepared) on its longsword. It then casts death ward, divine power, and sanctuary on itself. The proscriber then confronts the target and charges it with its sins before doling out its punishment. This punishment can be anything from the proscriber casting blindness or bestow curse, or in the case of evil proscribers, perhaps casting slay living or some other vile spell.
If attacked, the proscriber fights back using its weapons, spells, and spell-like abilities. Non-evil proscribers generally do not attempt to kill the target or its allies, but will not pull its punches (that is, they won’t always deal nonlethal damage) against its aggressors. If combat goes against the proscriber, it tries to casts word of recall and escape.
The power of a deity infuses the proscriber’s armor and shield and thus do not hamper is movement speed. It still suffers the normal armor check penalties to skills, however. Upon its death, the proscriber and its armor, shield, and weapon vanish in a flash of light (white if good-aligned, gray if neutral-aligned, or black if evil-aligned).
Proscriber from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.