The Redeemer - a Half-Elf Fighter/Mage/Cleric kit
The Redeemer
Fighter/Mage/Cleric
Description:

A Redeemer is a half-elf who combines spiritual, martial, and magical skills to help destroy a foe. He is a serious character dedicated to bringing vengeance on a nemesis. Generally, this foe is also an enemy of the church, and the Redeemer considers this creature to be an abomination.

Requirements:

A Redeemer must have Strength, Wisdom, and Intelligence scores of 14 or greater and also must be of a lawful alignment due to his intense dedication to the destruction of a specific enemy.

Specialty priests:

If the Complete Priest's Handbook is being used, the following priesthoods may also have Redeemers: Competition, Culture, Everything, Evil, Good, Justice/Revenge, Light, Race (half-elf), Redemption, and War.

Role:

A Redeemer has made it his life's purpose to hunt down and kill a certain foe. Often this is because of a childhood tragedy that the Redeemer feels compelled to avenge. This intensity often makes the Redeemer seem to be grim and brooding. The Redeemer will try to persuade other characters to aid this personal war.

Secondary skills:

Any.

Weapon proficiencies:

Any allowed by the PC's priesthood. Redeemers may not specialize in weapons use.

Nonweapon proficiencies:

Bonus: Ancient History (for species of enemy), Blind-fighting. Recommended: Religion, Spellcraft, Endurance, Hunting, Tracking, Weaponsmithing.

Equipment:

Redeemers always carry any weapons or items specifically designed to take advantage of a foe's weaknesses. Of example, if the species enemy is werewolves, the Redeemer will never leave home without a good supply of silvered weapons. Redeemers may cast wizard spells only when clad in elven chain mail or no armor.

Special benefits:

The Redeemer has a special species enemy of the player's choice, similar to a ranger. The character has a bonus of +1 bonus on attack and damage rolls, and a +1 bonus to armor class when fighting that creature only.

Special hindrances:

A Redeemer's hatred for his species enemy runs deep, and may become irrational. If an opportunity to attack a species enemy occurs and the player does not wish his character to attack, the character must roll under his Wisdom to avoid taking this action.