Greater Turning (Su):
At 1st level, the Sacred Scourge gains the ability to do a greater turning check (as per the Sun domain granted power) once per day. If the Sacred Scourge already has greater turning from another source, then he gains an extra use of that ability per day. In addition, levels in the Sacred Scourge class AND Ranger both stack with Cleric levels for the purpose of turning.
The Sacred Scourge becomes empowered with a divine presence which leaves nearby undead vulnerable to not only his own attacks, but those of his nearby comrades.
At 1st level the Sacred Scourge gains a 10ft radius aura which renders all undead inside it vulnerable to critical damage (and therefore favoured enemy damage, sneak attack, etc). Any undead inside the aura get a fortitude save to negate, DC (10 + Cha modifier + Class Level). The Sacred Scourge instantly knows which undead are affected and which are not.
Pulse of Purity.
At 4th level the Sacred Scourge's aura widens to a 15ft radius. As a swift action, the Sacred Scourge may expend a turn attempt to imbue his aura with a massive burst of positive energy. The pulse does 1D6/Sacred Scourge class level positive energy within the aura, healing all allies and damaging all undead (unless using Tomb Tainted Soul
or similar (Lib.Mort p.31)). A successful reflex save halves this damage (DC=10 + half class level + Cha modifier).
At 7th level, the Sacred Scourge's aura widens to a 20ft radius. Whenever either himself or an ally within his aura would be dealt enough damage to drop below -10 HP (i.e. die), the Sacred Scourge may expend a turn attempt as an immediate action to leave the subject or himself on precisely 0 HP instead.
At 10th level, the radius extends to 25ft.
Righteous Strike (Su):
Regardless of his chosen weapon, the Sacred Scourge's attacks strike to the core of their prey.
At 2nd level every attack the Sacred Scourge makes with any weapon may be treated as doing bludgeoning, piercing or slashing damage for the purposes of overcoming damage reduction, chosen with each attack made.
At 8th level any weapon the Sacred Scourge weilds is treated as Undead Bane
in addition to any other abilities. If the weapon is already Undead Bane
then the Bane ability gains an additional +1 magical enhancement and an additional 1D6 damage (bringing the total up to +3 enhancement, +3D6 damage vs. undead).
Favoured Enemy (Ex):
At 2nd level, then again at 8th level, the Sacred Scourge gains a new favoured enemy with all that entails (see Ranger in PHB).
Cold hatred is at the heart of the Sacred Scourge's power, hatred of the unnatural scum which the undead are. This hatred protects him from many common undead attacks and is fuelled by his zeal and divine connection.
At 3rd level the Sacred Scourge gains a bonus equal to Cha modifier + half class level (rounded up) to all saves versus fear, level and ability damage. From this moment onwards the Sacred Scourge may never
be made into an undead creature, any attempt to do so simply fails.
Detect Undead (Sp):
He shall seek out abominations, so that he may bring them light.
At 3rd level the Sacred Scourge may detect undead
at will, as per the spell except as follows; You need only concentrate for one round to gather all available information (instead of 3) and common materials like wood, metal, stone and earth no longer block the detection (magical protection like nondetection
will still obscure detection however).
As per the Ranger ability of the same name.
Hunter's Eye (Ex):
At 5th level the Sacred Scourge becomes so focused on tracking down and killing undead, he may make an immediate search check for tracks made by undead whenever merely passing within 15ft of them.
Hand of God (Sp):
At 6th level, once per round as a free action, the Sacred Scourge may sacrifice a spell slot for the day to extend the range of any touch spell you cast on that turn at a rate of 5ft/spell level sacrificed (e.g. a level 5 spell would give it a range of 25ft, an orison would not give any bonus at all.). Additionally, if the spell you extend the reach of would deal damage to any favoured enemy or heal an ally, it gains a bonus to that damage or healing equal to the sacrificed spell's level + your Cha modifier.
Improved Favoured Enemy:
At 6th level, the Sacred Scourge gains Improved Favoured Enemy (Comp.W p.101) as a bonus feat. If he already has it, he may chose a bonus [Divine] or [Fighter Bonus] feat instead. He must still meet all prerequisites for it.
Deeper Hatred (Ex):
The zeal and faith which sustains you has deepened, becoming a vast reserve of energy which can even defy death itself.
At 9th level, the Sacred Scourge gains a bonus equal to Cha modifier + half class level (rounded up) to all saves versus death effects, level and ability drain. He is now immune to fear effects, level and ability damage.
Mysterious Ways (Su):
At 10th level, the path of the Sacred Scourge has reached it's pinnacle, but the lessons learned can vary wildly from one scourge to another. As such, a player and their DM may opt to create their own capstone for the class, or they may chose from one of the three presented below.
1. Righteous Strike (Disruption):
"The lessons I have learned are clear, a strong will and a strong arm will cleanse this land of evil."
2. Miraculous Reversal:
"My hatred is for the disease, not the poor unfortunate who bears it."
3. Deliverance (Channel Spell):
"I may seek to end these blights on the lanscape, but I do not believe I am meant to do it alone."