Confessor

Confessors were an order of women first created during the Great War as a means of ascertaining the truth beyond doubt. They were created by Wizard Merritt using the Shrakiah, tools of great magical prowess. The first Confessor was Magda Searus. The magic of the Confessors destroyed the person touched by their power, in the sense that such a person would lose their free will, and would submit their lives to the Confessor.

The Confessors were soon instigated as the rulers of Western Cirith, with their leader, the Mother Confessor, acting as the First Chair of the Central Council in Aydinril.

Confessors wore simple black dresses with square necklines, except for the Mother Confessor, who always wore white in order to show her power and authority. They had the longest hair in Cirith, which indicated their unparalleled societal status. Their magic prevents them from cutting their hair themselves, causing them extreme pain if they try, although every Confessor eventually attempts to do so. Someone other than the Confessor herself must trim her hair when necessary.

Role: Confessors are experts on the subjects of Truth and Order. When you have a Confessor on your side, your enemies must try that much harder to keep their secrets from spilling forth. In addition, Confessors are trained from birth to be excellent fighters and can hold their own against most foes one on one. Though if surrounded Confessors lose much of their power as the act of Confessing another drains them immensely causing them to be defenseless.

Requirements
To qualify to become a Confessor, the character must fulfill all the following criteria.

Alignment: Lawful Neutral or Lawful Good

Gender: Female

Race: Human

Class Skills
Hit Die: d8.

Starting Wealth: 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

The Hunter’s class skills are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hand Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.

Class Features
All of the following are class features of the Confessor.

Weapon and Armor Proficiency
Confessors are proficient with all simple weapons and martial weapons. They are proficient with light armor, but not with shields.

Beyond Doubt (Ex)
The Confessor adds twice her class level on Sense Motive checks and Saving Throws against Illusion spells and effects. However, a Confessor through her training has lost the ability to lie effectively. She automatically fails all Bluff checks against a target that can see her, and they are always aware if she has ill intention towards them.

At 4th level, when a Confessor spends 1 minute locking eye contact with another creature, she can attempt to tell if they are lying. The creature makes a Will saving throw, on a fail you know if the target is lying for the next 10 minutes. The DC of this save is equal to 10 + 1/2 the Confessor's level + the confessor's Wisdom modifier.

Dagger Expertise (Ex)
Confessors gain the benefits of the feat Two-Weapon Fighting as long as she is wielding two daggers. This counts as the prerequisite for feats that require Two-weapon Fighting.

At 8th level she gains the benefits of Improved Two-Weapon Fighting. At 14th level she gains the benefits of Greater Two-Weapon Fighting.

Confessor's Touch (Su)
From birth, a Confessor has the innate ability to enslave any person they touch, and are trained to withhold that power. Confessors refuse to enact their power unless its absolutely necessary since they effectively destroy the personality of the target.

At 1st level, she can exert her force onto another humanoid by simply touching their flesh. The Confessor makes a melee touch attack against the creature and if she is successful they get a Reflex Saving throw (DC 10 + 1/2 confessor's level + Dex mod). On a fail, she manages to touch their skin and they are charmed permanently making the humanoid creature regard you as its true love. The effect does not enable you to control the charmed person as if it were an automaton, but its attitude automatically becomes Helpful and always makes actions that it believes are most favorable to you. The charm lasts indefinitely until either the Confessor dies, or the creature is subjects to a Break Enchantment spell, Anti-magic field or similar effect.

This powerful blessing also has some negative side effects. Firstly, she cannot fully suppress her power and can only hold it in for a short time. When making physical contact with the skin of another humanoid, the Confessor can suppress this ability for a number of rounds equal to her level plus her Constitution modifier. Secondly, after a successful use of Confessor's Touch the Confessor takes an amount of non-lethal damage equal to the creature affected's maximum hit-points, falls prone, and is unconscious for 1 hour or until physically roused by another creature, in which case she is staggered for the remainder of the hour. If the damage was greater than her current hit-points, she remains unconscious for a number of hours equal to twice the hit-die of the confessed humanoid and cannot be roused.

Dagger Mastery (Ex)
Starting at 5th level, whenever a Confessor attacks with a dagger, she gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th*, 13th, and 17th), a Confessor becomes further trained in their finesse. She gains an +1 bonus on attack and damage rolls up to a maximum of +4 at 17th level.

Evasion (Ex)
At 2nd level and higher, a Confessor can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light armor or no armor. A helpless Confessor does not gain the benefit of evasion.

Extract Weakness (Ex)
At 3rd level, you can strike multiple vital points to extract crucial information about your foe. Whenever you hit a single creature with an attack, you learn the creature's Damage Vulnerabilities, Damage Resistances, Damage Immunities, Condition Immunities, or one of their Saving throw bonuses. Once you use this feature, you must finish a long rest before you can use it again.

At 7th level and every 4 levels thereafter, you can use this ability once more per day to a maximum of 5 times per day at 19th level.

Improved Evasion (Ex)
At 9th level, a Confessor’s evasion ability improves. She still takes no damage on successful Reflex saving throws against attacks, but henceforth she takes only half damage on failed saves. A helpless Confessor does not gain the benefit of improved evasion.

Con Dar (Su)
At 10th level, a Confessor's power amounts to the point of which the negative counterpart to the additive magic of their touch begins to show its roots. Upon seeing someone she truly cares for (Party member, family, lover etc.) fall unconscious or die, she must make a Will Saving throw (DC 15 + her class level) or enter a Blood Rage until everyone in her path is defeated or she goes unconscious. While in Con Dar, a Confessor adds her Wisdom bonus to Strength and Constitution, as well as on Will saves. In addition, she takes a penalty to Armor Class equal to her Wisdom bonus. The increase to Constitution grants the Confessor hit points, but these disappear when the Con Dar ends and are not lost first like temporary hit points. While in Blood rage, a Confessor cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

In addition, the creature who enacted you to enter the Con Dar is extremely vulnerable to your power. When using her Confessor's Touch ability against that target, she can make ranged touch attacks against that creature with a range of 30ft. for that effect and the saving throw changes to Will.

A Confessor can only enter the Con Dar once per day. She gains an additional use of this ability at 15th level.

Mother Confessor (Su)
At 20th level, the Confessor has reached peak strength and if not already the Mother Confessor, she has the quality to become one. She may choose to enact the Con Dar at-will, choosing a creature as her target when doing so. As well, she gains an extra +20 bonus to her Sense Motive and can make two extra attacks at her full base-attack bonus when making a full attack with daggers.