Hoar - Nemesis (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	All but Warrior
Bonus Proficiencies 	Law, tracking
Recommended Proficiencies	Survival
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==Overview==
Hoar is the lesser power of doom and retribution. The nemeses are his secret priests, most of whom either have been wronged themselves or had someone close to them wronged. In any case, the culprit was either never caught or somehow escaped justice. Nemeses have dedicated their lives to obsessively pursuing evildoers who have evaded punishment. Although they are proficient in laws, a nemesis is well past looking for justice: He is looking for revenge.
==Description==
Even the priests of a number of the evil gods do not look as intimidating as a nemesis. The priest carries all the signs of traveling far and wide such as sunburnt, craggy features, wind-tossed hair, and dusty boots and clothes. Most of them have extensive scars, eye-patches, or other external signs of injuries gained through their many battles. Nemeses have a piercing stare that seems to bore right through someone, as if the nemesis can somehow look at someone's inner self and see everything that a person has ever done.
Nemeses will use any weapon and any type of armor available to them. The only indications of their ecclesiastical status are the prominently displayed bronze holy symbols they all wear, which show a two-faced man, each face staring in opposing directions.
==Role-Playing==
Driven, obsessive, unstoppable, and with a burning desire to see evil deeds avenged, the nemesis considers himself Hoar's appointed judge, jury, and executioner. A nemesis can work well with a scale or a hand of Tyr, since their missions are similar. However, those priests of Tyr are prompted by respect for the law and a wish to see justice served. A nemesis is motivated solely out of vengeance, either for himself or for the victims who cannot avenge themselves.
==Special Abilities==
When a nemesis needs to exact vengeance for an unpunished crime, he sequesters himself in a night-long vigil. During this vigil, his prayers are punctuated by screams against the concept of unavenged evil and fervent pleas to Hoar for intervention. With the dawn, the nemesis learns the direction toward his quarry (along compass points like north or north-northwest, but no distance is given). He also receives a vision of the target's present whereabouts. The DM can describe visual clues only about the location and it is up to the player to pinpoint the site. No distance or magic exists that can hide targets from this vision. Once a nemesis finds his quarry, one of them will die.
Nemeses can turn undead. If the undead is the target of the nemesis, it must be destroyed in melee.
==Special Disadvantages==
A nemesis must be of lawful neutral alignment. When a nemesis has a target in his mind courtesy of the vigil, nothing, no matter how important, can detour him from his all-consuming task.
Once a nemesis has avenged a victim, he must inform the victim in person that retribution has been made. If the victim is dead, the nemesis must cast a speak with dead spell to inform the deceased about the mission. Nemeses cannot take up another vengeance quest until the previous one is totally finished. Some nemeses take years tracking a criminal and more years finding the victim to close that circle of retribution.