Son of Mercy

"Do the crime, and soon you’ll be mine."

Prerequisite: Defender role

Champions of order, law, and justice, Sons of Mercy are common sights on Sigil’s streets, but more and more, they range farther from the great city. They might take root in Astral dominions, raise citadels in the Feywild or Shadowfell, or found great bastions to combat lawlessness in the Elemental Chaos. They are symbols of order, champions of law who uphold justice wherever they travel. Sons of Mercy might be found among any group that splintered away from Sigil’s Mercykillers during the Faction War, not just the faction that still bears that name.
    You identify lawbreakers and fight to bring them to justice, whether that be swift execution or capture for questioning. You turn your attention to one target at a time and are single-minded in that pursuit, chasing down the fugitive until justice is served. Those who break the laws have good reason to fear you on the battlefield.

SON OF MERCY PATH FEATURES

Defenders can draw on many power sources, and so do the Sons of Mercy. These powers gain the keyword appropriate to the Son of Mercy’s class. For example, a paladin Son of Mercy’s powers have the divine keyword, while those of a warlord have the martial keyword.

    Immobilizing Action (11th level): Whenever you spend an action point to make an extra attack against the target of your lawbreaker’s doom power, on a hit with that attack the target is also immobilized until the start of your next turn.
    Lawbreaker's Doom (11th level): You can use lawbreaker’s doom as an encounter power.
    Strength of Conviction (16th level): Whenever you reduce the target of your lawbreaker’s doom power to 0 hit points, you gain temporary hit points equal to 10 + your Strength modifier.

Son of Mercy Feature Lawbreaker's Doom

You designate one enemy as the target of your attention. This evildoer will not escape justice.

Encounter  
Free Action  

Target: One enemy you just marked.

Effect: Until the end of the encounter, whenever you hit the target with an attack, you deal extra damage equal to your Wisdom modifier and the target is slowed until the end of your next turn.

Special: When the target is reduced to 0 hit points, you regain the use of this power.


Son of Mercy Attack 11Dispensed Justice

There can be no justice without order, and your strike drives home this point.

Encounter        Fear, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

Special: You can instead use this power as an immediate interrupt with the following trigger.

  Trigger: The target of your lawbreaker’s doom power is adjacent to you and makes an attack that does not include you.

  Target: The triggering creature.


Son of Mercy Utility 12Red Death

You’re all lawbreakers!

Encounter  
Minor Action      Close burst 1

Target: Each enemy in the burst

Effect: The target is marked and is subject to your lawbreaker’s doom power until the end of your next turn.


Son of Mercy Attack 20Blood Oath Fulfilled

Crimes have been committed, and it’s up to you to make sure these criminals pay the price.

Daily        Fear, Weapon
Standard Action      Close burst 1

Target: Each enemy in the burst

Special: You can shift 1 square before the attack.

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is knocked prone and cannot stand (save ends).

Miss: Half damage.

  Lawbreaker's Doom: If the target is also the target of your lawbreaker’s doom power, you gain a bonus to attack rolls against it equal to your Wisdom modifier.


Published in Dragon Magazine 370, page(s) 23.