FLAGELLANT
The flagellants are wandering ministers of pain and consolation. They are attracted like flies to centers of evil, desolation, and natural disaster in the world, where they either nurture or assuage the sorrow. In a plague-stricken community that welcomes the flagellants, they may take on the role of heroes by healing the sick and performing other beneficent services. But woe to the cruel or ungrateful town, for their fate shall be even greater pain and hardship under the ministrations of the flagellants.
  Hit Die: D6.

Requirements
  To qualify to become a flagellant, a character must fulfill all the following criteria.
  Intimidate: 4 ranks.
  Spells: Ability to cast 3rd level divine spells.
  Feats: Endurance, Great Fortitude.
  Weapon Proficiency: Whip.
  Special: In order to join the flagellants, a character must undergo an arduous and painful fast, lasting no less than one day. Certain religious orders will require specific feats. 

Class Skills
  The Flagellant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (religion), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
 
  Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
  All of the following are class features of the flagellant prestige class.
  Weapon and Armor Proficiency: Flagellants gain proficiency in the use of all light weapons, as well as all light armors. They do not gain proficiency in shields. 
  Spells per Day: A flagellant continues training in divine magic. Thus, when a new flagellant level is gained the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of flagellant to the level of some other divine spellcasting class the character has, then determines spells per day and caster level accordingly.
  Scathing Flagellation (Ex): While striking for subdual damage, the flagellant gets to add his Charisma modifier (if positive) as a bonus to his subdual damage roll.
  Enhanced Fortitude (Ex): Flagellants gain a +4 bonus on all Fortitude saves that involve any form of endurance or resistance of pain and suffering. Furthermore, they gain a +2 bonus on all Constitution checks.
  Prestige Domain: Upon acquiring the flagellant class, a character gains access to the Domination domain (on pages 78-79 of the Defenders of the Faith). The character gains the granted power (acquires Spell Focus (Enchantment) feat) and can choose the spells in that domain as his daily domain spells.
  Augmented Healing and Harming (Su): At 2nd level, the flagellant can focus the power of a healing or harming spell (such as cure light wounds or cause serious wounds) to cure or inflict maximum possible damage. This supernatural ability can be used once per day.
  Control Emotions (Sp): The flagellant can remove fear and the effects of spells that instill negative emotions, such as hopelessness or hatred, and spells that inflict pain. Beginning at 3rd level, this ability can be used on two persons, plus two additional persons per level thereafter.
  Subdual Damage Reduction (Ex): Flagellants revel in pain, so much so that as they gain levels, flagellants become increasingly hard to subdue. A flagellant subtracts 1 from any subdual damage they receive beginning at 4th level. At 6th level this increases to 2. At 8th level it increases to 3. At 10th level it increases to 4.
  Bestow Emotions (Sp): At 5th level, the flagellant can bestow powerful emotions in others, as per the emotion spell. This spell-like ability can be used once per day, affecting as many as two creatures at 5th level, plus two creatures per level thereafter. The subjects must be able to see and hear the flagellant.
  Lasting Pain (Su): At 7th level, if the flagellant strikes for subdual damage and hits, the victim must make a Fortitude save (save DC 10 + Flagellant’s level) every day thereafter (up to one day per flagellant level) or receive one additional hit point of subdual damage. This supernatural ability can be used once per day (the effects are not cumulative against a single victim).
  True Pain (Su): At 9th level, if the flagellant is attempting to strike for subdual damage and rolls a critical hit, he does one extra die of subdual damage. Furthermore, if the flagellant is using scathing flagellation (see above), and the victim fails to make a Will save (DC 10 + Flagellant’s level), the victim suffers the effects of the emotion (despair) spell for one round.

The Flagellant
	Base
Class   	Attack	Fort	Ref	Will
Level	Bonus	Save	Save 	Save	Special				Spells per Day		
1st	+0	+2	+0	+2	Scathing flagellation, enhanced fortitude, prestige domain: Domination	+1 level of existing class	
2nd	+1	+3	+0	+3	Augmented healing and harming	+1 level of existing class	
3rd	+2	+3	+1	+3	Control emotions	+1 level of existing class	
4th	+3	+4	+1	+4	Subdual damage reduction 1/-	+1 level of existing class	
5th	+3	+4	+1	+4	Bestow emotions	+1 level of existing class	
6th	+4	+5	+2	+5	Subdual damage reduction 2/-	+1 level of existing class	
7th	+5	+5	+2	+5	Lasting pain	+1 level of existing class	
8th	+6	+6	+2	+6	Subdual damage reduction 3/-	+1 level of existing class	
9th	+6	+6	+3	+6	True pain	+1 level of existing class	
10th	+7	+7	+3	+7	Subdual damage reduction 4/-	+1 level of existing class