NeoSeraphi
2012-01-23, 02:18 PM
The Fanatic
http://i421.photobucket.com/albums/pp295/miclix/full_metal_alchemist_03-1280.jpg
A fanatic readying a Smite with his unarmed strike
A fanatic is a warrior who makes his own brand of divine justice. He uses the powers given to him by his god to crush his enemies and punish those who would stand in his way.
Alignment: A fanatic draws power from his deity, so he must share the same morals as him in order to do so, but the desire to change the world through force that is necessary in order to become a fanatic centers him firmly as chaotic.
Role: A fanatic is a striker. His only abilities involve crushing his enemies, and often times, it's all he wants to do anyway. Fanatics have absolutely no utility class features, making it hard for them to contribute out of combat.
Other Party Members: Fanatics and paladins of honor often butt heads over how to correctly handle any given situation (especially if they worship the same deity). As such, fanatics tend to avoid paladins when choosing who to travel with.
Religion: Fanatics are devout followers of their deities, to the point where the word "cultist" is often used to describe them. Though a fanatic needs no time to prepare in order to draw upon his holy power like clerics or paladins, he will often come up with a morning ritual of some kind in order to please his god.
Ability Scores: Charisma determines how powerful your Smite ability is, but Strength determines how powerful your attacks are when you can't Smite. Ranged fanatics are rare, but if you choose that route, replace Strength with Dexterity. Constitution is helpful to keep a melee fanatic standing.
Alignment: A fanatic must worship a deity. Unlike a cleric, he may not draw his power from an ideal, it must be an actual god or goddess. A fanatic must match his deity's alignment on the morality axis (Good-Neutral-Evil). No matter what deity he worships, a fanatic must be Chaotic.
HD: d10
Class Skills: A fanatic's class skills are Bluff, Climb, Craft, Diplomacy, Escape Artist, Forgery, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (Nobility and Royalty), Knowledge (The Planes), Knowledge (Religion), Listen, Profession, Ride, Sense Motive, Spot, and Swim.
Skill Points: 6+Int per level, x4 at first level
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Fanatical Smite, detect opposition, Aura of the Chaotic Champion
2nd|+2|+3|+0|+3|Augment Smite, Lesser Chaotic Smite
3rd|+3|+3|+1|+3|Sickening Smite
4th|+4|+4|+1|+4|Bonus Smite Feat
5th|+5|+4|+1|+4|Charging Smite
6th|+6/+1|+5|+2|+5|Double Smite
7th|+7/+2|+5|+2|+5|Anarchic Smite
8th|+8/+3|+6|+2|+6|Bonus Smite Feat
9th|+9/+4|+6|+3|+6|Chaotic Smite
10th|+10/+5|+7|+3|+7|Rampaging Smite
11th|+11/+6/+1|+7|+3|+7|Triple Smite
12th|+12/+7/+2|+8|+4|+8|Bonus Smite Feat
13th|+13/+8/+3|+8|+4|+8|Disorienting Smite
14th|+14/+9/+4|+9|+4|+9|Terrifying Smite
15th|+15/+10/+5|+9|+5|+9|Ferocious Smite
16th|+16/+11/+6/+1|+10|+5|+10|Bonus Smite Feat, Quadruple Smite
17th|+17/+12/+7/+2|+10|+5|+10|Enervating Smite
18th|+18/+13/+8/+3|+11|+6|+11|Constricting Smite
19th|+19/+14/+9/+4|+11|+6|+11|Absolute Smite
20th|+20/+15/+10/+5|+12|+6|+12|Bonus Smite Feat, Eviscerating Smite, Debilitating Smite
[/table]
Class Features: The following are class features of the fanatic.
Weapon and Armor Proficiency: Fanatics are proficient with simple and martial weapons, as well as with their deity's favored weapon (even if it is exotic). A fanatic is proficient with light, medium, and heavy armor, and with shields (including tower shields)
Fanatical Smite (Su): Filling his blade with divine power, a fanatic can strike out against his foe and punish him. When attacking a creature that a fanatic considers an enemy, he may declare he is using a Smite. He adds his Charisma bonus (if any) to his melee attack roll, and deals additional damage equal to his class level if he hits. If he misses, his Smite is wasted. A fanatic can use the Fanatical Smite ability once per day per class level, with a number of extra daily uses equal to his Charisma bonus at the moment he wakes up (minimum +0 uses). A fanatic requires 8 hours of rest to refill his daily uses of Fanatical Smite. Fanatical Smite is treated as a Smite ability for the purposes of feats, and is also treated as Smite Evil for the purposes of feats if the fanatic is good, or Smite Good if the fanatic is evil.
Detect Opposition (Sp): A fanatic can detect his enemies just as easily as a paladin can. At will, a fanatic may use detect law as a spell-like ability. A good fanatic may also use detect evil as a spell-like ability at-will, and an evil fanatic may use detect good as a spell-like ability at-will.
Aura of the Chaotic Champion (Ex): A fanatic is a servant of chaos and disorder. She projects an Aura of Chaos, as a cleric equal to fanatic level.
Augment Smite (Su): Starting at 2nd level, the fanatic gains the ability to augment his Fanatical Smite attack with a Smite-Enhancement ability (Labeled (Sm) in the class). A fanatic may use any Smite-Enhancement ability he has access to whenever he uses his Fanatical Smite ability, but he may only augment a particular Smite with one Smite-Enhancement at a time. The DC for a saving throw to resist a Smite-Enhancement ability, if any, is 10+1/2 the fanatic's class level+his Charisma modifier.
Lesser Chaotic Smite (Sm): A creature hit with Lesser Chaotic Smite must make a Will save or be confused for 1 round. If the creature is already confused, the duration of its current confusion effect is increased by 1 round. Chaotic-aligned creatures or creatures of the [Chaotic] subtype are immune to Lesser Chaotic Smite.
Sickening Smite (Sm): A creature hit with Sickening Smite must make a Fortitude save or be sickened for 1 round. If the creature is already sickened, it becomes nauseated for 1 round.
Bonus Smite Feat (Ex): At 4th level, and every 4 levels after that, a fanatic gains a bonus feat. This feat must include Smite ability, Smite Evil, or Smite Good in its prerequisites, and the fanatic must meet all prerequisites of the feat in order to gain it as a bonus feat.
Charging Smite (Ex): Starting at 5th level, whenever a fanatic delivers a Fanatical Smite attack at the end of a charge, he deals extra damage equal to twice his class level (this is in addition to the normal bonuses the Smite grants). If a fanatic is able to attack more than once at the end of a charge, this bonus damage only applies to the first successful Fanatical Smite of each charge.
Double Smite (Ex): Starting at 6th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to two attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.
Anarchic Smite (Su): Starting at 7th level, whenever a fanatic uses his Fanatical Smite ability, his weapon is treated as chaotic-aligned for the purposes of overcoming damage reduction. The fanatic's Fanatical Smite ability deals an additional +2d6 damage to all lawful-aligned creatures and creatures with the [Lawful] subtype. (This extra damage is not multiplied on a critical hit)
Chaotic Smite (Sm): A creature hit with Chaotic Smite must make a Will save or be confused for one round per fanatic class level. If the creature is already confused, this ability has no effect. Chaotic-aligned creatures and creatures with the [Chaotic] subtype are immune to Chaotic Smite.
Rampaging Smite (Ex): Starting at 10th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to four times his class level (this overrides Charging Smite). Additionally, his normal Fanatical Smite ability improves, dealing additional damage equal to twice his class level.
Triple Smite (Ex): Starting at 11th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to three attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.
Disorienting Smite (Sm): A creature hit with a Disorienting Smite must make a Will save or be dazed for 1 round. If this attack is used against a dazed creature, the creature must make a Fortitude save or be stunned for one round, and have its dazed effect extended by one round.
Terrifying Smite (Sm): A creature hit with a Terrifying Smite must make a Will save or be shaken for one minute. This is a mind-affecting fear effect, and stacks with itself and other fear effects normally.
Ferocious Smite (Ex): Starting at 15th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to six times his class level (this overrides Rampaging Smite). Additionally, his normal Fanatical Smite ability improves, dealing additional damage equal to four times his class level (this also overrides Rampaging Smite).
Quadruple Smite (Ex): Starting at 16th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to four attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.
Enervating Smite (Sm): A creature hit with an Enervating Smite gains two negative levels. These negative levels fade in one hour.
Constricting Smite (Sm): A creature hit by a Constricting Smite must make a Will save or be held. Each round it must make a Will save or be held again. This effect continues until the creature saves, after that it is freed entirely. If used against a creature who is already suffering from a Constricting Smite, the creature must make a Will save or suffer a cumulative -2 penalty to all its saving throws against being held until its current Constricting Smite condition ends.
Absolute Smite (Su): Starting at 19th level, when a fanatic uses the Fanatical Smite ability, his attack ignores all hardness, and overcomes all forms of damage reduction and regeneration.
Eviscerating Smite (Ex): Starting at 20th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to eight times his class level (this overrides Ferocious Smite).
Debilitating Smite (Ex): Starting at 20th level, a fanatic may apply up to two different Smite-Enhancement abilities to a single Fanatical Smite attack.
Variant Class: The Enforcer
The enforcer is a less rebellious fanatic, one who does not push his views and his justice on others as forcefully, and even puts his faith second to the rules sometimes.
Alignment: An enforcer's alignment must match his deity's alignment. If his deity is Chaotic, then he is a normal fanatic rather than an enforcer.
Detect Opposition: An enforcer does not gain the ability to detect law at will. If he is lawful, he gains the ability to detect chaos at will. This ability otherwise functions as normal (including allowing a good or evil enforcer to detect evil or detect good, respectively. A true neutral enforcer does not receive the benefits of detect opposition.
Aura of the Chaotic Champion: An enforcer does not gain an Aura of the Chaotic Champion. Instead, he chooses one component of his alignment (Good, Lawful, or Evil) and projects an aura of that alignment equal to his character level instead. A true neutral enforcer does not project an aura.
Lesser Chaotic Smite: An enforcer does not gain the benefits of Lesser Chaotic Smite. An enforcer's 2nd level simply contains Augment Smite, it does not offer him the use of any Smite-Enhancement Abilities until he gets Sickening Smite at 3rd level.
Chaotic Smite: An enforcer does not gain the benefits of Chaotic Smite. An enforcer does not receive any class features at 9th level.
Anarchic Smite: When an enforcer reaches 7th level, he chooses one component of his alignment (Lawful, Good, or Evil). Whenever he uses his Fanatical Smite ability, an enforcer treats his weapon as if it were that alignment for the purposes of overcoming damage reduction. If the enforcer chose Lawful, he deals an extra +2d6 with his Fanatical Smite to chaotic creatures, and calls this ability Axiomatic Smite. If the enforcer chose Good, he deals an extra +2d6 to evil creatures and calls this ability Holy Smite. If the enforcer chose Evil, he deals an extra +2d6 to good creatures and calls this ability Unholy Smite. The extra damage is not multiplied on a critical hit. This is a supernatural ability. A true neutral enforcer does not gain the benefits of Anarchic Smite, and receives no class features at 7th level.
http://i421.photobucket.com/albums/pp295/miclix/full_metal_alchemist_03-1280.jpg
A fanatic readying a Smite with his unarmed strike
A fanatic is a warrior who makes his own brand of divine justice. He uses the powers given to him by his god to crush his enemies and punish those who would stand in his way.
Alignment: A fanatic draws power from his deity, so he must share the same morals as him in order to do so, but the desire to change the world through force that is necessary in order to become a fanatic centers him firmly as chaotic.
Role: A fanatic is a striker. His only abilities involve crushing his enemies, and often times, it's all he wants to do anyway. Fanatics have absolutely no utility class features, making it hard for them to contribute out of combat.
Other Party Members: Fanatics and paladins of honor often butt heads over how to correctly handle any given situation (especially if they worship the same deity). As such, fanatics tend to avoid paladins when choosing who to travel with.
Religion: Fanatics are devout followers of their deities, to the point where the word "cultist" is often used to describe them. Though a fanatic needs no time to prepare in order to draw upon his holy power like clerics or paladins, he will often come up with a morning ritual of some kind in order to please his god.
Ability Scores: Charisma determines how powerful your Smite ability is, but Strength determines how powerful your attacks are when you can't Smite. Ranged fanatics are rare, but if you choose that route, replace Strength with Dexterity. Constitution is helpful to keep a melee fanatic standing.
Alignment: A fanatic must worship a deity. Unlike a cleric, he may not draw his power from an ideal, it must be an actual god or goddess. A fanatic must match his deity's alignment on the morality axis (Good-Neutral-Evil). No matter what deity he worships, a fanatic must be Chaotic.
HD: d10
Class Skills: A fanatic's class skills are Bluff, Climb, Craft, Diplomacy, Escape Artist, Forgery, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (Nobility and Royalty), Knowledge (The Planes), Knowledge (Religion), Listen, Profession, Ride, Sense Motive, Spot, and Swim.
Skill Points: 6+Int per level, x4 at first level
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Fanatical Smite, detect opposition, Aura of the Chaotic Champion
2nd|+2|+3|+0|+3|Augment Smite, Lesser Chaotic Smite
3rd|+3|+3|+1|+3|Sickening Smite
4th|+4|+4|+1|+4|Bonus Smite Feat
5th|+5|+4|+1|+4|Charging Smite
6th|+6/+1|+5|+2|+5|Double Smite
7th|+7/+2|+5|+2|+5|Anarchic Smite
8th|+8/+3|+6|+2|+6|Bonus Smite Feat
9th|+9/+4|+6|+3|+6|Chaotic Smite
10th|+10/+5|+7|+3|+7|Rampaging Smite
11th|+11/+6/+1|+7|+3|+7|Triple Smite
12th|+12/+7/+2|+8|+4|+8|Bonus Smite Feat
13th|+13/+8/+3|+8|+4|+8|Disorienting Smite
14th|+14/+9/+4|+9|+4|+9|Terrifying Smite
15th|+15/+10/+5|+9|+5|+9|Ferocious Smite
16th|+16/+11/+6/+1|+10|+5|+10|Bonus Smite Feat, Quadruple Smite
17th|+17/+12/+7/+2|+10|+5|+10|Enervating Smite
18th|+18/+13/+8/+3|+11|+6|+11|Constricting Smite
19th|+19/+14/+9/+4|+11|+6|+11|Absolute Smite
20th|+20/+15/+10/+5|+12|+6|+12|Bonus Smite Feat, Eviscerating Smite, Debilitating Smite
[/table]
Class Features: The following are class features of the fanatic.
Weapon and Armor Proficiency: Fanatics are proficient with simple and martial weapons, as well as with their deity's favored weapon (even if it is exotic). A fanatic is proficient with light, medium, and heavy armor, and with shields (including tower shields)
Fanatical Smite (Su): Filling his blade with divine power, a fanatic can strike out against his foe and punish him. When attacking a creature that a fanatic considers an enemy, he may declare he is using a Smite. He adds his Charisma bonus (if any) to his melee attack roll, and deals additional damage equal to his class level if he hits. If he misses, his Smite is wasted. A fanatic can use the Fanatical Smite ability once per day per class level, with a number of extra daily uses equal to his Charisma bonus at the moment he wakes up (minimum +0 uses). A fanatic requires 8 hours of rest to refill his daily uses of Fanatical Smite. Fanatical Smite is treated as a Smite ability for the purposes of feats, and is also treated as Smite Evil for the purposes of feats if the fanatic is good, or Smite Good if the fanatic is evil.
Detect Opposition (Sp): A fanatic can detect his enemies just as easily as a paladin can. At will, a fanatic may use detect law as a spell-like ability. A good fanatic may also use detect evil as a spell-like ability at-will, and an evil fanatic may use detect good as a spell-like ability at-will.
Aura of the Chaotic Champion (Ex): A fanatic is a servant of chaos and disorder. She projects an Aura of Chaos, as a cleric equal to fanatic level.
Augment Smite (Su): Starting at 2nd level, the fanatic gains the ability to augment his Fanatical Smite attack with a Smite-Enhancement ability (Labeled (Sm) in the class). A fanatic may use any Smite-Enhancement ability he has access to whenever he uses his Fanatical Smite ability, but he may only augment a particular Smite with one Smite-Enhancement at a time. The DC for a saving throw to resist a Smite-Enhancement ability, if any, is 10+1/2 the fanatic's class level+his Charisma modifier.
Lesser Chaotic Smite (Sm): A creature hit with Lesser Chaotic Smite must make a Will save or be confused for 1 round. If the creature is already confused, the duration of its current confusion effect is increased by 1 round. Chaotic-aligned creatures or creatures of the [Chaotic] subtype are immune to Lesser Chaotic Smite.
Sickening Smite (Sm): A creature hit with Sickening Smite must make a Fortitude save or be sickened for 1 round. If the creature is already sickened, it becomes nauseated for 1 round.
Bonus Smite Feat (Ex): At 4th level, and every 4 levels after that, a fanatic gains a bonus feat. This feat must include Smite ability, Smite Evil, or Smite Good in its prerequisites, and the fanatic must meet all prerequisites of the feat in order to gain it as a bonus feat.
Charging Smite (Ex): Starting at 5th level, whenever a fanatic delivers a Fanatical Smite attack at the end of a charge, he deals extra damage equal to twice his class level (this is in addition to the normal bonuses the Smite grants). If a fanatic is able to attack more than once at the end of a charge, this bonus damage only applies to the first successful Fanatical Smite of each charge.
Double Smite (Ex): Starting at 6th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to two attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.
Anarchic Smite (Su): Starting at 7th level, whenever a fanatic uses his Fanatical Smite ability, his weapon is treated as chaotic-aligned for the purposes of overcoming damage reduction. The fanatic's Fanatical Smite ability deals an additional +2d6 damage to all lawful-aligned creatures and creatures with the [Lawful] subtype. (This extra damage is not multiplied on a critical hit)
Chaotic Smite (Sm): A creature hit with Chaotic Smite must make a Will save or be confused for one round per fanatic class level. If the creature is already confused, this ability has no effect. Chaotic-aligned creatures and creatures with the [Chaotic] subtype are immune to Chaotic Smite.
Rampaging Smite (Ex): Starting at 10th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to four times his class level (this overrides Charging Smite). Additionally, his normal Fanatical Smite ability improves, dealing additional damage equal to twice his class level.
Triple Smite (Ex): Starting at 11th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to three attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.
Disorienting Smite (Sm): A creature hit with a Disorienting Smite must make a Will save or be dazed for 1 round. If this attack is used against a dazed creature, the creature must make a Fortitude save or be stunned for one round, and have its dazed effect extended by one round.
Terrifying Smite (Sm): A creature hit with a Terrifying Smite must make a Will save or be shaken for one minute. This is a mind-affecting fear effect, and stacks with itself and other fear effects normally.
Ferocious Smite (Ex): Starting at 15th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to six times his class level (this overrides Rampaging Smite). Additionally, his normal Fanatical Smite ability improves, dealing additional damage equal to four times his class level (this also overrides Rampaging Smite).
Quadruple Smite (Ex): Starting at 16th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to four attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.
Enervating Smite (Sm): A creature hit with an Enervating Smite gains two negative levels. These negative levels fade in one hour.
Constricting Smite (Sm): A creature hit by a Constricting Smite must make a Will save or be held. Each round it must make a Will save or be held again. This effect continues until the creature saves, after that it is freed entirely. If used against a creature who is already suffering from a Constricting Smite, the creature must make a Will save or suffer a cumulative -2 penalty to all its saving throws against being held until its current Constricting Smite condition ends.
Absolute Smite (Su): Starting at 19th level, when a fanatic uses the Fanatical Smite ability, his attack ignores all hardness, and overcomes all forms of damage reduction and regeneration.
Eviscerating Smite (Ex): Starting at 20th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to eight times his class level (this overrides Ferocious Smite).
Debilitating Smite (Ex): Starting at 20th level, a fanatic may apply up to two different Smite-Enhancement abilities to a single Fanatical Smite attack.
Variant Class: The Enforcer
The enforcer is a less rebellious fanatic, one who does not push his views and his justice on others as forcefully, and even puts his faith second to the rules sometimes.
Alignment: An enforcer's alignment must match his deity's alignment. If his deity is Chaotic, then he is a normal fanatic rather than an enforcer.
Detect Opposition: An enforcer does not gain the ability to detect law at will. If he is lawful, he gains the ability to detect chaos at will. This ability otherwise functions as normal (including allowing a good or evil enforcer to detect evil or detect good, respectively. A true neutral enforcer does not receive the benefits of detect opposition.
Aura of the Chaotic Champion: An enforcer does not gain an Aura of the Chaotic Champion. Instead, he chooses one component of his alignment (Good, Lawful, or Evil) and projects an aura of that alignment equal to his character level instead. A true neutral enforcer does not project an aura.
Lesser Chaotic Smite: An enforcer does not gain the benefits of Lesser Chaotic Smite. An enforcer's 2nd level simply contains Augment Smite, it does not offer him the use of any Smite-Enhancement Abilities until he gets Sickening Smite at 3rd level.
Chaotic Smite: An enforcer does not gain the benefits of Chaotic Smite. An enforcer does not receive any class features at 9th level.
Anarchic Smite: When an enforcer reaches 7th level, he chooses one component of his alignment (Lawful, Good, or Evil). Whenever he uses his Fanatical Smite ability, an enforcer treats his weapon as if it were that alignment for the purposes of overcoming damage reduction. If the enforcer chose Lawful, he deals an extra +2d6 with his Fanatical Smite to chaotic creatures, and calls this ability Axiomatic Smite. If the enforcer chose Good, he deals an extra +2d6 to evil creatures and calls this ability Holy Smite. If the enforcer chose Evil, he deals an extra +2d6 to good creatures and calls this ability Unholy Smite. The extra damage is not multiplied on a critical hit. This is a supernatural ability. A true neutral enforcer does not gain the benefits of Anarchic Smite, and receives no class features at 7th level.