Weapon and Armor Proficiency
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The fearnaught is proficient with all simple and martial weapons. He is also proficient with light armor and shields, excluding tower shields.
Battle Euphoria (Ex)
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When it’s time to clash blades, to shed blood by the gallons, to cry havoc and let out the beast within- that’s when the fearnaught excels. He truly lives to fight, for being free means eternal struggle- why not come prepared? Whenever the fearnaught enters battle, an overwhelming surge of emotion takes hold of his mind, an inner fire that makes him churn out superhuman feats like some kind of whirling, laughing pain factory. There is no escape from those who battle with the speed of true euphoria.
At 1st Level, the fearnaught gains the ability to enter a battle euphoria once per day. Activating it takes a free action on the fearnaught’s turn. The battle euphoria lasts for (Constitution modifier + 4) rounds and bestows three benefits on its user. First, he gains a +4 bonus to his Dexterity score, raising Armor Class and Reflex saving throw bonus by 2. Second, the fearnaught gains an untyped bonus to all kinds of movement, 10 ft. plus an additional 10 for every third fearnaught level beyond 1st (20 at 4th, 30 at 7th, 40 at 10th and so on, capping at 70 at 19th level). The third benefit is unrestricted movement- the fearnaught can move normally through difficult terrain at any speed. Once the battle euphoria ends, the fearnaught loses all of these benefits, but suffers no side effects and can even enter another euphoria, should he have uses left; entering an euphoria is also possible while another one is still active. Additional uses are gained at 6th, 11th and 17th level.
As a special effect, the fearnaught restores all lost Dexterity points, no matter how he lost them. Should he spend Dexterity points while in a battle euphoria (see Dirty Tricks), the “temporal” Dexterity granted by the euphoria are lost first, similar to temporal hit points.
Daredevil (Ex)
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There’s no use in playing it safe for those who want to get ahead. The fearnaught is fast, free of fear, and prone to danger- just how he likes it. The closer he is to the blades of his enemies, the more he feels alive- seeing the spittle in his startled opponent’s mouths, smelling their fear, feeling the rush of adrenaline, isn’t all that what drives you forward? There’s no other way to fight. Feel the blood of battle, no matter whose blood it is in the end.
At 1st level, the fearnaught feels the rush of danger and allows it to propel him forward. A close call puts just so much more drive into each blow. Whenever an enemy misses the fearnaught with an attack, he receives a bonus on all attack and damage rolls for his next turn only, depending on how close it was. Only one attack made against the fearnaught determines that bonus; however, he can choose freely which if multiple attacks are made against him. Missing by 1 gives the fearnaught a +5 bonus on attack and damage rolls, while missing by 2 gives a bonus of +4, and so on.
{table=head]
Attack missing by
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Received bonus
1
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+5
2
|
+4
3
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+3
4
|
+2
5
|
+1
6 or higher
|
+0
[/table]
Any attack that requires an attack roll qualifies in giving a bonus, even ranged attacks or certain spells, such as Scorching Ray.
From 11th level on, the bonus is granted up to a missed amount of 10.
{table=head]
Attack missing by
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Received bonus
1-2
|
+5
3-4
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+4
5-6
|
+3
7-8
|
+2
9-10
|
+1
11 or higher
|
+0
[/table]
Later on, the fearnaught even learns putting himself voluntarily closer to danger, making the sensation even more extreme. Being a professional adrenaline junkie is all about exploring the limit. See
Casual Recklessness on information how this ability works.
Fearnought (Ex)
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Learning that there is nothing to fear is the first step to losing yourself in battle. And that’s a GOOD thing, as far as the fearnaught is concerned. Fear nothing, for that is the source of all weakness. Those who follow the path to leave all paths would do well to spit in the face of all wannabe-masterminds- let them feel some real hero snottiness for a change!
From 2nd level on, the fearnaught is immune to all fear effects. He still retains his common sense, although he may seriously question just how “common” parts of it should be.
Fate-Shattering Style (Ex)
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A fighting style that transcendes everything mortals deemed possible, such is the fate-shattering style of a fearnought, a style that strikes awe and fear into the hearts of all. The fearnaught’s enemies cannot hope to fight him now… or so it seems. To the trained eye, the fearnaught isn’t any larger-than-life than others, he “merely” fights with such energy and skill that he might as well be. But the fact remains that only the fearnaught can, no, dares to fight like that… with weapons of such size that he can never enter a normal doorway again. But, no matter- for the fearnaught will destroy any doorway that dares defying him!
At 2nd level, the fearnaught learns to use preposterously huge weapons, because when it comes to fate-shattering, anything smaller just won’t do. He doesn’t suffer the usual -2 penalty from using weapons of one size category above his own, although the weapon still is more difficult to wield (making a light weapon one-handed, a one-handed two-handed, and a two-handed weapon impossible to wield, except with the use of the Monkey Grip feat).
Additionally, the fearnaught is now capable of using any weapon in connection with the Power Attack feat, although this ability itself doesn't grant him the feat.
Wild Combo (Ex)
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When a fearnaught masters his fighting style, all hell breaks loose. Focussing on his blade, as if it were just an exceptionally deadly finger, he whirls and rages and breaks and laughs and twists bones in thoroughly unpleasant and definitely unnatural ways. Fighting wildy, yet highly concentrated, the fearnaught can employ superior technique and exceptional cruelty. Let them try to keep their eyes on your dazzlingly fast-moving weapon- makes it all the easier to gouge ‘em out.
At 3rd level, the fearnaught learns to use the wild combo, an incredibly fast attack combination that culminates in a fierce finishing move. As a full-round action, the fearnaught performs three consecutive attacks, with the second one receiving a -3 penalt and the third a -6 penalty. He is free to use swift actions or a 5-ft. step in between the attacks. Each attack has to hit, or else the combo ends immediately. The attacks don’t have to be all against the same target. If the fearnaught gains extra attacks from any source (such as an off-hand weapon, the Speed Enchantment or the Improved Trip feat), those attacks can be freely dispersed among the combo attacks, but they do not influence the combo; if they fail, the combo is not interrupted, nor do they count for enabling special maneuvers.
The second and third attack of a combo can be exchanged with special combat maneuvers. In order to proceed with the combo, these attacks not only have to hit, but also succeed on the subsequent check. The second attack can be replaced with a normal trip, disarm or grapple attempt. The third attack can additionally be replaced with a stunning attack, a dispel attack and a finisher, which are unique to the fearnaught’s arsenal.
Different to when normally performed, trip, disarm or grapple attempts never provoke attacks of opportunity, nor is the opponent allowed to counterattack if the attempt fails.
{table=head]
Attack
|
Replacement
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Attack mode
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Check required
|
Result
Second/Third attack
|
Trip attempt
|
Touch attack
|
Strength check
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Target prone
Second/Third attack
|
Disarm attempt
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Normal
|
Opposing attack
|
Target disarmed
Second/Third attack
|
Grapple attempt
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Touch attack
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Grapple check
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Target grappled
Third attack
|
Stunning attack
|
Normal
|
Fortitude save
|
Target stunned
Third attack
|
Dispel attack
|
Touch attack
|
Dispel check
|
Dispel effect
Third attack
|
Wild Finisher
|
Normal
|
-
|
Additional damage
[/table]
Trip attempt:
After his opening blow, the fearnaught tries to sweep his opponent off his legs. This is a typical trip attempt, except for the changes noted above.
Disarm attempt:
Once the opponent’s weapon is caught, the fearnaught can send it flying with a flick of the wrist. This is a typical disarm attempt, except for the changes noted above.
Grapple attempt:
Using the initial shock of the unfortunate victim, the fearnaught dashes forth and grabs his enemy, so that some serious pain-dealing may ensue. This is a typical grapple attempt, except for the changes noted above. Also, if the fearnaught succeeds, he is not immediately in a grapple, but only once the combo ends for any reason.
Stunning attack:
Confusing and distracting the enemy is one thing, a punch to the face something else entirely, but the fearnaught is master of both. The third attack can be made a stunning attack, an otherwise normal attack which requires the target to succeed on a Fortitude saving throw (10 + ½ the fearnaught’s level + Wis modifier) or be stunned for one round.
Dispelling attack:
The fearnaught will not shy back from impossible tasks, if need be. And so, he learned to punch out magic. With a precise strike, the fearnaught can exorcize the magic running through his target’s veins. Requiring a melee touch attack roll, the fearnaught proceedingly causes a Dispel effect as the spell of the same name, using his fearnaught level as caster level.
Wild finisher:
Finishing his combo with a thunderous strike, the fearnaught shatters bone with the force of momentum. The wild finisher is always preceeded by two other attacks. It is a normal attack which, however, receives a certain amount of bonus damage depending on the level of the fearnaught (1d6 for every second fearnaught level).
Bonus Feat (Ex)
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All the crazy fighting and will-breaking and bitter tears of defeat licking can wear anyone out. Something to balance things out would be nice. Perhaps a decent, quiet hobby… or if that fails, why not some extra training in the martial arts!All the crazy fighting and will-breaking and bitter tears of defeat licking can wear anyone out. Something to balance things out would be nice. Perhaps a decent, quiet hobby… or if that fails, why not some extra training in the martial arts!
At 4th and 19th level, the fearnaught gains one bonus feat. He may select from the following list, although he still has to fulfill the prerequisites:
Improved Initiative, Evasive Reflexes, Acrobatic, Endurance, Diehard, Improved Unarmed Strike, Iron Will, Great Fortitude, Lightning Reflexes, Run, Improved Disarm, Improved Trip, Improved Grapple,
Dash, Faster Healing, Monkey Grip, Daredevil Athlete, Danger Sense, Goad.
Dirty Tricks (Ex)
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A fearnaught’s enemies sometimes prove frustratingly uncooperative. Things like physics or actual skill tend to get in the way of the fun- how is anybody supposed to shatter fate like that? Thus, the fearnaught has learned to employ some seriously nasty tricks, utilizing his superior speed and inferior sense of fairness, to gain the upper hand and force the enemy into unfamiliar terrain. And once there, craziness rules supreme.
At 5th level, the fearnaught learns his first Dirty Trick, and then an additional one every second level afterwards until he eventually knows all seven. A Dirty Trick is generally a complex maneuver in which the fearnaught trades speed for technique, but which threatens to exhaust him as well. Using a Dirty Trick consumes one point of Dexterity; Dexterity can be recovered by initiating a battle euphoria.
Gambling Defense:
Pesky attackers can whittle down a fearnaught’s stamina faster than he’d like to. While he does like riding close to the rim, he still would appreciate not getting hit without looking like a complete wuss. The logical consequence is to attack the attacks themselves- nobody will see that one coming! When the fearnaught hasn’t by his own action moved more than 5 ft. on his last turn, he gains enough awareness to deflect incoming melee attacks. By spending a point of Dexterity, the fearnaught can answer any melee attack with a melee attack of his own (should the attacker be within reach), requiring no action. If his result is lower, he suffers a cumulative -4 malus to AC until his next turn and the attack hits. If his result is higher, he has several options depending on his winning margin.
{table=head][center]
Winning margin[center]|
Option
Higher by 5 or less|Negate the attack.
Higher by 10 to 6|Direct attack against target within the attacker’s reach (including himself), using his result.
Higher by 15 to 11|Make a trip, disarm or grapple attempt against the attacker.
Higher by 20 to 16|Make a stun or dispel attack against the attacker.
Higher by 25 to 21|Make a pin or blinding attack.[/table]
The last option is only available if the fearnaught has gained the
Crash Combo ability.
Birdkiller:
Some cowards follow the truly bewildering tactic of plucking away at the fearnaught from afar. Such lowly habits cannot be accepted. Using his sharpened reflexes and fierce counterattacks, the fearnaught punches arrows right out of the air. When the fearnaught hasn’t by his own action moved more than 5 ft. on his last turn, he is capable of deflecting ranged attacks. By spending a point of Dexterity, he can make a melee attack against the ranged attack roll of the enemy, requiring no action. If his result is lower, he suffers a cumulative -4 malus to AC until his next turn and the attack hits. If his result is higher, he has the same options as with Gambling Defense; however, if the attack is redirected, the new target only has to be within the original attacker’s reach (which includes himself), and all options available with a higher result are only possible if the foolish attacker is actually within melee reach of the fearnaught.
Entropy:
The fearnaught’s mind can be truly perplexing. Where order should be, there are only wildly warped shapes and twisting threads of energy- at least, that’s how those capable of magic would describe it. A fearnaught can learn to use his unique, unrestricted mind to lead any magic, trying to influence him, on stray paths. Even his brain is equipped with some nasty attitude. When the fearnaught hasn’t by his own action moved more than 5 ft. on his last turn, he is capable of deflecting magic targeted at him. This ability is identical to Birdkiller, except that it works against magic that doesn’t require an attack roll and which targets him specifically; a fireball could not be deflected, but a dominate person spell could. To proceed, the fearnaught still makes an attack roll, but his result is not compared to another attack roll, but rather a Spellcraft check from the attacking mage. The options are the same as for Birdkiller.
Joint Lock:
Brute strength is certainly ONE answer, but the fearnaught has found out that with a little technique and swift action, it isn’t needed at all. By spending a point of Dexterity, the fearnaught can force anyone currently engaging in a grapple, trip or pure Strength check against him to use Dexterity rather than Strength, or the other way around. The fearnaught himself can also choose whether he wants to use Strength or Dexterity. This Dirty Trick does not require an action.
Ascended Bastard:
If the enemy’s strong, and fast as well, the fearnaught’s body might not be able to keep up. Luckily, the fearnaught can learn how to dip into his natural intuition, his knowledge of how battles work, and step into just the right places when needed, acting on instinct alone. This ability is similar to Joint Lock, only that Wisdom is used instead of Dexterity. It still costs a point of Dexterity.
Treecutter:
Just because they’re huge and heavy, it doesn’t mean they won’t submit to the iron will of a madman. With some nasty tricks aimed from down below and a whole lot of determination, the fearnaught will bring every opponent down to his size. When making a grapple or trip check, the fearnaught can spend one point of Dexterity to negate his opponent’s size bonus while negating any size malus he himself may possess. This does not require an action.
Flash Step:
The concentration required to perform complicated, blindlingy fast techniques does have its downsides: the fearnaught can’t simply zoom around the place as he’d like to. But now, the madman breaks another limit by figuring out just the right movements to do what insane speed has always been meant to make you do: move really really fast. As a swift action, the fearnaught can spend one point of Dexterity and subsequently dash forth in a straight line up to his current speed. The movement itself and reappearing provoke no attacks of opportunity, but initiating the Flash Step does. The fearnaught must be able to reach his target area with a normal move action in a straight line, with nothing blocking the way.
Deny and Defy (Ex)
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Life's not fair. That does not mean you have to take crap from anyone, inanimate or not! Ready to propel himself to unknown heights of social disgrace, the fearnaught will BREAK all that opposes him, be it a difficult path, a complicated negotiation, or a delicious cake recipe.
Once per day, after failing any deliberate skill check (as opposed to reflexive skill checks), the fearnaught may yell forcefully at the offending difficulty and immediately reroll the check as an Intimidate check instead. At 9th, 13th, and 17th level, he gains an additional use of Deny and Defy. If necessary, you may Deny and Defy a previous failed Deny and Defy attempt.
This ability functions with every skill, but the wrathful bellowing may increase the DC of the check (causing an avalanche on the snowy cliffs he trying to climb) or alter the effect of a success (alerting the people in the room to the fact that he is eavesdropping).
No Risk No Fun (Ex)
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Catching a healthy dose of danger along the way, the fearnaught fights without regard for what might worry lesser combatants. Learning how to extract even more excitement and entertainment from his battles is what gives the fearnaught power. If that means making himself more vulnerable, then so be it. Fear of pain is worse than any pain could be.Catching a healthy dose of danger along the way, the fearnaught fights without regard for what might worry lesser combatants. Learning how to extract even more excitement and entertainment from his battles is what gives the fearnaught power. If that means making himself more vulnerable, then so be it. Fear of pain is worse than any pain could be.
At 6th level, the fearnaught gains the ability to voluntarily lower his Armor Class and gain an equal bonus to all his attack rolls, up to his base attack bonus. This is a decision he makes at the start of his turn. Its effects are active until the fearnaught’s next turn crops up.
Crash Combo (Ex)
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Charging head-first on your enemy is a viable way if intimidating people, but doing so during complicated battle maneuvers generally causes more death than awe. Good enough for the fearnaught! Accelerating at breakneck speed at unpredictable intervals, the fearnaught introduces even more chaos into his style. Them suckers won’t see what hit ‘em.
At 7th level, the fearnaught’s combo gains an additional fourth attack at a -9 penalty. To use it, all three preceeding attacks have to hit and succeed at their potential checks. If the fearnaught declared the third attack a wild finisher, he can’t follow up with the fourth attack. This final attack can also be replaced with three additional special maneuvers, as well as all preceeding ones.
Pin attack: With superior swiftness, it’s a simple thing to let the enemy’s joints all click into place, immobilizing them and ramming them into the dirt. The fearnaught will teach all those suckers that the body is a cursedly frail thing. Except for his own, obviously. This maneuver is similar to the grapple attempt. The only difference is that, instead of ending up grappling the enemy, the enemy is immediately pinned at the end of the combo.
Blinding attack:Every warrior who values his life protects those body parts he deems more valuable than others. Nothing delights the fearnaught more than destroying those protections, and making use of the exposed weakness in the most humiliating and gratifying way possible. Just look at him go! Are you looking? Are you looking real’ closely? YOU LOOKED TOO CLOSELY! Sometimes, all it takes in a good battle is a hefty poke to the eyes. This attack requires the enemy to succeed on a Fortitude saving throw (10 + ½ the fearnaught’s level + Wis modifier) to avoid being blinded for a minute.
Crash finisher: Using additional momentum and the opponent’s mounting disorientation, the fearnaught launches a final, spine-breaking attack that can truly only be described as a crash… being finished. This attack is similar to the wild finisher, except that it can only be the fourth attack as well as dealing ability damage. In addition to the bonus damage (1d6 for every two fearnaught levels), the fearnaught deals 1 point of ability damage for every four fearnaught levels. Ripping, choking, crashing, concussing, brandishing and even traumatizing are all the delightful ways of finishing a good pummeling, thus allowing the fearnaught to deal ability damage to any of the six scores.
Near-Death Exaltation (Ex)
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Feeling death to be near does not mean the end of the battle. Some can draw sudden strength from hearing death’s call. Any fearnaught worth his salt sooner or later realizes that there’s no other way to go than screaming, kicking, and killing, to drive the point home that no-one’s bossing the fearnaught around, not even mortality.
From 8th level on, whenever the fearnaught is below 10 hp, he receives a bonus to all his damage rolls. This bonus changes depending on how close he is to death.
{table=head]
HP remaining|Damage bonus|HP remaining|Damage bonus
10 to 7
|
+1
|
-1 to -4
|
+5
6 to 3
|
+2
|
-5 to -8
|
+7
2 to 0
|
+3
|
-9
|
+10
[/table]
Additionally, the fearnaught gains the uncanny ability to "feel" battle. Whenever a battle with at least five participants breaks out, the fearnaught can recognize in which general direction this battle is taking place by observing the horizon (or generally having a greater view on his surroundings). However, he only feels the greatest of these battles at any one time. By passing a Sense Motive check on locations or even persons that bore witness to such an event (DC 15 + 5 for every day that passed since then), he gains additional information, such as who won, who exactly fought, which weapons where used, and which fighting styles where used (meaning, he can identify which class the fighting characters belonged to, with more powerful characters standing out).
Some fearnaughts are inevitably attracted by such a sensation, others are content to observe, and some ignore it all together. However, none of them can deny a certain fascination with death...
Implacable Man (Ex)
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No-one could survive that… there’s rarely more foolish words spoken. Did they search for the body? And if they did, did they make sure he’s dead? Did they make sure HARD ENOUGH? It is possible to cut down a fearnaught, no doubt about that, but that’s where the trouble begins. What if he survived? Death seems to be just a tool of the desperate, those who are too weak to deal with the living. A fearnaught will not bow down to such weakness. Can the will of those who defy fate ever be extinguished? The answer is no. No, it can’t.
At 10th level, the fearnaught cannot be killed.
Of course, it’s a bit more complex than that. From that level on, the fearnaught is capable of the incredible feat to stave off death through his own, earth-shaking determination, no matter how far he might have gone to the other side. Once per day after having been killed (by being reduced to fewer than -9 hp, ability damage, death effects or otherwise), the fearnaught can climb back up to 5 hp, living and kicking, no matter how low his hp have been before. All conditions are removed and all ability damage is healed. This is a free action that the fearnaught, even though apparently dead, can take at any point of the next hour (also during other people’s turns, effectively interrupting them) following his impossibly-survivable death. Afterwards, he is truly gone forever.
If he stands up again from his crushing defeat while the battle still rages, he immediately gains a new turn at the position in the initiative order in which he revived, unless it is the same round in which he “died”, in which case his turn shifts to the very top of the initiative order next round.
This ability also has the side-effect of making the fearnaught’s body nigh-indestructible. Any ability that might destroy the fearnaught’s body has its normal effect, but leaves the body itself unharmed; for example, when hit by a disintegrate spell or a vorpal sword, the fearnaught would still die, but he wouldn’t be reduced to ashes or lose his head. Enemies can use a full-round action to “make sure he’s dead”, usually performed by cutting off the fearnaught’s head, but fearnaughts have the uncanny ability to know just the right moment to explode from apparent rigor mortis to slashy doom.
Casual Recklessness (Ex)
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Unbelievable as it is, but past a certain point of lunacy expertise, there is some kind of method to it. Rage like the best joke of the world, the joke being on your enemies- check. Crush their will, their hope, their bones, in any order- check. Zoom around the battle field laughing all the while- check. Carve your own way through the world- check, check, check again, it’s incredible it’s even possible to get good at such things… by practice. Anyway, it’s not like it’s any less fun!
At 12th level, the fearnaught is capable of adding to his opponent’s attack rolls, making them even closer to his AC, so that in turn he receives a higher bonus from his Daredevil ability. Any time he is attacked, he can add up to 5 to his opponent’s attack once he knows the result. If the enemy for any reasons rerolls an attack that the fearnaught already added to, the fearnaught may decide again if and how much to apply.
Disaster Combo (Ex)
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True disaster dawns! The secret to the deadliest martial art have revealed themselves to the fearnaught, secrets of such power, such violence, such undeniable grace, that it takes a madman to just comprehend them. Luckily, that’s where the fearnaught excels. In a flurry of precise blows, any and all enemies shall fall. This isn’t just an incredible way of brutalizing- it’s a challenge to anyone who might observe, to any mortals and gods alike, a message, if you will, which says: Here I am. What now, big guy?
At 14th level, the fearnaught gains a fifth and final attack to his combo at a -12 penalty. To use it, all four preceeding attacks have to hit and succeed at their respective checks, and none of them may be a finisher. In addition to the other special attacks, the fifth one may be replaced by a confusion attack, an antimagic attack, and a fatality.
Confusion attack:In short, this is the art of hitting people so hard in the face they don’t know up from down anymore. This attack forces the opponent to succeed on a Fortitude saving throw (10 + ½ the fearnaught’s level + Wis modifier) or be confused for 10 rounds as the effect of the likewise named spell.
Antimagic attack:Energy flows? No. Qi, Chi? Naaah. Precise countermagical attacks? Not quite. Where the fearnaught strikes, magic will fall back. Maybe it is the overwhelming pressure that forces magic to abandon post. But the theory that magic is just fleeing in terror doesn’t seem too unlikely. This is a melee touch attack similar to the dispel attack. However, the fearnaught now receives a +15 bonus on the dispel check. On a success, not only are all spells cancelled, the person receiving the antimagic attack is also the target of an antimagic field exactly his size that stays on him for a minute. However, this ability, perplexingly enough, is not supernatural… just very convincing.
Fatality:The end. If this were a simple finisher, it would inherit all the effects from lesser finishers- however, this is not the case, at it is plain and simply not necessary. When the attack connects, the enemy has to succeed on a Fortitude save (10 + ½ the fearnaught’s level + Wis modifier). If he succeeds, the fatality deals +100 damage. Should he fail, the unlucky target instantly dies, usually in a shower of blood and gore, without any hope for survival. The excessive display of nightmarish, yet from a certain perspective quite funny violence gives the fearnaught a lasting +10 bonus on his Intimidate check against all opposing fools witnessing the fatality. Furthermore, spells that shield against death effects are useless, since this is not some wussy death effect. It’s a fatality.
Battle Fever (Ex)
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Panic and chaos rule the battle, but the fearnaught regards those factors not as a hindrance, but rather as the ruling forces. Towards the end of his journey, the fearnaught learns that, to ascend through battle, means to become one with those forces.
At 16th level, the Dexterity bonus granted by the fearnaught’s battle euphoria increases to +6.
Neckbreaker (Ex)
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No fancy swordplay. When it’s getting rough, pragmatism and the will to fight are what counts. The fearnaught’s battles are fiercer and greater than ever before, so mercy is a luxury. And after all, what’s left to enjoy when the enemy’s down already? Nothing.
At 18th level, the fearnaught gains the ability to perform a coup de grace as a standard action.
Godslayer (Su)
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Fate has been left behind. The fearnaught has overcome countless obstacles, has fought for his freedom over and over again, has proven endlessly that he is no-one but himself. All that remains is to go for the impossible, to challenge the gods, to change the face of the world forever. Finally, the fearnaught has earned the power of those destined for nothing.
He can punch destiny in the face.
At 20th level, the fearnaught learns the ultimate technique of all those who defy the greater powers. The Godslayer technique allows to perform a single, strength-consuming strike that utterly obliterates whatever it collides with, effectively erasing it from existence. As a standard action once per week, the fearnaught can initiate the Godslayer, a melee attack, which consumes all his Dexterity, thereby reducing it to 0. Only healing ability damage or initiating a battle euphoria can restore his Dexterity. However, the fearnaught is only immobilized after he has performed the Godslayer.
This melee attack always hits, ignoring AC, miss chances, magical protection and otherwise. For any purpose, this is treated as an attack with a roll result of infinity. The fearnaught still has to choose the correct square his target is in. Then, the target has to succeed on a Fortitude saving throw (10 + Fearnaught level + Wis) or be destroyed, including all traces he ever left, unmaking him to such a degree that his soul is shattered and revival is impossible unless a wish or miracle spell brings his soul back into existence. If the enemy succeeds on their save, he isn't immediately destroyed, but instead shaken to the very core of his feeble easily extinguishable life, granting the fearnaught a +20 bonus on all attacks against this enemy for a day as well as damaging his enemy normally.
Fearnaught are an exception in that they aren’t expelled from all creation with the force and fury of the universe concentrated in fist-form; they are “merely” instantly killed, dropping to -10 hp.
This actually means that, yes, the fearnaught can survive having his very existence crushed by the fate-shatterer.
Now, the fearnaught may truly begin shaping his own fate.