Quote Originally Posted by NeoSeraphi View Post
Edit: Decided against "Chaotic Aura" because I already had "Lesser Chaotic Smite" and "Chaotic Smite", so it sounded repetitive. Instead, I changed it to Aura of the Chaotic Champion, which I think sounds much better.
Eh, that works.
Quote Originally Posted by NeoSeraphi View Post
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..
Going to join the others saying this doesn't entirely seem to fit... but whatever floats your boat. Glanced ahead and say "The Enforcer", going to assume that that takes care of the problem, at least until I actually read that part.
Quote Originally Posted by NeoSeraphi View Post
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.
That is an awful lot of skills and skill points for someone whose entire purpose in life is to smashy smashy. Knowledge(Nobility and Royalty) doesn't jive with the chaotic alignment, unless it is mostly so he better knows how to talk his way out of trouble with the forces of Law which he has no respect for.
Escape Artist seems to come completely out of left field.
Quote Originally Posted by NeoSeraphi View Post
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special[/table].
The chasis the paladin SHOULD have had (although they don't seem to get Charisma to Saves... which is fine).
Quote Originally Posted by NeoSeraphi View Post
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). .
Nice Touch...
Quote Originally Posted by NeoSeraphi View Post
A fanatic is proficient with light, medium, and heavy armor, and with shields (including tower shields).
Tower shields for a full-offense class? I guess if they get enough attack bonuses the trade off could make sense.
Quote Originally Posted by NeoSeraphi View Post
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,
In other words basically any time he is attacking a creature? Don't think the distinction will matter, but there might be some cheese in there that this prevents...
Quote Originally Posted by NeoSeraphi View Post
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. 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.
Sounds good. Looking strictly more powerful than the paladin so far, which seems like a good thing at first glance, but I THINK that I seem to recall that paladins are fine in the early game, and just start running out of interesting class features later on...
Quote Originally Posted by NeoSeraphi View Post
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.
Again, more powerful than the paladin. Alignment really tells you a lot about a person, and thus the Detect <Alignment> very powerful in non-hack-and-slash campaigns (which they DO have the skill list and points for). I knew someone whose groups always bumped those up to 3rd level spells (dunno if they did anything with the paladins...). Consider making them pick one at first level, then giving the CG and CE's whichever one they didn't pick at some later level. Feel free to raid my Guardian of Minds for ideas on what to give the CN's at that later level.

Quote Originally Posted by NeoSeraphi View Post
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.
As I said, this works.
Quote Originally Posted by NeoSeraphi View Post
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.
Might need to specify caster level too... maybe if SR applies, but people should know that for Supernatural abilities (not that I can recall off the top of my head). Also good that you scale it with class level, rather than keeping it constant.
Quote Originally Posted by NeoSeraphi View Post
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.
Equivalent to a 1st level bard spell? Might actually indicate this is overpowered.
Quote Originally Posted by NeoSeraphi View Post
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.
Eh, sounds good to me. The Warlock agrees with me (or maybe says it is underpowered).
Quote Originally Posted by NeoSeraphi View Post
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.
Don't know of any such feats (I believe you that they exist, I just haven't ever seen them), so I can't comment.
Quote Originally Posted by NeoSeraphi View Post
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.
Eh, good enough...
Quote Originally Posted by NeoSeraphi View Post
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.
Doing things this way keeps duel-wielding from stacking the confusion and sickening effects and gives even more reason to keep going with the class. I approve.
Quote Originally Posted by NeoSeraphi View Post
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)
Did you word it this way specifically so they could stack it with the actual anarchic enchantment?
Quote Originally Posted by NeoSeraphi View Post
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.
Ok, reasonable upgrade. Not sure if it comes enough later or not, but a reasonable upgrade.
Quote Originally Posted by NeoSeraphi View Post
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.
Good, might move the stuff in the first sentence to the start, and put the stuff about charges afterwards.
Quote Originally Posted by NeoSeraphi View Post
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.
Se my comments about double-smite... wait, does this mean if you get all the extra effects you want one the first hit, you still have to waste a per-day use if you want to attack that same creature any more?
Quote Originally Posted by NeoSeraphi View Post
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.
Nasty stacking in as much as it gains both duration and intensity. In combination with triple-smite this could lead to stun-locks.
Quote Originally Posted by NeoSeraphi View Post
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.
Seems to be a little late arriving.


Eh, going to stop here for the moment.