(Goblin) Fanatic, prestige class

Somphalen

First Post
A new class I made up inspired by Goblin Fanatics in WH. These would probably suit best for NPC's as they do not probably stay alive for very long.

Requirements:
Alignment: Any Chaotic
Racial type: Small sized humanoid
Rage class ability
Base attack +5
Balance 4 ranks
Feat: Power attack
Martial weapon profiency: Heavy flail

Class Abilities:
Hit dice d12
Skill points per level 2+(Int modifier)
Light armor profiency
No additional weapon profiencies
Class skills: Balance, Tumble, Concentration, Intimidate, Jump, Tumble.
Good save: Fortitude
Base attack: +1/level

Level 1: Merry-Go-Around, Fanatic's rage 1/day
Level 2: Fanatic's rage 2/day, Dull mind +1, Fast movement +10 feet
Level 3: Fanatic's rage 3/day, Dull mind +2, Improved fanatic's rage
Level 4: Fanatic's rage 4/day, Thick skull, Fast movement +10 feet
Level 5: Fanatic's rage 5/day, Dull mind +3, Squish!

Merry-Go-Around:

The fanatic charges from it's base movement up to double it's movement to one direction, while spinning and whirling his flail madly. The fanatics makes an attack against all creatures and objects it threatens while he charges forward in this way, as if whirlwinding all the time. This charging movement continues again in the fanatics next turn to a random direction (See Grenade-like weapons in PHB), but his speed can be decided by the player (Again from base to double movement). This charging continues until the fanatic's rage ends, he crashes into a wall, or into a creature it fails to knock down.

When fanatic crashes into a creature it did not manage to drop with its attack, the fanatic immedialitly makes a bull-rush attempt against this creature. In this bull-rush no attack of opportunities are given, the fanatic is considered one size category larger than he is, and he gains +4 to the opposed check instead of normal +2 for charging. The Fanatic also ignores the normal limit of one bull-rush per round.

If the fanatic crashes into a wall, or loses the bull-rush check, he falls prone and takes 2d6 bludgeoning damage.

While Merry-Go-Arounding, the fanatic provokes no attacks of opportunity for moving through threatened areas

This ability can only be used under Fanatic's rage, when wielding a heavy-flail and when using no armor or light armor.

Fanatic's rage: The fanatic drives himself into a manical rage, gaining +4str +4con -2ac +2will saves. The rage lasts for 3 rounds + his new constution modifier. At the end of the rage, the fanatic takes 1 temporary intelligence damage, as he is probably hit in the head during his rage more than once. This intelligence damage can not drop his intelligence below 3. After rage ends, the fanatic is fatigued until the end of the combat.

While under Fanatic's rage, the Fanatic takes double damage from all physical attacks.

Dull mind: The fanatic gains this bonus to will saves against mind-affecting spells

Improved fanatic's rage: The fanatic gains extra +2str, +2con, -1ac, +1will saves when under Fanatic's rage

Thick skull: The fanatic has gained so many blows in his body, that minor bruises dont really slow him down. The fanatic is immune to subdual damage.

Squish!: So powerfully can the fanatic whirl his flail, that when using power attack feat, he adds thrice (instead of twice) the subracted amount from attack roll to the damage roll
 
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Ehh... broken.

The fanatic's rage is plainly too powerful, and the ability at the apse of the PrC seems mechanically complicated and overpowered.

Wonderful concept... I was thinking of the Mogg Fanatic magic card tho...
 

Y'know, small-sized critters can't use heavy flails.

Oh wait...3.5. D'oh! But yeah, Merry-go-round is crazy-powerful. Especially with +8 Str and Con during rage and all merry-go-round attacks touch at 10th level, that's completely over the edge.

Edit: The idea is really cool, though. Just tone down the rage and merry-go-round abilities.
 
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Here is my take on your class. I increased it to 10 levels, spread out the rage benifits, reduced the HD to d8, removed the Squish! ability, added some additional requirements, made the weapon a Dire Fail instead of a Heavy Fail, and changed the Merry-Go-Around ability a little bit.

Goblin Fanatic

Requirements:
Alignment: Any Chaotic
Racial type: Small sized humanoid
Rage class ability
Base attack +5
Balance 4 ranks, Tumble 4 ranks
Feat: Power Attack, Dodge
Exotic weapon profiency: Dire flail

Class Abilities:
Hit dice d8
Skill points per level 2+(Int modifier)
Light armor profiency
No additional weapon profiencies
Class skills: Balance, Tumble, Concentration, Intimidate, Escape Artist, Jump.
Good save: Fortitude, Reflex
Base attack: +1/level

Level 1: Fanatic's rage 1/day, Merry-Go-Around
Level 2: Dull mind +1, Fast movement +10 feet
Level 3: Fanatic's rage 2/day
Level 4: Free Spin, Improved fanatic's rage
Level 5: Fanatic's rage 3/day
Level 6: Dull mind +2, Fast movement +10 feet
Level 7: Fanatic's rage 4/day
Level 8: Thick skull, Greater fanatic's rage
Level 9: Fanatic's rage 5/day
Level 10: Dull mind +3, Double Spin, Fast movement +10 feet

Merry-Go-Around:

The fanatic charges from it's base movement up to double it's movement to one direction, while spinning and whirling his flail madly. The fanatics makes an attack against all creatures (inculding allies) and objects it threatens while he charges forward in this way, as if whirlwinding all the time. This charging movement continues again in the fanatics next turn to a random direction (See Grenade-like weapons in PHB), but his speed can be decided by the player (Again from base to double movement). At the beginning of the fanatic's turn he may make a Concentration check with a DC of 20 to limit the random directions in which he might charge to those directions in which there is an unobstructed path towards creatures that the fanatic could attack. This charging continues until the fanatic's rage ends or he crashes into a wall or creature and fall prone.

When fanatic crashes into a creature it did not manage to drop with its attack, the fanatic immedialitly makes a overrun attempt against this creature. In this overrun attempt no attack of opportunities are given, the fanatic is considered medium-sized and he gains +4 to the opposed check instead of normal +2 for charging. Also the fanatic ingores the normal limitation of one overrun attempt per charge.

If the fanatic crashes into a wall, or loses the overrun attempt, he takes 2d6 bludgeoning damage and falls prone unless he makes a Concentration check with a DC equal to 10 + damage.

This ability can only be used under Fanatic's rage, when wielding a Dire flail and when using no armor or light armor.

Fanatic's rage: The fanatic drives himself into a manical rage, gaining +4str +4con -2ac +2will saves. The rage lasts for 3 rounds + his new constution modifier. At the end of the rage, the fanatic takes 1 temporary intelligence damage, as he is probably hit in the head during his rage more than once. After rage ends, the fanatic is fatigued until the end of the combat.

Dull mind: The fanatic gains this bonus to will saves against mind-affecting spells or abilities.

Fast movement: A fanatic's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a medium or heavy load. These bonuses stack.

Free Spin: While Merry-Go-Arounding, the fanatic provokes no attacks of opportunity for moving through threatened areas

Improved fanatic's rage: The fanatic now gains +6str +6con -3ac +3will saves when under Fanatic's rage.

Thick skull: The fanatic has gained so many blows in his body, that minor bruises dont really slow him down. The fanatic is immune to subdual damage.

Greater fanatic's rage: The fanatic now gains +8str +8con -4ac +4will saves when under Fanatic's rage.

Double Spin: The fanatics now makes two attacks against all creatures (inculding allies) and objects he threatens while using his Merry-Go-Around ability.
 

Shouldn't you roll each round to see if the Fanatic passes out? At least that's what I remember from WFB. Didn't he have a 1 out of 6 chance of dying? (rolling doubles) Probably not much chance of making it to 10th level then.


Aaron
 

If you are truely going to capture the spirit of the WH fanatic, you need to make a couple changes...

1. The goblin isn't very tough at all. Even D8 hit-die is probably too much.
2. WH goblins wouldn't have good Fort saves.
3. The entire premise of the fanatic was that he was a one-shot weapon and wasn't expected to last through the battle. This should all probably be done up as a monster, more than a PrC, especially when its for NPCs only.

DS
 

Cheers

Thanks for the opinions.. Okay, as the class is supposed to be vulnerable I think 5 levels will be good. The class can be used for PC's too, they just wont stay alive too long...

Alright, Let's tune down Fanatic's rage to match normal rage: +4str +4con -2ac +2willsaves and change Improved Fanatic's rage to match the old fanatic's rage: +6str +6con -3ac +3willsaves.

Idea of reducing the hitdice for the vulnerability is good, and as they get +con from rage, lets drop their HD all the way down to d6.

Squish ability maybe should be changed? perhaps instead of touch attack make it work with power attack feat. When using power attack and two-handed weapon you reduce x from to hit roll and add 2x to damage roll. With Squish ability you would add 3x to damage when using power attack instead (Only when Merry-Go-Arounding). Opinions on this please...

WH goblins arent tough, but they are as tough as an average human, and tougher than average elf, not just equally strong. As they get dull mind and bonuses to will saves from rage, methinks fortitude as good save is suitable.

And on class skills, adding escape artist and jump is good idea.
 

You might want to give them Jump as a Class Skill as well. Not a big deal. but they do run about pell-mell across the battlefield...
 

If he is mainly supposed to die, how about while useing his raging ability every time he is hit force him to make a fort save of the damage dealt +1/round in the rage or just die. Something about raging, lots of pain, and the poor goblins heart exploding ;) it'd go a long way to make it more balanced with some of those absolutely incredible abilities, especially if fort is a good save.. come to think of it, if you are going to leave fort as a good save perhaps 5 + damage dealt +1/round in the rage.

Edit: Or just have him take double damage while raging, increase hd to d12 at that point though ;)
 
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Fort save vs. death would make it a bit.. unstable, not that they arent supposed to be that...

But I like the idea of taking double damage while raging, and then increasing the hit dice to d12.. its average 3 hitpoints more than d6 per level, which isnt that much. When taking double damage.. adds up.. alot. Good idea.

I edited my first post to match these changes, how does it look like now?
 
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