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
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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