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(Goblin) Fanatic, prestige class
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<blockquote data-quote="Camarath" data-source="post: 1187829" data-attributes="member: 11987"><p>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.</p><p></p><p>Goblin Fanatic</p><p></p><p>Requirements:</p><p>Alignment: Any Chaotic</p><p>Racial type: Small sized humanoid</p><p>Rage class ability</p><p>Base attack +5</p><p>Balance 4 ranks, Tumble 4 ranks</p><p>Feat: Power Attack, Dodge</p><p>Exotic weapon profiency: Dire flail</p><p></p><p>Class Abilities:</p><p>Hit dice d8</p><p>Skill points per level 2+(Int modifier)</p><p>Light armor profiency</p><p>No additional weapon profiencies</p><p>Class skills: Balance, Tumble, Concentration, Intimidate, Escape Artist, Jump.</p><p>Good save: Fortitude, Reflex</p><p>Base attack: +1/level</p><p></p><p>Level 1: Fanatic's rage 1/day, Merry-Go-Around</p><p>Level 2: Dull mind +1, Fast movement +10 feet</p><p>Level 3: Fanatic's rage 2/day </p><p>Level 4: Free Spin, Improved fanatic's rage</p><p>Level 5: Fanatic's rage 3/day </p><p>Level 6: Dull mind +2, Fast movement +10 feet</p><p>Level 7: Fanatic's rage 4/day</p><p>Level 8: Thick skull, Greater fanatic's rage</p><p>Level 9: Fanatic's rage 5/day</p><p>Level 10: Dull mind +3, Double Spin, Fast movement +10 feet</p><p></p><p>Merry-Go-Around:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>This ability can only be used under Fanatic's rage, when wielding a Dire flail and when using no armor or light armor. </p><p></p><p>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.</p><p></p><p>Dull mind: The fanatic gains this bonus to will saves against mind-affecting spells or abilities.</p><p></p><p>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.</p><p></p><p>Free Spin: While Merry-Go-Arounding, the fanatic provokes no attacks of opportunity for moving through threatened areas</p><p></p><p>Improved fanatic's rage: The fanatic now gains +6str +6con -3ac +3will saves when under Fanatic's rage.</p><p></p><p>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.</p><p></p><p>Greater fanatic's rage: The fanatic now gains +8str +8con -4ac +4will saves when under Fanatic's rage.</p><p></p><p>Double Spin: The fanatics now makes two attacks against all creatures (inculding allies) and objects he threatens while using his Merry-Go-Around ability.</p></blockquote><p></p>
[QUOTE="Camarath, post: 1187829, member: 11987"] 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. [/QUOTE]
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(Goblin) Fanatic, prestige class
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