Fantra
Description
The will to seek freedom and the power to defeat oppression – these are the weapons of the fantra.
Few have the dedication that it takes to walk the fantra's path, but those few are rewarded with the power to protect and to smite. In a land of overbearing dwarves, militant goblins, and diabolical fiends, the fantra is a final hope that cannot be extinguished.
Adventures: Fantras take their adventures seriously and have a penchant for referring to them as quests. Even a mundane mission is, in the heart of the fantra, a personal test – an opportunity to demonstrate bravery, to develop martial skills, and to learn tactics. Still, the fantra really comes into her own when leading a mighty campaign against oppressive institutions, not when merely looting ruins.
Characteristics: Divine power protects the fantra and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. Finally, the fantra can use this power to destroy law. Even the least experienced fantra can detect law, and more experienced fantras can smite lawful foes. In addition, this power draws a mighty steed to the fantra and imbues that mount with strength, intelligence, and magical protection.
Alignment: Fantras must be chaotic neutral, and they lose their divine powers if they deviate from that alignment. Additionally, fantras swear to follow a code of conduct that is in line with freedom from oppression.
Religion: Fantras need not devote themselves to a single deity – devotion to righteousness is enough. Those fantras devoted to a god are conscientious in observing religious duties and are welcome in every associated temple.
Background: No one ever chooses to be a fantra. Becoming a fantra is answering a call, accepting one's destiny. No one, no matter how diligent, can become a fantra through practice. The nature is either within one or not, and it is not possible to gain the fantra's nature by any act of will. It is possible, however, to fail to recognize one's own potential, or to deny one's destiny. Occasionally, one who is called to be a fantra denies that call and pursues some other life instead.
Most fantras answer the call and begin training as adolescents. They may become squires or assistants in temples dedicated to chaotic gods, or they may be struck with divine inspiration in isolation from a church. Other fantras find their calling only later in life, after having pursued some other career. All fantras, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion. Any two fantras, even from opposite sides of the world, consider themselves allies seeking freedom.
Races: Humans, with their ambitious souls, make great fantras. Half-elves, who often have human ambition, may also find themselves called into service as fantras. Members of the other races rarely hear the call to become fantras.
Other Classes: Even though fantras are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complement their own.
They work well with chaotic clerics, and they appreciate working with those who are brave, resourceful, and committed to fighting oppression. While they cannot abide oppressive acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. Charismatic, trustworthy, and well respected, the fantra makes a fine leader for a team.
Role: The fantra's chief role in most groups is as a melee combatant, but she contributes other useful support as well. She makes a good secondary healer, and her high Charisma opens up fine leadership opportunities.
Game Rule Information
Fantras have the following game statistics.
Abilities: Charisma enhances a fantra's self-protective capabilities, and ability to deal with undead. Strength is important for a fantra because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful fantra spells, and a score of 11 or higher is required to cast any fantra spells at all.
Alignment: Chaotic neutral.
Hit Die: d10.
Class Skills: The fantra's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nobility And Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the fantra.
Weapon and Armor Proficiency: Fantras are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Chaos (Ex): The power of a fantra's aura of chaos (see the Detect Chaos spell) is equal to her fantra level, just like the aura of a cleric of a chaotic deity.
Detect Law (Sp): At will, a fantra can use Detect Law, as the spell.
Smite Law (Su): Once per day, a fantra may attempt to smite law with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per fantra level. For example, a 13th-level fantra armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the fantra accidentally smites a creature that is not lawful, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the fantra may smite law one additional time per day, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a fantra gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Touch Of Destiny (Su): Beginning at 2nd level, a fantra with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her fantra level × her Charisma bonus.
For example, a 7th-level fantra with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A fantra may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.
Alternatively, a fantra can use any or all of this holy power to deal damage to creatures (living or undead). Using touch of destiny in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The fantra decides how many of her daily allotment of points to use as damage after successfully touching a creature.
Aura of Ferocity (Su): Beginning at 3rd level, radiates a magical aura that causes allies within 10 feet of her to add 1d3 extra damage to any melee attack. This ability functions while the fantra is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a fantra gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Turn or Rebuke Undead (Su): When a fantra reaches 4th level, she gains the supernatural ability to either turn or rebuke undead. She must choose which of the two she wishes to gain (turn or rebuke), and cannot change once the choice is made. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns or rebukes undead as a cleric of three levels lower would.
Spells: Beginning at 4th level, a fantra gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and ranger), which are drawn from the fantra spell list. A fantra must choose and prepare her spells in advance.
To prepare or cast a spell, a fantra must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a fantra's spell is 10 + the spell level + the fantra's Wisdom modifier.
Like other spellcasters, a fantra can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the accompanying table. In addition, she receives bonus spells per day if she has a high Wisdom score. When the spells per day table indicates that the fantra gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level fantra), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The fantra does not have access to any domain spells or granted powers, as a cleric does.
A fantra prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A fantra may prepare and cast any spell on the fantra spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a fantra has no caster level. At 4th level and higher, her caster level is one-half her fantra level.
Special Mount (Sp): Upon reaching 5th level, a fantra gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium fantra) or a warpony (for a Small fantra).
Once per day, as a full-round action, a fantra may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the fantra and remains for 2 hours per fantra level; it may be dismissed at any time as a free action.
The mount is the same creature each time it is summoned, though the fantra may release a particular mount from service (if it has grown too old to join her crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed, including barding, saddle, saddlebags, and the like. Calling a mount is a Conjuration (Calling) effect equal to a spell level 1/3 the fantra level.
Should the fantra's mount die, it immediately disappears, leaving behind any equipment it was carrying. The fantra may not summon another mount for thirty days or until she gains a fantra level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the fantra takes a –1 penalty on attack and weapon damage rolls.
Immune to Poison (Sp): At 6th level, a fantra's Divine Health ability extends to make her immune to all forms of poison.
Code of Conduct: A fantra must be of chaotic neutral alignment and loses all class abilities if she ever willingly commits an oppressive act.
Additionally, a fantra's code requires that she respect individual freedom, act with honour (not being overly deceptive, not using poison, and so forth), help those in need (especially the oppressed and down-trodden), and punish those who oppress others.
Associates: While she may adventure with characters of any chaotic or neutral alignment, a fantra will never knowingly associate with lawful characters, nor will she continue an association with someone who consistently offends her moral code. A fantra may accept henchmen and followers of any chaotic alignment, but may only accept cohorts who are chaotic neutral.
Ex-Fantras
A fantra who ceases to be chaotic neutral, who willfully commits a lawful act to the detriment of another person's freedom, or who grossly violates the code of conduct loses all fantra spells and abilities (including the service of the fantra's mount, but not weapon, armour, and shield proficiencies). She may not progress any farther in levels as a fantra. She regains her abilities and advancement potential if she atones for her violations, as appropriate.
Like a member of any other class, a fantra may be a multiclass character, but multiclass fantras face a special restriction. A fantra who gains a level in any class other than fantra may never again raise her fantra level, though she retains all her fantra abilities.
The path of the fantra requires a constant heart. If a character adopts this class, she must pursue it to the exclusion of all other careers. Once she has turned off the path, she may never return.
Level Progression
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Spells Per Day
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Starting Packages
Race: Human.
Armor: Scale mail (+4 AC, armor check penalty –4, speed 20 ft., 30 lb.).
Heavy wooden shield (+2 AC, armor check penalty –2, 10 lb.).
Weapons: Longsword (1d8, crit 19–20/×2, 4 lb., one-handed, slashing).
Shortbow (1d6, crit ×3, range inc. 60 ft., 2 lb., piercing).
Skill Selection: Pick a number of skills equal to 3 + Int modifier.
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Feat: Weapon Focus (longsword).
Bonus Feat: Improved Initiative.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded lantern, three pints of oil. Quiver with 20 arrows. Wooden holy symbol.
Gold: 6d4 gp.