Paladin, Fanatic
Holy and good paladins are defenders of all that is just in
the name of their god. But what happens when a god desires to
convert the barbarous heathens to the north, get rid of the
infidels of the south, or the rid his own church of heretics?
The answer of course are fanatical paladins who are the
conquerors, butchers, and inquisitors of this most holy church.
Only a human can become a fanatical paladin. He must have
the minimum ability scores of Strength 12, Constitution 15,
Wisdom 13, and Charisma 14. The paladin must also be Lawful
Neutral and remain lawful neutral. If he does anything to go
against the wishes of his diety, whether good or evil, he loses
his status.
A fanatical paladin has all of the benifits and hinderences of a
regular paladin except those below, which have been slightly altered from abilities mentioned in the PHB:
A paladin can detect the presense of heretical thoughts instead of evil up to 60' away by consentrating on locating heresy in a particular
direction. He can do this as often as desired, but each attempt
takes one round.
A fanatical paladin is surrounded by an aura of protection with a
10-foot radius. Within this radius all summoned and creatures
who do not beleive in the faith of his god suffer a -1 to attack
rolls, regardless of whom they attack. Creatures affected by
this aura can spot the source easily, even if the paladin is
disguised.
A fanatical paladin must employ only henchmen that are faithful
to his religion.