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.