Wrathbringer (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
The_Apologist

10-19-07, 12:05 AM
Wrathbringer

These soldiers in the army of light are not simply paladins; that is too simple a designation for them. Paladins can be foolishly merciful when they are so ordered. Wrathbringers are not messengers of any god's mercy: they are messenger's of wrath. They are sent on missions of eradication and purification of evil. Certainly, they will spare bystanders and they always offer a last chance for redemption, but once this chance has been given and refused, nothing can stop the Wrathbringer from administering swift, deadly justice. In the view of a wrathbringer, once forgiveness has been offered and refused, there is nothing left but to send the souls of the wicked where they belong.

Prerequisites:
BAB: +5
Class Features: Smite Evil 2/day
Feats: Any 2 feats that appear on the fighter bonus feat list
Patron: Heironeous or St. Cuthbert (other deities may be allowed at DM's discretion)
Special: Must have defeated an evil creature of at least CR 5 solo

HD: d10
Skill Points Per Level: 2 + Int Mod
Class Skills: Craft, Handle Animal, Intimidate, Knowledge (religion), Ride
Base Attack Bonus: Strong (equal to level)
Strong Saves: Fortitude (2 + 1/2 level)
Weak Saves: Reflex and Will (1/3 level)

L Special
1 Vessel of Wrath, Extra Smiting
2 Special Smite
3 Special Smite
4 Special Smite
5 Greater Special Smite

(Just in case my table gets messed up despite my best efforts to the contrary, at 1st level the wrathbringer gets Vessel of Wrath and Extra Smiting, at 2nd, 3rd and 4th level he gets Special Smite, and at 5th level he gets Greater Special Smite)

Vessel of Wrath: A wrathbringer swears holy oaths to undo the wicked wherever he may find them, and his dedication to destroying evil is as strong as any paladin's. Wrathbringer levels stack with paladin levels to determine the extra damage on attempts to smite evil. The wrathbringer also adds his class level to his paladin level to determine how many times per day he may smite evil.

Extra Smiting: A wrathbringer taps into a much greater reserve of righteous anger and holy wrath than most paladins do. At 1st level, the number of times he can smite evil is incresed by 2. This is identical to the extra smiting feat, and he gains this capability even if they do not meet the prerequisites for that feat.

Special Smite: At 2nd level, 3rd level and 4th level the wrathbringer taps into his reserve of righteous anger yet again, this time empowering his ability to smite evil with various effects. Each time he smites evil he may choose which of his special smites he will use. He may not use more than one special smite with a single smite attempt. At any of these levels he may instead choose to gain the extra smiting feat again, increasing his number of available smite evil attempts by 2. Otherwise, he chooses a special smite from the following list:

*Holy Smite - Each time the wrathbringer uses this ability to smite an evil creature, his weapon deals an additional 2d6 points of holy damage. This extra damage stacks with the damage granted by the holy weapon property.

*Axiomatic Smite - Each time the wrathbringer uses this ability to smite a chaotic creature, his weapon deals an additional 2d6 points of lawful damage. This extra damage stacks with the damage granted by the axiomatic weapon property. This ability does not confer upon the wrathbringer the ability to smite nonevil targets if he does not have the ability to do so already.

*Ranged Smite - The wrathbringer may use this ability to channel a smite attempts through a ranged weapon. This ability works regardless of the type of weapon.

*Fearsome Smite - Each time the wrathbringer uses this ability to smite an evil creature, the target must make a will save (DC = damage dealt) or become shaken for the duration of the encounter. Enemies whose HD are less than half the wrathbringer's smite level who fail their will save are frightened instead of shaken.

*Bolts of Wrath - Each time the wrathbringer uses this ability to smite an evil creature, his weapon deals an additional 1d6 points of shocking damage. This damage is divine in origin and cannot be reduced by energy resistance or immunity. This extra damage stacks with the damage granted by the shocking weapon property.

*Knockdown Smite - Each time the wrathbringer uses this ability to smite an evil creature, he gains a free trip attempt against that creature. The wrathbringer need not make a touch attack against the creature and he gains a bonus on this strength check eaqual to 1/2 the extra damage he deals with a normal smite attempt. If he fails the trip attempt, the enemy may not attempt to trip him for free. This trip attempt does not provoke attacks of opportunity.

*Blinding Smite - Each time the wrathbringer uses this ability to smite an evil creature, they must make a will save (DC = damage dealt) or be struck blind for 1d4 minutes.

*Deafening Smite - Each time the wrathbringer uses this ability to smite an evil creature, they must make a will save (DC = damage dealt) or be struck deaf for 1d4 minutes.

*Muting Smite - Each time the wrathbringer uses this ability to smite an evil creature, they must make a will save (DC = damage dealt) or be struck mute for 1d4 minutes.

*True Smite - If a wrathbringer threatens a critical hit on a smite attempt, he may spend an additional smite attempt to automatically confirm the critical without rolling for confirmation. He must use this ability before he knows whether or not his confirmation roll would have been successful, and this ability cannot be used to critically hit creatures that are immune to critical hits.

*Explosive Smite - Each time the wrathbringer uses this ability to smite an evil creature, his target is thrown back away from the wrathbringer in a straight line a number of feet equal to the damage dealt (round down to the nearest five-foot square.) A creature thrown into a wall or other obstacle acts as though they were bull-rushed into the obstacle.

*Cleaving Smite - Each time the wrathbringer uses this ability to smite an evil creature, evil creatures adjacent to the creature smote take damage equal to 1/2 the extra damage added on to a normal smite attempt. The targets of this extra damage may make a will save (DC 15 + the wrathbringer's charisma modifier) for half damage.

Greater Special Smite: At 5th level the wrathbringer taps into his well of righteous energy for a final time, manifesting this anger in an opus of holy rage. He may either select a special smite from the previous list, or select one special smite from the following list:

*Twin Smite - A fully-trained wrathbringer may focus his attention more easily. By spending 3 smite attempts, the wrathbringer may use two special smites at the same time as a full-round action. The wrathbringer need not use additional smite evil attempts in order to use the special smites; they are considered paid for by the 3 smite attempts used by the Twin Smite special ability.

*Luminaire - A fully-trained wrathbringer may summon a globe of blazing light to destroy evil creatures en masse. By spending 2 smite evil attempts, the wrathbringer may deal damage equal to 1.5x his extra smite damage to all evil creatures within 60 feet of him. Targets may make a will save (DC = 20 + the wrathbringer's charisma modifier) for half damage. This has no effect on non-evil targets.

*Slayer - A fully-trained wrathbringer may destroy an evil creature outright with his smite attempt. By spending 2 smite evil attempts, the wrathbringer's weapon is treated as a bane weapon of whatever evil creature it strikes during the smite attempt. In addition, an evil creature struck must make a DC 20 fortitude save or immediately die. Undead and other evil creatures immune to death effects smote must make a DC 20 fortitude save or be destroyed.

*Crippling Smite - A fully-trained wrathbringer may severely weaken evil creatures with his weapon. By spending 2 smite evil attampts, the wrathbringer deals 2d6 strength and dexterity damage to any evil creature successfully struck. The enemy may make a DC 25 fortitude save in order to halve this damage, but a separate save must be made for each ability score affected.

*Purging Smite - A fully-trained wrathbringer may banish evil outsiders to their home plane with his weapon. By spending 2 smite evil attempts, the wrathbringer may make a special smite attempt against an evil outsider. If the smite attempt connects, the evil outsider must make a will save (DC = 10 + damage dealt) or be banished to its home plane.

*Cleansing Smite - A fully-trained wrathbringer may exorcise the spells of evil creatures that grant them supernatural protection. By spending 2 smite attempts, the wrathbringer may make a special smite attack against an evil creature affected by 1 or more spells with a duration longer than instantaneous. If the smite attempt connects it acts as a single-target dispel magic spell (dispel check = damage dealt). Evil spells are automatically dispelled with no check, as though by a dispel evil spell.

*Infallible Smite - A fully-trained wrathbringer may strike a blow that almost cannot fail to strike the target. By spending two smite attempts, he may pierce any non-deific damage reduction, and the attack roll on the smite evil attempt changes to a melee touch attack instead of a melee attack roll.

*Obliterating Smite - A fully trained wrathbringer may utterly destroy an evil creature with his powerful smite, no matter their protection. By spending 2 smite attempts, the wrathbringer doubles the extra damage (derived from his paladin level plus his wrathbringer level and any applicable bonuses to this level) dealt by the attack.

*Storm of Wrath - A fully trained wrathbringer may unleash a flurry of devastating smite attacks in a short time. By spending 2 smite attempts, the wrathbringer may treat every attack in a full attack action as a smite evil attempt. He may not apply any of his special smite powers to these smite evil attempts. He spends only the 2 smite evil attempts for using this ability no matter how many attacks he has in his full attack action.
vorpo

10-19-07, 01:39 PM
Only problem would be too many choices for greater smite when you can only gain it once.
The_Apologist

10-19-07, 08:22 PM
I think that's the beauty of it. Five wrathbringers could be totally different from one another, even when based around the same concept! Whole teams of highly-trained wrathbringers could take complimentary Greater Special Smites and work as a team.
vorpo

10-19-07, 08:26 PM
I think that's the beauty of it. Five wrathbringers could be totally different from one another, even when based around the same concept! Whole teams of highly-trained wrathbringers could take complimentary Greater Special Smites and work as a team.

It will be painful for people who liked more than one or two of them
The_Apologist

10-19-07, 08:36 PM
Well, yes. And I admit, I like more than 18 of the fighter's bonus feats, but there we are.

I suppose the class could be easily expanded into a 7 or even 10 level prestige class that granted the ability to get more Greater Special Smites, but I wouldn't know how to balance that without some sacrifice. Or are you saying you don't think that the abilities are so powerful that they need to be restricted as much as they are?