Kendimachist (3.5e Class)
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A kendimachist is a religious champion who uses the power of his chosen deity to improve his fighting. In contrast to a paladin, he cannot smite evil, nor can he turn the undead like a cleric, but instead invokes the power, allowing him to fight longer and with greater grace. The term comes from the Turkish kendinden meaning "trance" and the suffix -machy meaning "fighting".
Adventures: The world is full of evil, and the good kendimachists are at the front line of the war against it. Pursuing those who are opposed to their ideals of justice and good, the kendimachist fights evil head on using his superior fighting powers to overpower them. For an adventuring kendimachist, the road is the lead to the next battle. The same applies for an evil kendimachist.
Characteristics: Kendimachists , like a barbarian, can enter a heightened state of battle prowess; but while the barbarian usually uses angry emotion to fuel his rage, the kendimachists uses his devotion to his deity to achieve a calm state of bliss, allowing him to exceed his standard skill. This state is very draining so afterwards, he is exhausted even after the battle. Like a Fighter they wear all kinds of armor, but while not training on combat maneuvers they have more time to develop their skills.
Alignment: Kendimachists come with all possible outlooks on life. Lawful ones might train under schools and live like lawful fighters, and chaotic ones might live like a barbarian on their own.
Religion: Kendimachists are champions of their god on the battlefield, and thus are zealous about their devotion to their god. They come from every walk of life, and thus every deity (major or minor) is represented.
Background: Kendimachists come from many walks of life. They may have been taught by a master who sees the battle lust and devotion required. Or simply a barbarian who appreciates his deity more than normal.
Races: Halfling kendimachists dedicated to Yondolla are legendary as you hear about them but rarely see them. Humans and elves have the zeal required and thus make good candidates. But any race can be kendimachist.
Other classes: Being devotedly religious, they get along best with paladins and clerics, especially when they share the same deity. But overall they are open minded about other classes.
Role: Kendimachists serve a front line role, protecting the weaker members of the party.
 Game Rule Information
Battleragers have the following game statistics:
Abilities: A high Wisdom allows a kendimachist to stay in rapture longer. A high Strength helps melee based kendimachists as well as certain skills. High Dexterity helps riding skills and helps the usage of Uncanny Dodge, and a high Constitution lets them live longer.
Starting Gold: 5d4 x10 gp.
|7th||+7/+2||+5||+2||+2||Improved Uncanny Dodge|
|10th||+10/+5||+7||+3||+3||Danger Sense 1/day|
|15th||+15/+10/+5||+9||+5||+5||Danger Sense 2/day|
Class Skills (4 + Int modifier per level; x4 at first level)
 Class Features
All of the following are class features of the kendimachist:
Weapon and Armor Proficiency: A kendimachist is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (but not tower shields).
Rapture (Ex): A kendimachist can invoke the power of their deity to fight with more grace, style and flair. As a swift action, he can enter a state of rapture. In this state, a kendimachist gains +2 Dexterity (with a +1 bonus to AC), -4 to Intelligence and +4 Constitution. The increase in Consitution increases the kendimachist's hit points by 2 points per level, but these hit points go away at the end of the rapture when his Consitution score drops back to normal. Further, he gains a +4 insight bonus against saves against mind affecting effects, and +2 bonus against all other Will saves. During this time, he cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Tumble and Ride) or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He cannot use any feat except Combat Expertise, Power Attack and Spring Attack. The rapture lasts 1 round, plus his original ranks in Knowledge (religion) divided by 3 (rounded down), plus his Wisdom modifier. He can only do this once an encounter, and is fatigued afterwards for 1 hour. Rapture can be ended voluntarily.
Uncanny Dodge (Ex): At 3rd level, a kendimachist retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a kendimachist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): At 7th level and higher, a kendimachist can no longer be flanked. This defense denies a rogue the ability to sneak attack the kendimachist by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character
Danger Sense (Ex): At level 10, a kendimachist gains the ability to have double the chance to act faster in a battle. 1/day, he may reroll initiative. This increases to 2/day at level 15.
Improved Rapture (Su): At 13th level, a kendimachist can now apply his Wisdom modifier to attack and damage rolls during his Rapture.
Devoted Expertise (Su): At level 14, a kendimachist gains the benefit of Superior Expertise but only during rapture.
Devoted Stamina (Su): At level 18, a kendimachist is no longer fatigued after rapture.