Frenzied Liberator (Apath)

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Unofficial rules compendium

Frenzied liberators fight to free the imprisoned—be they slaves, political prisoners, or nobles used as political pawns. They rely on physical strength—but also quick wits—to overcome oppressors.

Liberators despise slavers above all others, particularly races well known for these practices, such as gnolls. Most liberators dwell in or near territories held by known slavers.

Class Information

This is a prestige archetype. Frenzied liberators are barbarians with a cause.

Publisher: Purple Duck Games.

Prestige Class: Liberator from Pathfinder Companion: Second Darkness Player’s Guide.

Build Classes: Barbarian.

Role: Frenzied liberators are warriors first. Their skills at subterfuge make them good as a part of a stealth team, but their idealism can collide with pragmatic or dogmatic characters like rogues and inquisitors, even though they share similar methods.

Alignment: Any non-lawful and non-evil.

Hit Die: d12.

Class Skills

The liberator's class skills (and the key ability for each) are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Class Features

These are all the class features of the frenzied liberator.

Weapon and Armor Proficiency

A frenzied liberator is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)

A frenzied liberator’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the frenzied liberator’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the frenzied liberator’s land speed.

Rage (Ex)

A frenzied liberator can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a frenzied liberator can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the frenzied liberator can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a frenzied liberator can rage per day. A frenzied liberator can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a frenzied liberator gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the frenzied liberator enters a rage again within 1 minute of her previous rage. While in a rage, a frenzied liberator cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A frenzied liberator can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A frenzied liberator can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a frenzied liberator falls unconscious, her rage immediately ends.

Uncanny Dodge (Ex)

At 2nd level, a frenzied liberator gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A frenzied liberator with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a frenzied liberator already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

To the Rescue (Su)

The sight of a frenzied liberator of 2nd level and higher staging a daring rescue proves inspirational to her allies. When she is in a rage, all allies within 30 feet of the liberator gain a +4 morale bonus on Escape Artist checks and a +2 morale bonus on saving throws made against fear effects.

Poison Resistance (Ex)

At level 4, frenzied liberators gain poison resistance. Slavers often make liberal use of poison and drugs to keep their captives lethargic and under control. A liberator purposefully exposes herself to a variety of venoms in order to build up a resistance to such toxins, should she ever fall victim to those she opposes. She can apply her trap sense bonus on saving throws made against poisons.

Trap Sense (Ex)

At 3rd level, a frenzied liberator gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three frenzied liberator levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a frenzied liberator can no longer be flanked. This defense denies a rogue the ability to sneak attack the frenzied liberator by flanking her, unless the attacker has at least four more rogue levels than the target has frenzied liberator levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Lockbreaker (Ex)

Starting at 6th level, a liberator can apply her trap sense bonus on damage inflicted on objects and on all strength checks made to break down doors, bars, and similar obstructions. She also gains this bonus on all Escape Artist checks.

Damage Reduction (Ex)

At 7th level, a frenzied liberator gains damage reduction. Subtract 1 from the damage the frenzied liberator takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three frenzied liberator levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Silent Sunder (Ex)

At 8th level, a liberator learns methods of applying force and striking objects in such a way as to minimize noise. She can choose to make no more noise than people talking when making a sunder attack action or attempting to break an object with a Strength check.

Steely Resolve (Ex)

A liberator fears magical domination more than anything else, for the enslavement of the mind is difficult to detect and remove. At 10th level, whenever a liberator is targeted by a charm or compulsion effect and fails her saving throw, she may attempt her saving throw again 1 round later at the same DC to resist the effect. She gets only this one extra chance to throw off any one effect.

Greater Rage

At 11th level, a frenzied liberator's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Frenzied Sunder (Ex)

Beginning at 12th level, a liberator ignores the first ten points of an object’s hardness when making a sunder attack or attacking an object. Objects with Hardness of 11 or higher can use their Hardness minus ten to resist the frenzied liberator's attacks. She also gains a +2 morale bonus on her CMB roll when making a sunder attempt (but not on their CMD against a sunder attempt).

Indomitable Will (Ex)

While in rage, a frenzied liberator of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Quick Kick (Ex)

There’s not always time to properly smash a door or break a chain, and sometimes frenzied liberators have to improvise. At 14th level, a liberator has perfected the art of breaking objects to such an extent that she may attempt a check to break an object as a swift action or as a move action instead of a standard action without any additional penalties.

Darkvision (Su)

At 16th level, a liberator has spent so much time sneaking through the dark to free the victims of imprisonment that she develops darkvision with a range of 60 feet. If the liberator already possesses darkvision, the range of her darkvision increases by 60 feet.

Tireless Rage

At 17th level, a frenzied liberator is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn't gain any temporary hit points from her rage.

Freedom (Su)

At 18th level, the liberator’s focus against slavery and restriction to mobility develops into a potent resistance to restraint. She is now treated as if under the effects of a freedom of movement that protects her at all times.

She is also protection from effects that possess or exercise mental control in a way similar to protection from evil but against any alignment. She is immune to all attempts to possess or exercise mental control. This ability does not remove the spell or expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target.

Grant Freedom (Sp)

At 20th level, the frenzied liberator can grant the protection of her freedom ability to all allies within 30 ft. of her for 1 round. This is a swift action that costs her one round of rage. Suspended effects resume when the duration of grant freedom expires.

Mighty Rage

At 20th level, a frenzied liberator's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Table: Frenzied Liberator

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +0 Fast movement, rage
2nd +2 +3 +0 +0 To the rescue, uncanny dodge
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Poison resistance
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Lockbreaker, trap sense +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Silent sunder
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Damage reduction 2/—, steely resolve
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Greater sunder, trap sense +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Indomitable will, Quick kick
15th +15/+10/+5 +9 +5 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, darkvision
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Freedom, trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Grant freedom, mighty rage

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Rage Powers (all)
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