Monster Rager (Apath)

From Hastur
Jump to: navigation, search
ApathApath Logo
Unofficial rules compendium

A monster rager is a bloodrager that changes shape.

Background

A monster rager is close to the monster buried in his bloodline, often manifesting monstrous traits, such as vestigial fangs or claws, leathery skin, or unusual pigmentation. These monstrous traits are exaggerated in a bloodrage. Eschewing armor, the monster rager relies on transmutation and his monstrous nature for defense, a natural practitioner of way of life martial arts.

Class Information

This is a martial arts archetype, a bloodrager of the way of life.

Publisher Purple Duck Games.

Starting Money: 2d6 × 10 gp (average 70 gp)

Hit Die: d10.

Class Features

The monster rager has all the abilities of the bloodrager, except as noted below.

Weapon and Armor Proficiency

A monster rager is proficient with all simple and martial melee weapons and with shields (except tower shields) but not with any ranged weapons or armor.

Way of Life Armor Bonus (Ex)

As long as he is not wearing any armor or using a shield, a monster rager gains a dodge bonus to armor class armor equal to his Charisma bonus. This makes the monster rager a practitioner of way of life martial arts, see Unarmored and Dangerous, also by Purple Duck Games. All information needed to use this ability is given here.

Rage Transmutation (Su)

At 4th level, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows to himself or an item he is wearing or wielding. The spell must be of the transmutation school and have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect. This does not stack with the ability to apply a spell effect when entering greater bloodrage and mighty bloodrage; the bloodrager can only use one or these abilities in any round. This replaces blood casting.

Rage Alchemy

At 5th level, the power of the monster rager's blood can produce effects akin to alchemy. Add the following spells to the monster rager's spell list at the indicated levels. All these spells have a range of personal and can be added to known spells in the normal manner. 1— mage armor, magic fang. 2— magic fang (greater).

Rage Casting (Su)

At 7th level, the monster rager gains the ability to cast 1st level spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells; spells from other classes cannot be cast during this state. At level 10, 13, and 16 the maximum spell level the monster ranger can use with rage casting increases by 1. This replaces the damage reduction gained at level 7.

Extend Polymorph (Ex)

At 10th level, when the monster rager casts a transmutation (polymorph) spell with a duration of 1 minute/level on himself, he can choose to extend the duration of that spell to 10 minutes/level (D). This replaces the damage reduction gained at level 10.

Shapeshifter (Ex)

At 13th level, the monster rager gains the shapeshifter subtype. He gains DR 5/magic as long as he is under an effect of the polymorph subschool. This also makes his natural attacks count as magical for the purpose of penetrating damage reduction. This replaces the damage reduction gained at level 13.

Innate Polymorph (Sp)

At level 16, the monster rager can cast a transmutation spell of the polymorph subschool on himself as if it was a spell-like ability, ignoring any components of the spell. This ability still consumes a spell slot of the spell's level. This replaces the damage reduction gained at level 16.

Monstrous Ascension (Ex)

At level 19 the monster rager's type changes to monstrous humanoid (shapechanger). He is no longer a humanoid and cannot be affected by effects that only affect humanoids. His damage reduction when polymorphed improves to DR 10/magic. This replaces the damage reduction gained at level 13.

Table: Monster Rager

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4
1st +1 +2 +0 +0 Bloodline, bloodline power, bloodrage, fast movement, way of life
2nd +2 +3 +0 +0 Uncanny dodge
3rd +3 +3 +1 +1 Blood sanctuary
4th +4 +4 +1 +1 Bloodline power, eschew materials, rage transmutation 1
5th +5 +4 +1 +1 Improved uncanny dodge, rage alchemy 1
6th +6/+1 +5 +2 +2 Bloodline feat 1
7th +7/+2 +5 +2 +2 Bloodline spell, rage casting (1st) 1 1
8th +8/+3 +6 +2 +2 Bloodline power 1 1
9th +9/+4 +6 +3 +3 Bloodline feat 2 1
10th +10/+5 +7 +3 +3 Bloodline spell, extend polymorph, rage casting (2nd) 2 1 1
11th +11/+6/+1 +7 +3 +3 Greater bloodrage 2 1 1
12th +12/+7/+2 +8 +4 +4 Bloodline feat, bloodline power 2 2 1
13th +13/+8/+3 +8 +4 +4 Bloodline spell, shapeshifter (DR 5/magic), rage casting (3rd) 3 2 1 1
14th +14/+9/+4 +9 +4 +4 Indomitable will 3 2 1 1
15th +15/+10/+5 +9 +5 +5 Bloodline feat 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +5 Bloodline spell, bloodline power, innate polymorph, rage casting (4th) 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +5 Tireless bloodrage 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +6 Bloodline feat 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +6 Monstrous ascension (DR 10/magic) 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Bloodline power, mighty bloodrage 4 4 3 2

Summary of Lost Class Abilities

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

  • Weapon and Armor Proficiency
  • Blood Casting
  • Damage Reduction
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Hastur copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Hastur administrators. Please note that images used in article may have different copyright than the text.