Rage Druid (Apath)

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Unofficial rules compendium

A combination of barbarian and druid.

Introduction

Raging allies of nature and animal spirits, rage druids are a link between the barbarian and the druid. Standing outside traditional tribal hierarchies, the rage druid is the wrath of nature incarnate even to the barbarian societies they come from.

Class Information

This is a hybrid class, a combination of Barbarian and druid.

Publisher Purple Duck Games.

Role: The rage druid combines spells, rage, and shape shifting into a powerful champion of the wild. Using her mastery of the wild to weaken opponents before finishing them with her rage.

Alignment: Any. Neutral alignments are more common, rage druids share nature's impassiveness to humanoid concerns. Tribal rage druids are usually chaotic, sharing the pride of their tribe.

Hit Die: d8.

Class Skills

The rage druid’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int) Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Class Features

This is all the class features of the rage druid.

Weapon and Armor Proficiency

The rage druid is proficient with all simple and martial weapons. Rage druids are not proficient with any armor or shields and are prohibited from wearing metal armor; thus, they may wear only padded, leather armor, hide armor, and use wooden shields. An rage druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. An rage druid who wears prohibited armor or uses a prohibited shield is unable to cast rage druid spells or use any of her supernatural or spell-like class features until the next time she prepares spells.

AC Bonus (Ex)

When unarmored, unencumbered, and not using a shield of any kind, the rage druid adds her Wisdom bonus (if any) to her Armor Class and combat maneuver defense.

These bonuses to AC apply even against touch attacks or when the rage druid is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she uses a shield, or when she carries a medium or heavy load. These bonuses do not stack with the monk AC bonus class feature or other abilities that do not stack with the monk AC bonus. Also note that temporary Wisdom modifiers, such as those from owl's wisdom, do not increase the armor class bonus from this ability.

This is a variant of way of the void martial arts, see Unarmored and Dangerous, also by Purple Duck Games. All information needed to use this ability is given here.

Spells

A rage druid casts divine spells drawn from the druid spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a rage druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a rage druid’s spell is 10 + the spell’s level + the rage druid’s Wisdom modifier. The rage druid can only cast druid spells of level zero to six. Druid spells of level 7 or higher are not on the rage druid's spell list, and she does not learn to use such spells from spell completion (scrolls) and spell trigger (staff and wand) items.

Table: Rage Druid
Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Like other spellcasters, a rage druid can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Rage Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A rage druid’s selection of spells is extremely limited. A rage druid begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new rage druid level, she gains one or more new spells, as indicated on Table: Rage Druid Spells Known. Unlike spells per day, the number of spells a rage druid knows is not affected by her Wisdom score; the numbers on Table: Rage Druid Spells Known are fixed.

Upon reaching 4th level, and at every three rage druid level after that (7th, 10th, and so on), a rage druid can choose to learn a new spell in place of one she already knows. In effect, the rage druid loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A rage druid may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a druid, a rage druid need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons Rage druids learn a number of orisons, or 0-level spells, as noted on Table: Rage Druid Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spirit Favors Rage druids attract the attention of some spirits regular druids don't, and as a result have access to additional spells. Add the following spells to the rage druid's spell list at the indicated spell levels. The rage druid must learn these spells using her known spells to be able to cast them. 1st— magic weapon. 2nd— augury. 3rd— magic weapon (greater). 4th— blessing of fervor. 5th— ancestral memory. 6th— mage's decree.

Rage (Ex)

A rage druid can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a rage druid can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the rage druid 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 rage druid can rage per day. A rage druid 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 rage druid 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 rage druid enters a rage again within 1 minute of her previous rage. While in a rage, a rage druid cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration, except that a rage druid can cast spells from the rage druid spell list when raging.

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

Spell Rage (Ex)

At 2nd level, when in a rage, a rage druid can cast a spell as a swift action. Such a spell can only affect the rage druid herself. Each use of this ability costs one round of rage, in addition to using a spell slot and the cost of the rage itself.

Indomitable Caster (Ex)

At 3rd level, when raging, a rage druid adds her Constitution bonus (if any) on concentration checks.

Woodland Stride (Ex)

Starting at 4th level, a rage druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Fell Shape (Su)

At 5th level, a rage druid gains the ability to turn herself into any Small or Medium animal or monstrous humanoid and back again. This ability functions like the beast shape I or monstrous physique I spell, except as noted here. Changing form is a standard action that does not provoke an attack of opportunity. The form chosen must be one the rage druid is familiar with. The rage druid can use this ability 3 times per day plus a number of times per day equal to her Wisdom bonus (minimum 0), and can remain in animal form a number of hours equal to her class level each time.

As the rage druid gains levels, this ability improves. At 8th level, a rage druid can use fell shape to change into a Large or Tiny animal or monstrous humanoid. The rage druid’s fell shape now functions as beast shape II or monstrous physique II . At 11th level, a rage druid can use fell shape to change into a Huge or Diminutive animal or monstrous humanoid, or a Small or Medium magical beast, as beast shape III or monstrous physique III. At 14th level the rage druid can use fell shape as a swift action. Using fell shape as a standard action no longer counts against the daily limit. At 17th level, a rage druid can use fell shape to change into a Tiny or Large magical beast, as beast shape IV or monstrous physique IV. At 20th level, using fell shape is a free action and there is no limit on daily uses. This is a variant of the druid's wild shape ability, and works with effects that work with wild shape.

Natural Spell (Ex)

A 6th level rage druid can cast spells when raging or using fell shape. When casting rage druid spells in fell shape, the rage druid ignores spell components except material components with a gold piece cost.

Greater Rage (Ex)

At 7th level, when a rage druid enters a rage, her bonus to 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.

Natural Spellstrike (Ex)

At 9th level, whenever a rage druid casts a spell with a range of “touch” from the rage druid spell list, she can deliver the spell as part of a natural attack. Instead of the free melee touch attack normally allowed to deliver the spell, a rage druid can make one free natural attack as part of casting this spell. If successful, this natural attack deals its normal damage as well as the effects of the spell. This natural attack uses it's normal critical range (normally 20) and both the natural attack and spell cause double damage on a confirmed critical hit.

Trackless Step (Ex)

Starting at 10th level, a rage druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Rage Caster (Su)

Starting at 12th level, a rage druid’s spells grow more potent when she rages. She adds 1 to the save DC of any spells cast while raging. At 16th level this bonus improves to +2.

Mighty Rage (Ex)

At 13th level, when a rage druid enters a rage, her bonus to 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.

Enduring Rage (Su)

At 15th level, as a free action, a rage druid can extend the duration of her rage by sacrificing a spell slot; this gives her an additional number of rounds of rage equal to the level of the spell slot used.

Tireless Rage (Ex)

At 17th level, a rage druid 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.

Supreme Rage (Ex)

At 19th level, when a rage druid enters a rage, her bonus to melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +5. In addition, the amount of temporary hit points gained when entering a rage increases to 5 per Hit Die.

Table: Rage Druid

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4 5 6
1st +0 +2 +0 +2 Orisons, rage, spirit favors, wild empathy 1
2nd +1 +3 +0 +3 Spell rage 2
3rd +2 +3 +1 +3 Indomitable caster 3
4th +3 +4 +1 +4 Woodland stride 3 1
5th +3 +4 +1 +4 Fell shape I 4 2
6th +4 +5 +2 +5 Natural spell 4 3
7th +5 +5 +2 +5 Greater rage 4 3 1
8th +6/+1 +6 +2 +6 Fell shape II 4 4 2
9th +6/+1 +6 +3 +6 Indomitable caster 5 4 3
10th +7/+2 +7 +3 +7 Trackless step 5 4 3 1
11th +8/+3 +7 +3 +7 Fell shape III 5 4 4 2
12th +9/+4 +8 +4 +8 Rage caster +1 5 5 4 3
13th +9/+4 +8 +4 +8 Mighty rage 5 5 4 3 1
14th +10/+5 +9 +4 +9 Fell shape (swift) 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Enduring rage 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Rage caster +2 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Fell shape IV 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Tireless rage 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Supreme rage 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Fell shape (free) 5 5 5 5 5 5

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. The bonus applies each time you select the listed favored class reward.

  • Dwarf: Add 1 to the dwarf’s total number of rage rounds per day.
  • Elf: Increase the elf's land speed by 1 ft. Always round this down to the nearest increment of 5 ft.
  • Gnome: Gain energy resistance 1/2 against acid, cold, electricity, and fire.
  • Half-Elf: Add +1/5 additional native terrain with a bonus equal to your lowest native terrain bonus.
  • Half-Elf: Gain 1/4 additional daily use of fell shape.
  • Half-Orc: Add +2 to the half-orc's effective Constitution to see if he is dead or dying.
  • Halfling: Add a +1/5 dodge bonus to AC against attacks of opportunity.
  • Human: Your natural attacks gain an enhancement bonus of +1/5.
  • Avoodim: Add +1/4 to natural attack damage against creatures with the outsider type.
  • Catfolk: Add either 1/5 daily use to cat's luck, or add 1/5 of a new type of saving throw cat's luck can be applied to.
  • Changeling: Reduce secondary natural weapon attack penalties by 1/4 (minimum zero).
  • Dhampir: Natural bite attack inflicts bleed 1/4.
  • Dhosari: Increase Strength by 1/2, but only for the purpose of Strength checks (not Str-based skill checks) and carrying weight.
  • Erkunae: +1/2 on Use Magic Device checks.
  • Gillman: Add 1 ft. to swim speed. Always round this down to the nearest increment of 5 ft..
  • Gnoll: Add 2 ft. to speed when taking the charge, double move, and withdraw actions. Always round this down to the nearest increment of 5 ft.
  • Goblin: Gain a +½ bonus on damage dealt to dogs and horses.
  • Grippli: Add a +1/2 bonus on Stealth and Perception checks made in swamps and in shallow or deep bog terrain.
  • Hobgoblin: Add +1/5 on critical hit confirmation rolls. This bonus does not stack with Critical Focus.
  • Ifrit: Add +1/4 points of fire damage to natural attacks.
  • Kitsune: Add a +½ bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
  • Kitsune: Gain 1/4 Magical Tail feat.
  • Lizardfolk: Add +1/5 bonus to natural armor.
  • Merfolk: Add 1 ft. to swim speed. Always round this down to the nearest increment of 5 ft.
  • Nagaji: Add +1/5 to CMB on grapple checks and to the save DC of poisons inflicted by natural attacks.
  • Orc: Add +1 to the orc's total number of rage rounds per day.
  • Orcam: Gain a +1/2 dodge bonus to AC against attacks of opportunity triggered by leaving an enemy's threatened space.
  • Oread: Add +1/4 points of acid damage to natural attacks.
  • Polkan: For 1 round per day the polkan can squeeze (reducing space to half) without taking any penalties. These rounds need not be consecutive.
  • Qit'ar: Gain +1/4 to saves vs. mind-affecting spells and effects, and poison.
  • Ratfolk: Add a +1 bonus on concentration check when casting druid spells within 5 feet of an ally.
  • Shibaten: Add 1 ft. to swim or fly speed (choose one). Always round this down to the nearest increment of 5 ft.
  • Strix: Add a +3 ft. to the range of the strix's darkvision. Always round this down to the nearest increment of 5 ft.
  • Sylph: Add +1/4 points of electricity damage to natural attacks.
  • Tengu: Add +1/5 on critical hit confirmation rolls. This bonus does not stack with Critical Focus.
  • Undine: Add +1/4 points of cold damage to natural attacks.
  • Vanara: Add +1/4 to Acrobatics and Climb checks.
  • Zendiqi: Add +1/5 to the bonus from the infidel destroyers racial trait.
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