Difference between revisions of "Monster Rager (Apath)"
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− | At 7th level, while under the effect of a transmutation (polymorph) spell, a monster rager gains damage reduction 2/magic. At 10th level, and every 3 levels thereafter, this damage reduction increases by 2 points. | + | At 7th level, while under the effect of a transmutation (polymorph) spell or a spell that alters his size category, a monster rager gains damage reduction 2/magic. At 10th level, and every 3 levels thereafter, this damage reduction increases by 2 points. |
This is a modification of the damage reduction ability. | This is a modification of the damage reduction ability. | ||
Revision as of 10:47, 28 February 2018
Unofficial rules compendium | |
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A monster rager is a bloodrager that changes shape.
Background
The monster rager is a bloodrager brought up in the way of the body. A monster rager is close to the monster buried in the bloodline, often manifesting monstrous traits, such as vestigial fangs or claws, leathery skin, or unusual pigmentation. These monstrous traits are amplified in a bloodrage.
Class Information
This is a martial arts archetype, a bloodrager of the way of the body.
Starting Money: 2d6 × 10 gp (average 70 gp)
Hit Die: d10.
Class Abilities
The monster rager has all the class 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 the Body Armor Bonus (Ex)
As long as he is not wearing any armor, a monster rager gains a circumstance bonus to natural armor equal to his Constitution bonus. He can use shields normally and the bonus stacks with both natural armor and with enchantment bonuses to natural armor. Note that temporary Constitution modifiers, such as those from bear's endurance, do not increase the armor class bonus from this ability. This makes the monster rager a practitioner of way of the body 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, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows to himself. 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 replaces blood casting (which is moved to level XX) and the ability to cast a spell when entering greater bloodrage and mighty bloodrage. Other benefits of greater bloodrage and mighty bloodrage remain.
Damage Reduction (Ex)
At 7th level, while under the effect of a transmutation (polymorph) spell or a spell that alters his size category, a monster rager gains damage reduction 2/magic. At 10th level, and every 3 levels thereafter, this damage reduction increases by 2 points. This is a modification of the damage reduction ability.
Blood Casting (Su)
Gained at level 11, this is the same as the bloodrager ability of the same name.
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Weapon and Armor Proficiency
- Bloodrage
- Blood Sanctuary
- Damage Reduction
- Indomitable Will
- Mighty Bloodrage
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