Difference between revisions of "Monster Rager (Apath)"

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{{Apath}}
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''The fell ranger has a very direct connection to nature, making him a shape shifter and an intuitive practitioner of  [[Martial_Arts_(Apath)#Way_of_the_Void|way of the void]] martial arts.''
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== Class Information ==
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This is a [http://www.d20pfsrd.com/classes/core-classes/ranger ranger] archetype.
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'''Publisher:
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[https://www.patreon.com/trailseeker Trailseeker], Purple Duck Games.
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'''Hit Dice:''' d10.
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== Class Features ==
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This archetype has all ranger class features, except as noted.
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=== Weapon and Armor Proficiency ===
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The fell ranger is proficient with all simple and martial weapons, but has no proficiency with shields or any kind of armor.
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=== AC Bonus (Ex) ===
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When unarmored, unencumbered, and not using a shield of any kind, the fell ranger adds his Wisdom bonus (if any) to his Armor Class and combat maneuver defense. In addition, a fell ranger gains a +1 bonus to AC at 1st level.
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This bonus increases by every four animal lord levels after level 4 (+2 at 8th, +3 at 12th, and so on).
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These bonuses to AC apply even against touch attacks or when the fell ranger is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
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These bonuses do not stack with the monk AC bonus class feature or other abilities that do not stack with the monk AC bonus.
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This is a variant of [[Martial_Arts_(Apath)#Way_of_the_Void|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.
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This replaces armor proficiency, shield proficiency, endurance, track, and swift tracker.
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=== Combat Style ===
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It is recommended that the fell ranger picks the natural weapon combat style, but this is not required.
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===Fell Shape (Su)===
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At 4th level, a fell ranger gains the ability to turn himself into any Small or Medium animal and back again. This ability functions like the ''[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape/ beast shape I]'' spell, except as noted here.
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Changing form is a standard action that does not provoke an attack of opportunity. The form chosen must be that of an animal the fell ranger is familiar with. 
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The fell ranger can use this ability 3 times per day plus a number of times per day equal to his Wisdom bonus (minimum 0), and can remain in animal form a number of hours equal to his class level each time.
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As the fell ranger gains levels, this ability improves.
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At 7th level, a fell ranger can use fell shape to change into a Large or Tiny animal. The fell ranger’s wild shape now functions as ''[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape/ beast shape II]''.
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At 10th level, the fell ranger can use fell shape as a swift action.
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At 13th level, a fell ranger can use wild shape to change into a Huge or Diminutive animal or a Small or Medium magical beast, as ''[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape/ beast shape III]''. Using fell shape as a standard action to assume the form of an animal no longer counts against the daily limit.
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At 16th level, a fell ranger can use wild shape to change into a Tiny or Large magical beast, as ''[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape/ beast shape IV]''. Using fell shape as a standard action no longer counts against the daily limit.
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This is a variant of the druid's wild shape ability, and works with effects that work with wild shape.
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This replaces improved evasion and the ranger’s spells. Fell rangers do not gain any spells or spellcasting ability, do not have a caster level, and don't get the ability to use spell trigger and spell completion magic items.
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== Table: Fell Ranger ==
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{|class="wikitable"
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|valign="bottom"|'''Level'''||valign="bottom"|'''Base <br>Attack <br>Bonus'''||valign="bottom"|'''Fort <br>Save'''||valign="bottom"|'''Ref <br>Save'''||valign="bottom"|'''Will <br>Save''' ||valign="bottom"|'''Special''' ||valign="bottom"|'''AC <br>Bonus''' 
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|-
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|valign="top"|1st||valign="top"| +1||valign="top"| +2 ||valign="top"| +2||valign="top"| +0||valign="top"| 1st favored enemy, wild empathy ||valign="top"| +0
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|-
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|valign="top"|2nd||valign="top"| +2||valign="top"| +3||valign="top"| +3||valign="top"| +0||valign="top"| Combat style feat ||valign="top"| +0
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|-
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|valign="top"|3rd||valign="top"| +3||valign="top"| +3||valign="top"| +3||valign="top"| +1||valign="top"| 1st favored terrain ||valign="top"| +0
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|-
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|valign="top"|4th||valign="top"| +4||valign="top"| +4||valign="top"| +4||valign="top"| +1||valign="top"| Fell shape (''beast shape I''), hunter's bond ||valign="top"| +1
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|-
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|valign="top"|5th||valign="top"| +5||valign="top"| +4||valign="top"| +4||valign="top"| +1||valign="top"| 2nd favored enemy ||valign="top"| +1
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|-
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|valign="top"|6th||valign="top"| +6/+1||valign="top"| +5||valign="top"| +5||valign="top"| +2||valign="top"| Combat style feat ||valign="top"| +1
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|-
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|valign="top"|7th||valign="top"| +7/+2||valign="top"| +5||valign="top"| +5||valign="top"| +2||valign="top"| Fell shape (''beast shape II''), woodland stride ||valign="top"| +1
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|-
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|valign="top"|8th||valign="top"| +8/+3||valign="top"| +6||valign="top"| +6||valign="top"| +2||valign="top"| 2nd favored terrain ||valign="top"| +1
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|-
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|valign="top"|9th||valign="top"| +9/+4||valign="top"| +6||valign="top"| +6||valign="top"| +3||valign="top"| Evasion ||valign="top"| +2
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|-
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|valign="top"|10th||valign="top"| +10/+5||valign="top"| +7||valign="top"| +7||valign="top"| +3||valign="top"| 3rd favored enemy, combat style feat, fell shape (swift) ||valign="top"| +2
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|-
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|valign="top"|11th||valign="top"| +11/+6/+1||valign="top"| +7||valign="top"| +7||valign="top"| +3||valign="top"| Quarry ||valign="top"| +2
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|-
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|valign="top"|12th||valign="top"| +12/+7/+2||valign="top"| +8||valign="top"| +8||valign="top"| +4 ||valign="top"| Camouflage ||valign="top"| +3
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|-
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|valign="top"|13th||valign="top"| +13/+8/+3||valign="top"| +8||valign="top"| +8||valign="top"| +4||valign="top"| 3rd favored terrain, fell shape (''beast shape III'', animal at will) ||valign="top"| +3
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|-
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|valign="top"|14th||valign="top"| +14/+9/+4||valign="top"| +9||valign="top"| +9||valign="top"| +4||valign="top"| Combat style feat ||valign="top"| +3
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|-
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|valign="top"|15th||valign="top"| +15/+10/+5||valign="top"| +9||valign="top"| +9||valign="top"| +5||valign="top"| 4th favored enemy ||valign="top"| +3
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|-
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|valign="top"|16th||valign="top"| +16/+11/+6/+1||valign="top"| +10||valign="top"| +10||valign="top"| +5||valign="top"| Fell shape (''beast shape IV'' at will) ||valign="top"| +4
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|-
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|valign="top"|17th||valign="top"| +17/+12/+7/+2||valign="top"| +10||valign="top"| +10||valign="top"| +5||valign="top"| Hide in plain sight ||valign="top"| +4
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|-
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|valign="top"|18th||valign="top"| +18/+13/+8/+3||valign="top"| +11||valign="top"| +11||valign="top"| +6||valign="top"| 4th favored terrain, combat style feat ||valign="top"| +4
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|-
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|valign="top"|19th||valign="top"| +19/+14/+9/+4||valign="top"| +11||valign="top"| +11||valign="top"| +6||valign="top"| Fell shape (''beast shape IV''), improved quarry ||valign="top"| +4
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|-
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|valign="top"|20th||valign="top"| +20/+15/+10/+5||valign="top"| +12||valign="top"| +12||valign="top"| +6||valign="top"| 5th favored enemy, master hunter ||valign="top"| +5
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|}
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== Summary of Changed Class Abilities ==
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These abilities of the original class are lost or modified in this archetype:
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* Armor Proficiency
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* Spellcasting
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* Master Hunter
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<!-- OGL -->
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<noinclude>{{OGL}}</noinclude>
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{{Apath}}
 
{{Apath}}
 
A monster rager is a bloodrager that changes shape.
 
A monster rager is a bloodrager that changes shape.

Revision as of 16:15, 8 March 2018

ApathApath Logo
Unofficial rules compendium

The fell ranger has a very direct connection to nature, making him a shape shifter and an intuitive practitioner of way of the void martial arts.

Class Information

This is a ranger archetype.

Publisher: Trailseeker, Purple Duck Games.

Hit Dice: d10.

Class Features

This archetype has all ranger class features, except as noted.

Weapon and Armor Proficiency

The fell ranger is proficient with all simple and martial weapons, but has no proficiency with shields or any kind of armor.

AC Bonus (Ex)

When unarmored, unencumbered, and not using a shield of any kind, the fell ranger adds his Wisdom bonus (if any) to his Armor Class and combat maneuver defense. In addition, a fell ranger gains a +1 bonus to AC at 1st level. This bonus increases by every four animal lord levels after level 4 (+2 at 8th, +3 at 12th, and so on).

These bonuses to AC apply even against touch attacks or when the fell ranger is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he 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.

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. This replaces armor proficiency, shield proficiency, endurance, track, and swift tracker.

Combat Style

It is recommended that the fell ranger picks the natural weapon combat style, but this is not required.

Fell Shape (Su)

At 4th level, a fell ranger gains the ability to turn himself into any Small or Medium animal and back again. This ability functions like the beast shape 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 that of an animal the fell ranger is familiar with. The fell ranger can use this ability 3 times per day plus a number of times per day equal to his Wisdom bonus (minimum 0), and can remain in animal form a number of hours equal to his class level each time.

As the fell ranger gains levels, this ability improves. At 7th level, a fell ranger can use fell shape to change into a Large or Tiny animal. The fell ranger’s wild shape now functions as beast shape II. At 10th level, the fell ranger can use fell shape as a swift action. At 13th level, a fell ranger can use wild shape to change into a Huge or Diminutive animal or a Small or Medium magical beast, as beast shape III. Using fell shape as a standard action to assume the form of an animal no longer counts against the daily limit. At 16th level, a fell ranger can use wild shape to change into a Tiny or Large magical beast, as beast shape IV. Using fell shape as a standard action no longer counts against the daily limit. This is a variant of the druid's wild shape ability, and works with effects that work with wild shape.

This replaces improved evasion and the ranger’s spells. Fell rangers do not gain any spells or spellcasting ability, do not have a caster level, and don't get the ability to use spell trigger and spell completion magic items.

Table: Fell Ranger

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special AC
Bonus
1st +1 +2 +2 +0 1st favored enemy, wild empathy +0
2nd +2 +3 +3 +0 Combat style feat +0
3rd +3 +3 +3 +1 1st favored terrain +0
4th +4 +4 +4 +1 Fell shape (beast shape I), hunter's bond +1
5th +5 +4 +4 +1 2nd favored enemy +1
6th +6/+1 +5 +5 +2 Combat style feat +1
7th +7/+2 +5 +5 +2 Fell shape (beast shape II), woodland stride +1
8th +8/+3 +6 +6 +2 2nd favored terrain +1
9th +9/+4 +6 +6 +3 Evasion +2
10th +10/+5 +7 +7 +3 3rd favored enemy, combat style feat, fell shape (swift) +2
11th +11/+6/+1 +7 +7 +3 Quarry +2
12th +12/+7/+2 +8 +8 +4 Camouflage +3
13th +13/+8/+3 +8 +8 +4 3rd favored terrain, fell shape (beast shape III, animal at will) +3
14th +14/+9/+4 +9 +9 +4 Combat style feat +3
15th +15/+10/+5 +9 +9 +5 4th favored enemy +3
16th +16/+11/+6/+1 +10 +10 +5 Fell shape (beast shape IV at will) +4
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight +4
18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, combat style feat +4
19th +19/+14/+9/+4 +11 +11 +6 Fell shape (beast shape IV), improved quarry +4
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy, master hunter +5

Summary of Changed Class Abilities

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

  • Armor Proficiency
  • Spellcasting
  • Master Hunter
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 Action 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 Action administrators. Please note that images used in article may have different copyright than the text.
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.

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 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.

Innate Polymorph (Sp)

At level 10, 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 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.

Extend Polymorph (Ex)

At 16th 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 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 19.

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, innate 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, extend 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 Action 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 Action administrators. Please note that images used in article may have different copyright than the text.