Frenzied Liberator (Apath)
Unofficial rules compendium | |
|
Frenzied liberators fight to free the imprisoned—be they slaves, political prisoners, or royalty locked in towers. 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 slaver organizations or groups.
Class Information
This is a prestige archetype. Frenzied liberators are barbarians with a cause.
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
The frenzied liberator has all barbarian class features, except as follows.
Weapon and Armor Proficiency
A frenzied liberator is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
To the Rescue (Su)
The sight of a frenzied liberator of 2nd level and higher staging a daring rescue proves inspirational to his allies. When he is in a rage, all allies within 30 feet of the liberator gain a +4 morale bonus on Escape Artist checks and a +4 morale bonus on saving throws made against fear effects. This replaces the rage power gained at level 2.
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 himself to a variety of venoms in order to build up a resistance to such toxins, should he ever fall victim to those he opposes. He can apply his trap sense bonus on saving throws made against poisons. This replaces the rage power gained at level 4.
Lockbreaker (Ex)
Starting at 6th level, a liberator can apply his trap sense bonus on damage inflicted on objects and on all strength checks made to break down doors, bars, and similar obstructions. He also gains this bonus on all Escape Artist checks made to escape bindings, shackles, and other restraints. This replaces the rage power gained at level 6.
Silent Sunder (Ex)
At 8th level, a liberator learns methods of applying force and striking objects in such a way as to minimize noise. He 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. This replaces the rage power gained at level 8.
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 his saving throw, he may attempt his saving throw again 1 round later at the same DC to resist the effect. He gets only this one extra chance to throw off any one effect. This replaces the rage power gained at level 10.
Greater 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. He also gains a +2 morale bonus on his CMB roll when making a sunder attempt (but not on their CMD against a sunder attempt). This replaces the rage power gained at level 12.
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 he 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. This replaces the rage power gained at level 14.
Darkvision (Su)
At 16th level, a liberator has spent so much time sneaking through the dark to free the victims of imprisonment that he develops darkvision with a range of 60 feet. If the liberator already possesses darkvision, the range of his darkvision increases by 60 feet.
Freedom (Su)
At 18th level, the liberator’s focus against slavery and restriction to mobility develops into a potent resistance to restraint. He 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 over the her. 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. This replaces the rage power gained at level 18.
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. This replaces the rage power gained at level 20.
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)
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. |