Monster Rager (Apath)
Unofficial rules compendium | |
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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.
Rage Alchemy (Su)
At 4th level a monster rager uses the power in his blood to create magical effects. The monster rager uses the alchemist formula list as his spell list These spells are arcane, not elixirs, they are cast as regular bloodrager spells. He casts and learns spells, including bloodline spells, just like a regular bloodrager. Charisma is still his spellcasting attribute. A bloodrager can only cast spells from the alchemist extract list up to level 4; extracts of level 5 or higher are not on the monster rager's spell list and the monster rager cannot use spell trigger or spell completion items based on alchemist spells of level 5 or 6 spells without resorting to Use Magic Device.
Upon entering a bloodrage, the monster rager can apply the effects a transmutation (polymorph) spell of 1st level to himself. This must be a spell gained from the rage alchemy class feature with a range of 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. At level 8, and every 4 levels thereafter, increase the level of spell the monster rager can cast on himself when he enters a rage by one, to a maximum of 4th level spells at level 16. This does not stack with the ability of greater bloodrage or mighty bloodrage to cast a spell when entering rage; only one spell can be used when entering a bloodrage.
This is a modification to the bloodrager's spells ability.
Damage Reduction (Ex)
At 7th level, while under the effect of a transmutation (polymorph) spell, a monster rager gains damage reduction 2/cold iron. Subtract 2 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack as long as that attack is not made by a cold iron weapon (or a weapon with an enchantment bonus of +3 or more). At 10th level, and every 3 levels thereafter, this damage reduction increases by 2 points. Damage Reduction can reduce damage to 0, but not below 0. This is a modification of the damage reduction ability.
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Weapon and Armor Proficiency
- Spells
- Damage Reduction
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