Monster Rager (Apath)
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 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. 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 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 (see below); spells from other classes cannot be cast during this state. At level 10, 13, and 13 increase the maximum spell level the monster ranger can use with rage casting by 1.
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).
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.
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
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