Difference between revisions of "Frenzied Liberator (Apath)"

From Action
Jump to navigation Jump to search
m (Undo revision 49594 by Starfox (talk) w)
m (wk)
Line 1: Line 1:
 
{{Apath}}
 
{{Apath}}
  
''Frenzied liberators fight to free the imprisoned—be they slaves, political prisoners, or princesses locked in towers. They rely on physical strength — but also quick wits — to overcome oppressors.  
+
''Frenzied liberators fight to free the imprisoned—be they slaves, political prisoners, or princesses 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. ''
 
''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 ==
 
== Class Information ==
This is a [[Prestige Archetypes (Apath)|prestige archetype]].
+
This is a [[Prestige Archetypes (Apath)|prestige archetype]]. Frenzied liberators are barbarians with a cause.
  
 
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/liberator Liberator] from Pathfinder Companion: Second Darkness Player’s Guide.  
 
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/liberator Liberator] from Pathfinder Companion: Second Darkness Player’s Guide.  
Line 12: Line 12:
 
'''Build Classes: ''' Barbarian.   
 
'''Build Classes: ''' Barbarian.   
  
'''Role:''' Frenzied liberators are barbarians with a cause.
+
'''Role:''' Frenzied liberators are warriors first. Their skills at subterfuge make them good at cooperating 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.
+
'''Alignment:''' Any non-lawful and non-evil.
  
 
'''Hit Die:''' d12.
 
'''Hit Die:''' d12.

Revision as of 15:31, 9 July 2014

ApathApath Logo
Unofficial rules compendium

Frenzied liberators fight to free the imprisoned—be they slaves, political prisoners, or princesses 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 at cooperating 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.

Bonus Feat

At 8th level, the liberator gains a bonus feat. He must qualify for the feat, and it must be from the following list: Blind-Fight, Iron Will, or Skill Focus (any class skill). This replaces the rage power gained at level 8.

Silent Sunder (Ex)

At 10th 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 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.

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 14th 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 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.

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 18th 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 18.

Freedom of Movement (Su)

At 20th 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 spell at all times. This ability cannot be dispelled. Once per day, he can also use freedom of movement as a spell-like ability (caster level equals his class level) to share this benefit with others. 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 Bonus feat
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Damage reduction 2/—, silent sunder
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, steely resolve
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 Quick kick, trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Freedom of movement, mighty rage

Summary of Changed Class Abilities

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

  • Rage Powers (all)