Author Topic: Ragewalker  (Read 5953 times)

Offline Roflcopter

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Ragewalker
« on: February 25, 2015, 06:19:02 AM »
Ragewalker



   

Class Skills:
The Ragewalker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge History (Int), Knowledge Local (Int), Jump (Dex), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis)
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d8



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Ability increases
1st+0+2+2+0Ragewalker Body, Grafted Armor, Gifted warrior+1 dex/cha
2nd+1+3+3+0Weapon Cloud+1 str
3rd+2+3+3+1Repel Missiles (25%)+1 dex/cha
4th+3+4+4+1Warp Magic+1 con
5th+3+4+4+1Growth+1 dex/cha
6th+4+5+5+2Repel Missiles (50%)+1 str/con
7th+5+5+5+2Gift of Skirmish+1 dex/cha
8th+6/+1+6+6+2Gifting Warrior+1 str/con
9th+6/+1+6+6+3Repel Missiles (75%)+1 dex/cha
10th+7/+2+7+7+3Infuse lesser Blood Frency+1 str/con
11th+8/+3+7+7+3Gift of battle+1 dex/cha
12th+9/+4+8+8+4Repel Missiles (100%)+1 str/con
13th+9/+4+8+8+4Infuse Blood Frency+1 dex/cha
14th+10/+5+9+9+4Gift of War+1 dex/cha

Weapon and Armor Proficiencies: A ragewalker is proficient with all simple and martial weapons, the spiked chain and his own crafted armor.

Ragewalker body: The Ragewalker loses all other racial bonus and gains fey traits (basically low light vision). It's a medium sized fey with base speed of 30 feet. He also gains a natural armor Bonus equal to
his Con mod.

Crafted Armor:  A ragewalker wears armor it has scavenged from countless battlefields. This armor provides significant protection in combat, but it imposes no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance.
Other creatures, even other ragewalkers, cannot wear a ragewalker’s armor. At first level this armor provides an armor bonus of +1. This bonus increases at every odd-numbered class-level by an additional +1. At 14th level a Ragewalker can treat his HD as his class-level for this ability. This armor can be enchanted normally. A ragewalker can never wear other Armor then his own crafted armor.
If a Ragewalkers Crafted Armor  is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per HD. This ritual takes 8 hours to complete. The new set of Crafted Armor does not possess any of the enchantments the old suit had.

Gifted warrior: The Ragewalker is a Master of the Battlefield. As such he can increase his combat prowess with several magical effects. He can use Divine Favor and Bull’s strength as SLAs 1/day per HD but only on himself.

Weapon Cloud: At 2nd level a Ragewalker gains significant control over manufactured weapons. He is permanently surrounded by a cloud of Weapons. For a medium sized ragewalker this cloud has a range of 5 ft. and deals 1d4 damage per 5 HD (minimum 1d4). The area occupied by the cloud always equals the Ragewalkers natural reach and the damage dealt per 5 HD increases (and reduces) as a natural Weapon according to the Ragewalkers size. A successful reflex save (DC 10+½ HD +Dex mod) negates the damage. The weapon cloud can be enhanced like a one handed weapon. So a Ragewalker could invest 3000 gp to make a cloud of Adamantine weapons that ignores DR/ adamantine. Note, that enhancement boni only increase damage and WSAs that rely on critical hits or specific attackrolls (e.g. a natural 20) don’t do anything, since the cloud doesn’t require attackrolls.

Repel Missiles: At 3rd level the Ragewalker increases his control over weapons even further. Any time he is targeted by a thrown or projectile weapon there is a 25% chance the weapon instead turns and could strike the wielder. The attacker compares his attack roll against his own Armor Class, figuring the attack’s success and damage as if he had attacked himself. At 6th, 9th, and 12th level this chance increases by an additional 25% to a maximum of 100% at 12th level. Ranged weapons with epic enhancement bonuses are not affected by this ability.

Warp magic: At 4th level the Ragewalker gains the ability to rebuke Living spells as an evil Cleric rebukes undead creatures. His effektiv cleric level for this ability equals his HD - 3. Additionally he can try to seize control of area spells originating within 60 ft. of him. He can use this ability 1/day per 4 HD. To seize control over the Spell he must succeed an opposed Caster Level Check against the spells original Caster using his effective Cleric level. If successful he can delay the spells effekt for one round. During this time he can warp the spell into a living spell as per the template. The created living spell is not under the Ragewalkers control, but he can attempt to Rebuke it in the next round.

Growth: At 5th level a Ragewalker grows to large size. Do not change its ability scores.

Gift of Skirmish: At 7th level, the Ragewalker can use Wall of Fire as an SLA 1/day per 4 HD. The save DC is 10+½ HD + Cha mod.

Gifting of Warrior: Starting at level 8, a Ragewalker's Divine Favor and Bull's strength SLAs are no longer (self only)

Infuse lesser Blood Frency: At 10th level, a Ragewalker can attampt to send his enemies into a blood frency. To do so, he must succed at a meele touch attack. The touched creature must then succed on a Will save or fall into a Blood Frenzy (see below). Any creature can only be affected once per day by this ability.

Gift of Battle: At 11th level, the Ragewalker can use Blade Barrier as an SLA 1/day per 6 HD. The save DC is 10+½ HD + Cha mod.

Infuse Blood Frency: At level 13 any creature coming within 10 feet of a ragewalker must make a successful Will save or fly into a mindless killing frenzy. Any creature that fails its saving throw gains a +2 bonus to Strength and takes a –2 penalty to AC. Affected creatures become unable to distinguish friend from foe and must make a melee attack against the nearest creature each round (using a full attack if possible, or charging if appropriate). An affected creature is incoherent and cannot talk, cast spells, or otherwise communicate for the duration of the effect. It remains in a frenzy for a number of rounds equal to 10 minus its Wisdom bonus (minimum 1 round), even if the ragewalker is dead or no longer present. The ragewalker can supress this aura as a free action.
This is a mind-affecting ability. The save DC equals 10+½ HD+Cha mod. Any creature can only be affected once per day by this ability. This ability replaces Infuse lesser Blood Frency.

Gift of War: At 14th level, the Ragewalker can use all of his SLAs as swift actions and removes any level caps.

(click to show/hide)


« Last Edit: April 18, 2015, 03:22:47 PM by Roflcopter »

Offline oslecamo

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Re: Ragewalker
« Reply #1 on: February 25, 2015, 10:07:15 AM »
Hmm, pretty solid work actually, the original monster abilities are spread out nicely.

Moving the table is simply a matter of copying its code and posting it under the image code.

Needs actual proficiencies though. Could also use higher base skillpoints and more class skills (Balance, Climb, Craft, Intimidate, some knowledge for example)

Also 8th and 10th level could use some custom abilities as the're empty right now. I would suggest something along the lines of "Lesser Infuse Blood Frenczy" that allows you to make a single nearby target rage before you learn how to make everybody nearby rage. Or perhaps being able to use his Divine Favor and/or Bull’s Strength on others earlier as well. Basically pick up some of your capstone stuff and spread it over the earlier levels.

Oh, and being able to turn off the rage aura, otherwise kinda sucks for those moments where the party wants to talk things out instead of murderizing everything that moves.
« Last Edit: February 25, 2015, 10:08:48 AM by oslecamo »

Offline Roflcopter

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Re: Ragewalker
« Reply #2 on: February 25, 2015, 10:40:15 AM »
Hmm, pretty solid work actually, the original monster abilities are spread out nicely.

Thanks! :)

Needs actual proficiencies though. Could also use higher base skillpoints and more class skills (Balance, Climb, Craft, Intimidate, some knowledge for example)

Damn I was sure I added proficiencies.... Fixed. For the class skills, well I added only the skills the original monster has ranks in. If you think it needs more I can do that.
On a second thougth: should the Ragewalker get somthing like a Bardig Knowlegde ability, but for warfare (and related stuff) only?

Also 8th and 10th level could use some custom abilities as the're empty right now. I would suggest something along the lines of "Lesser Infuse Blood Frenczy" that allows you to make a single nearby target rage before you learn how to make everybody nearby rage. Or perhaps being able to use his Divine Favor and/or Bull’s Strength on others earlier as well. Basically pick up some of your capstone stuff and spread it over the earlier levels.

Oh, and being able to turn off the rage aura, otherwise kinda sucks for those moments where the party wants to talk things out instead of murderizing everything that moves.

Done and Done
« Last Edit: February 25, 2015, 10:49:06 AM by Roflcopter »

Offline Roflcopter

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Re: Ragewalker
« Reply #3 on: April 17, 2015, 04:04:44 PM »
um...
bump?

Offline oslecamo

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Re: Ragewalker
« Reply #4 on: April 18, 2015, 07:53:52 AM »
Minor details:

Crafted Armor has odd-numopered. Also could probably have rules on what happens if it is lost/destroyed, and how to get a replacement.

DR/Adamat, do you mean adamantine?


Offline Roflcopter

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Re: Ragewalker
« Reply #5 on: April 18, 2015, 03:25:43 PM »
Minor details:

Crafted Armor has odd-numopered. Also could probably have rules on what happens if it is lost/destroyed, and how to get a replacement.

DR/Adamat, do you mean adamantine?

Fixed the typos and added rules to replace lost armor.
Anything else wrong with it?

Offline oslecamo

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Re: Ragewalker
« Reply #6 on: May 04, 2015, 06:24:52 AM »
Don't see anything else wrong, added to the index!