Pathfinder Class: Ravager
Ravager
This
fierce warrior thrives on combat. What doesn’t kill them makes them stronger,
and the more they hit, the more they can accomplish both in and out of combat.
These warriors find weaknesses in their enemies, and expose them.
Alignment: Any.
Hit
die: d10.
Class
Skills: acrobatics, climb, craft, escape artist, handle animal, heal,
intimidate, knowledge (dungeoneering), knowledge (geography), knowledge
(nature), perception, perform, profession, ride, sense motive, stealth,
survival, swim.
Skill
ranks per level: 4+int modifier.
Weapon
and Armor Proficiency: Ravagers are proficient with all simple and
martial weapons, and all claw-based weapons (Claw, hand scythe, etc.). They are
proficient with light and medium armor, and shields (but not tower shields).
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Bleed damage
|
1
|
1
|
2
|
2
|
0
|
Bleeding
strike, Momentum, Momentum powers
|
1d2
|
2
|
2
|
3
|
3
|
0
|
Combat
style, momentum talent
|
1d4
|
3
|
3
|
3
|
3
|
1
|
Uncanny
dodge, alert +1
|
1d4
|
4
|
4
|
4
|
4
|
1
|
Momentum
powers, warmed up
|
1d4
|
5
|
5
|
4
|
4
|
1
|
Momentum
talent, fast movement
|
1d6
|
6
|
6/1
|
5
|
5
|
2
|
Combat
feat, Terrain stride
|
1d6
|
7
|
7/2
|
5
|
5
|
2
|
Momentum
powers, alert +2
|
1d6
|
8
|
8/3
|
6
|
6
|
2
|
Momentum
talent, Improved uncanny dodge
|
1d8
|
9
|
9/4
|
6
|
6
|
3
|
Bloodthirst,
unrelenting
|
1d8
|
10
|
10/5
|
7
|
7
|
3
|
Momentum
powers, adrenaline rush, combat feat
|
1d8
|
11
|
11/6/1
|
7
|
7
|
3
|
Momentum
talent, alert +3
|
1d10
|
12
|
12/7/2
|
8
|
8
|
4
|
Adrenaline
rush, fury of combat
|
1d10
|
13
|
13/8/3
|
8
|
8
|
4
|
Momentum
powers, scent
|
1d10
|
14
|
14/9/4
|
9
|
9
|
4
|
Momentum
talent, combat feat
|
2d6
|
15
|
15/10/5
|
9
|
9
|
5
|
Alert
+4, unwavering
|
2d6
|
16
|
16/11/6/1
|
10
|
10
|
5
|
Combat
feat, Momentum powers
|
2d6
|
17
|
17/12/7/2
|
10
|
10
|
5
|
Momentum
talent
|
2d8
|
18
|
18/13/8/3
|
11
|
11
|
6
|
Adrenaline
Rush, combat feat
|
2d8
|
19
|
19/14/8/4
|
11
|
11
|
6
|
Combat
feat, Momentum powers, Alert +5
|
2d8
|
20
|
20/15/10/5
|
12
|
12
|
6
|
Always
ready, overdrive, Momentum talent
|
2d10
|
Bleeding
strike (Ex): When using piercing or slashing weapons, a strike against an
enemy that is denied their dexterity bonus, or flanked by the ravager, causes
bleed damage (see table). Enemies that are immune to bleed or precision damage
are immune to this effect. This bleed damage does not stack with itself. This
damage can be healed by a heal check. As the ravager grows in power, the wounds
they inflict require more healing expertise to heal. The DC for healing a
ravager’s bleeding strike attacks is equal to 15 + ½ the ravager’s level
(minimum 0). Spells healing hit point damage automatically close these wounds,
as normal with bleed damage. When using ranged weapons, they gain bleeding
strike damage out to a distance of 30 ft. as long as they meet the above
requirements (such as the opponent being denied their dexterity bonus).
Momentum
(Ex): As the ravager fights, their bloodlust
grows. Through the thrill of combat, they gain momentum, which they can then
spend to use powerful abilities and accomplish great tasks in and out of
combat. They begin the day with 0 points of momentum, and gain points through
different methods (see below). At any one time, ravagers can have a maximum
momentum pool of their 3 + their constitution modifier. This increases by 1 for
every level they possess. They can spend as much momentum as their number of
actions allow. Momentum can be used the same round that it is gained, as
it is meant to be a roll-of-the-punches resource that has the ravager gaining
power with each attack, not just each round. The ravager can spend a maximum
amount of momentum per round equal to ½ their level (minimum 1) + their
constitution modifier.
Gaining
momentum: The ravager gains momentum from any
of the following events:
Attack/spell/ability dealing hit point
damage: The ravager gains one point of
momentum when they take or deal hit point damage from a weapon attack, natural
attack, spell or spell-like ability (such as the scorching ray spell), or
supernatural ability (such as a wizard’s force missile).
Attack or ability dealing ability
drain/damage or negative levels: The ravager gains 1 point of momentum when
taking or dealing ability damage, drain, or any form of negative level. If they
are dealt multiple negative levels in one attack (such as enervation), they
gain 1 momentum per negative level they take.
Afflicting a condition: If the ravager
afflicts a target with a condition (such as poison or daze) they gain 1
momentum. They do not gain additional momentum from extra rounds from the same
effect (such as poison duration). Special:
bleeding strike damage is an exception to this rule, as it grants the ravager
one momentum each time the target bleeds in subsequent rounds as long as it is
within sight or earshot.
Afflicted with a condition: If the
ravager gains a condition (such as shaken, entangled, or dazed) they fight even
harder to defeat their enemies. If the effect is noted in rounds, the ravager
gains 1 momentum point when afflicted, and 1 at the beginning of their turn
each turn per condition if they still have the condition. If the duration is
minutes, they gain 1 momentum per minute, if 10 minutes, 1 every 10, if days,
they gain 1 at the start of the day after they rest, and this momentum is not
lost until it is spent. If the effect is permanent (such as blindness, or a
curse) they gain an instant number of momentum points equal to their
constitution modifier. If they are
unaware of the condition, they do not gain this momentum.
Spell or ability not dealing hit point
damage: If the ravager is affected by/uses a spell or ability that bestows a
negative effect but not hit point damage (such as the misfortune hex by a
witch) the ravager gains 1 momentum for each duration increment it is active
(see afflicted with a condition, above)
If an ability or attack delivers multiple sections
of the above list, they do not stack for the purposes of gaining momentum. For
example, if a ravager is afflicted by a shout spell, they would take
sonic damage and be deafened for 2d6 rounds; they would gain one momentum as
the spell is cast (not one for both the damage and the condition) and then gain
one momentum each round they are deafened.
If the Ravager deals a critical hi/a critical hit
is scored against them (unless the critical strike is dealt through a momentum
power or talent), they gain a number of momentum points equal to the critical
multiplier. The ravager does not gain
any momentum if they affect a willing target with an ability that gains
momentum against an enemy, or if they affect themselves by one of the effects.
Other means for gaining momentum, such as damaging objects, is up to GM
discretion. (Such as, kicking down a door would give momentum, but cutting down
a tree for wood would not)
Ravagers can ready themselves as a full-round
action, giving them a number of momentum points equal to their constitution
modifier. This is a loud display of aggression and focus, and thus gives them a
-10 penalty to stealth checks for one round. They can also do this as a
standard action, gaining half their modifier (minimum 1). This cannot bring
their momentum higher than their constitution modifier.
Losing
momentum: When no momentum is gained within 1
minute, the ravager loses one momentum per round until they reach their
minimum. (0 at first level, increases at 4th level and higher, see
the warmed up ability below)
Momentum
powers (Ex): At 1st level, and every 3
levels thereafter, the ravager gains access to a set of momentum abilities that
they accomplish with their own natural talent. They can spend their momentum
and unleash devastating attacks and physical skills to make them a combatant to
be feared – or they can maintain their momentum and grant themselves powerful
benefits. These abilities do not stack with themselves. (such as, a ravager
cannot use the powerful strike ability to spend 4 momentum instead of
the normal 2 to gain double the bonus to a damage roll)
Skill rush: Using 1 momentum, the
ravager can gain a morale bonus equal to their constitution modifier to one
physical skill check (acrobatics, climb, ride, swim). This bonus increases by 1
for every five levels the ravager has. This must be chosen before the attack
roll is made. If the momentum pool is full, this bonus is passive.
Powerful strike: They can spend 2 momentum
to put extra force into an attack, granting a +2 morale bonus to a damage roll.
This bonus increases by 1 every 4 levels the ravager has. This bonus is increased
by 1.5x when using a two-handed weapon. This must be chosen before the attack
roll is made.
Focused strike: Using 1 momentum, the
ravager can put extra focus into their fighting, granting them a +1 morale
bonus to an attack or combat maneuver roll. This bonus increases by 1 for every
5 levels the ravager has. This must be chosen before the attack roll is made.
Read the land: The ravager uses their
momentum to fuel their ability to read situations and environments with speed
and focus. Using 1 point of momentum, they can grant themselves a morale bonus
equal to their constitution modifier to a knowledge nature, geography,
dungeoneering, or local skill check in order to identify creatures and their
weaknesses, as well as survival and perception checks to track in the heat of
combat.
4th
level onwards:
Desperate fighter: When the ravager’s
momentum pool is empty, they gain a +1 competence bonus on attack rolls, combat
maneuver rolls, saving throws, and physical skill checks, +2 competence to
damage rolls, as well as a +1 bonus to their dodge AC. These bonuses increase
by 1 for every 6 levels following 4th.
Natural resolve: The ravager can spend
two momentum to grant a +3 morale bonus to a saving throw as an immediate
action. At 6th, 12th, and 18th level, this
bonus increases by 1. This must be added before the roll is made. As long as
the ravager has points in their momentum pool, they gain a +1 morale bonus to
their saving throws.
Strong stance: By spending 2 momentum,
the ravager can grant a +4 morale bonus to their CMD to trip, grapple, overrun,
bull rush, and reposition attempts for one round. This bonus and duration
increases by 1 round for every five levels they possess.
Strong grip: By spending 2 momentum,
the ravager can grant themselves a +4 morale bonus to their CMD to disarm,
steal, sunder, grapple, and dirty trick attempts for one round. This increases
by 1 round for every five levels they possess.
7th level onwards:
Damage reduction: While there is one
momentum in the pool, the ravager gains 2 DR/-. This increases by 1 for every
four levels they possess after 7th. They can also spend 3 momentum
to double this number for one round.
Vicious rend: The ravager can spend four
momentum to deal double bleed dice when making a bleeding strike attack. The ravager can also deal normal bleeding strike
damage against targets that are immune to precision damage or have a chance to
deny the attack. This does not enable bleeding strike damage to work against
targets that are immune to bleed.
Stubborn: When taken below 0 hit
points, the ravager can spend one momentum as an immediate action to remain
conscious. At the end of their next turn, and every turn following, they must
spend an additional one momentum to remain conscious. If they are taken below
negative hit points equal to their constitution modifier, they still die. If
they spend two momentum per round, they are not staggered. If they spend three
momentum per round, they do not lose hit points for acting below 0 hit points.
Bonus attack: If all attacks hit during
a full attack, the ravager can spend two momentum to grant an additional attack
at their highest attack bonus. In addition, if the ravager’s momentum pool is
full, they gain an additional attack during a full attack. They cannot gain two
attacks this way, and this does not stack with effects such as the haste spell.
10th level onwards:
Bone carver: The ravager can
specifically target an opponent's limb or other vital area with a devastating
strike when spending four momentum and a standard action. Depending on the
target chosen, a different effect occurs if they pass or fail a fortitude save.
(DC 10 + ½ the ravager’s level + the ravager’s strength modifier, or dexterity
if using ranged weapons or weapon finesse)
Arm: Enemy drops what they are holding and take 1d4 strength damage. A successful save negates the strength damage.
Leg: Enemy movement is cut to 5 feet for 1d4 rounds. A successful save reduces this penalty to half speed for one round.
Torso: Enemy takes bleed damage even if not flanked or denied their dexterity bonus to AC, and they are staggered for 1 round. A successful save negates the bleed damage, but not the stagger.
Neck: If they fail, it is a critical strike. At level 20, the target is reduced to -1 hit points and begins dying (or lower, if the ravagers damage causes such), and must make an additional fortitude save, else they die. (DC 10 + ½ the ravager’s level + their strength modifier, or dexterity for ranged weapons or weapon finesse) A successful save dazes the enemy for one round.
Head: The
target is dazed for one round, and take 1d4 intelligence damage. A successful
save negates the intelligence damage.
Natural resolve (greater): Once per
day, the ravager can re-roll a failed saving throw if they empty their momentum
pool (minimum ½ their level).
Powerful blood: While the ravager’s
momentum pool is full, they become immune to contracting the sickened and
nauseated conditions, as well as disease and poison. While one point or higher
remains in the pool, they gain a +4 bonus to saves against them. If their momentum
pool is empty, the bonus to saves is halved.
Sweeping strikes: The ravager’s
attacks cleave adjacent targets to their primary targets for half the damage
dealt (they must still roll an attack against these targets. Each attack uses 4
momentum.
13th level onwards:
Auto confirm: The ravager can spend 3
momentum to automatically confirm a critical hit that was just rolled.
Determination:
The ravager becomes immune to the fear, compulsion, and enchantment effects as
long as their momentum pool is full. While
one point or higher remains in the pool, they gain a +4 bonus to saves against
them. If their momentum pool is empty, the bonus to saves is halved.
Too quick to see: The ravager can
spend two momentum when they move to not provoke attacks of opportunity from
moving through threatened squares.
16th
level onwards:
Crushing blows: The ravager can spend
four momentum to increase all damage in one round by one size category.
Last stand: (Immediate free action) by
spending 4 points of momentum as an immediate action when taken below 0 health
(even if taken below the death threshold), the ravager is unable to be taken
below 1 hit point. They must make an offensive action in the following turn,
and are reduced to -1 hit points after.
Unstoppable: The
ravager becomes immune to the dazed, stunned, and paralyzed conditions as long
as they have one momentum in the pool. If they are afflicted when their pool is
empty, they do not remove the condition (as they gain 1 momentum for being
afflicted) but do gain a new save each round with a morale bonus equal to the
momentum in their pool.
19th level onwards:
Adaptable: When in a flanking position
vs. an enemy is immune to the effect, the ravager has a different effect on
them based on their type by spending two momentum per strike.
Incorporeal
or ooze: Brute force is substituted, dealing 1.5x damage from every hit.
Something
with all-around vision and is able to be blinded: Contact with hit blinds the
target (fort save), move action to heal. Once per round.
Creature
with uncanny dodge or improved uncanny dodge: 50% chance to bypass.
Absolute force: Spend 2 momentum
during an attack to pierce 10 damage reduction of any kind.
Momentum
talent (Ex): At 2nd level, and every 3
levels thereafter, the ravager can select specific special abilities to learn
and use in or out of combat to add to their devastating arsenal, some which use
momentum, some with a number of uses per day, and others usable only if their momentum
is above or below a certain threshold.
2nd level:
Achilles’
heel: By using one momentum, the ravager can make an attack that reduces the
enemy’s speed by half for one round when inflicting bleed damage. This must be
chosen before the attack roll is made.
Blood
rush: The ravager can spend 2 momentum points to gain fast healing 1 for 1d4
rounds on a successful attack roll. The fast healing increases by 1 at 8th
and 16th level. This fast healing does not stack, but it does
refresh duration. This ability does not activate on an enemy with hit dice 3 or
more than their own.
Crusher:
The ravager can use one momentum deals double damage to objects on a single
attack. This does not include constructs or undead. This can also be used to
increase your strength check by 2 to break objects.
Intimidating glare: As a swift action,
the ravager can spend 1 momentum to make an intimidate check to demoralize a single
enemy for 1 round. The number of rounds they are shaken increases by 1 at 8th
and 16th level.
Rabid
swimmer: The ravager gains a swim speed equal to their movement speed as long
as one momentum remains in the pool. In addition, they gain ½ their level to swim
checks at all times.
Rogue
talent: The ravager gains a rogue talent from the following list: acrobatic
assist, armor piercer, assault leader, befuddling strike, camouflage, developed
poison immunity, distracting attack, emboldening strike, expert leaper, fast
getaway, focusing attack, hold breath, iron guts, ledge walker, obscuring blow,
offensive defense, pierce the darkness, powerful sneak (as bleed), resiliency,
rogue crawl, scavenger, slow reactions, snap shot, stand up, wall scramble,
without a trace. Talents pertaining to sneak attacks, instead pertain to
bleeding attacks.
Shout:
The ravager learns one of the shouts from the gladiator class. This can be used
a number of times per day equal to the ravager’s charisma modifier (minimum 1).
For offensive shouts, the DC is charisma-based.
Spider:
The ravager gains a climb speed equal to their movement speed as long as one
momentum remains in the pool. In addition, they gain ½ their level to climb
checks at all times.
5th level:
Deadly
range: The range of bleeding strike attacks increases by 10 ft. This can be
taken once more at 14th level.
Expose
armor: During a standard attack action, the ravager can expose the weaknesses
in the enemy’s armor, reducing their armor bonus to AC by 2. For every 5 over
they succeed, the AC bonus reduces by 1 (minimum 1). The enemy must make a full-round
action to fix the armor. This does not stack with itself on the same creature.
This cannot take armor AC below 0, and does not affect armor granted by magical
effects such as mage armor or bracers of armor.
Quick
attack: As an immediate action, the ravager can spend three momentum to go at
the beginning of the initiative track (if not already there). When the round
ends, the ravager returns to their original position in the initiative.
Shrug
it off: three times per day, the ravager
can make a new save as a swift action against a condition that affects them
with a +2 bonus. This ability can be used to remove the following status
effects: confused, dazed, nauseated, shaken, sickened, fatigued, frightened,
fascinated, and dazzled. If the spell or ability had no save, then the ravager
makes a check using a bonus equal to their level + the bonus given by this
ability against a DC equal to 10 + the caster’s level. This can be used one
additional time per day for every three levels following 5th. If
there are no uses remaining, the ravager can instead empty their momentum pool
to use this ability (minimum ½ their level). If they have uses remaining and
empty their entire momentum pool (minimum ½ their level) they can remove all of
these conditions without the need to make a save.
Vital
critical: The ravager deals double bleed damage when they deal a successful
critical hit.
Whirling
steel: As long as the ravager has points in the momentum pool, they gain a +1 shield
bonus to AC. This bonus increases by 1 for every five levels the ravager has
following 5th. This does not stack with feats such as two-weapon defense or
shield of swings.
8th level:
Extremespeed:
As long as one momentum remains in the pool, the ravager’s dodge AC and
movement speed increases by 1 and 10 ft. respectively. This bonus increases by
1 and 5 ft. for every 5 levels following 8th.
Joint
strike: By spending 2 momentum on a successful bleeding strike attack, the
ravager deals 1d2 dexterity damage. If the ravager spends 3, the damage
increases to 1d2+1, and 4, for 1d2+2.
Parry:
When the ravager spends 2 momentum points, they can make an attack roll when a melee
or ranged attack is scored on them. If they roll higher, they parry. This can
only be used once per round. Every 3 levels following 8th, they can parry one
additional attack per round.
Sever
muscle: By spending 2 momentum on a successful bleeding strike attack, the
ravager deals 1d2 strength damage. If the ravager spends 3, the damage
increases to 1d2+1, and 4, for 1d2+2.
Swift momentum:
While the ravager has half their total momentum pool or higher, their movement
speed is increased by 10 feet.
Weapons
of fire: The ravager can, once per day as a move action, coat their weapon with
oil and set it aflame. This acts as the flaming enchantment, but the flame is
not magical. Note: this ability stacks with current flaming enchantments on
their weapon. This flame lasts for 1 round per level of the ravager, and can be
put out as a move action.
11th level:
Advanced
rogue talent: against the wall, blinding strike, confounding blades, crippling
strike, defensive roll, fast tumble, hamstring strike, improved evasion,
opportunist, slippery mind.
Brutal
strike: By spending 3 momentum on a successful bleeding strike attack, the
ravager deals 1d2 constitution damage. If the ravager spends 4, the damage
increases to 1d2+1, and 5, for 1d2+2.
Cheap
shot: The ravager is skilled in distracting and taking cheap shots. The enemy
must pass a fort save (DC 10 + ½ the ravager’s level + their dexterity modifier)
or be dazed for one round. If they fail by 5 or more, they are stunned. This is
used during a standard attack action using three momentum, and also inflicts
normal weapon damage.
Critical
force: When the ravager’s momentum pool is full, their critical multiplier for
weapon attacks increases by 1. They cannot use any momentum during attacks that
use this ability.
Critical
eye: When the ravager’s momentum pool is empty, their critical range for weapon
attacks increases by 1. They cannot use any momentum during the same turn as
attacks that use this ability. If an attack hits but does not critically hit,
momentum is gained, and thus the following attacks do not have the expanded
range.
Overpower:
When the ravager parries an attack, the ravager can make a counterattack by
spending two momentum. This requires the parry momentum talent, and can only
make one overpower attack per round, even if they parry additional attacks.
Pounce:
The ravager leaps at an enemy using 4 points of momentum, making a full attack
after a charge.
14th level:
Ability
bleed: When using an momentum power or talent that deals ability score damage
(such as joint strike or brutal strikes) they cause the enemy to take 1 ability
score bleed. This is healed by the same check as the bleeding strike damage,
and is healed along with it.
Execute:
When attacking a prone enemy, the ravager can spend 4 momentum to attempt an
execute. This attack is an immediate critical strike if the enemy fails a fort
save (10 + ½ their ravager level + their strength modifier, or dexterity
modifier for a ranged weapon or weapon finesse). If the ravager rolls a
critical hit on this attempt, the multiplier is increased by 1.
The
jugular: Once per day, the ravager can make a single standard attack to cut a
major vein and cause the enemy to bleed (using bleeding strike damage) for
three rounds without being able to be healed. This wound cannot be closed or
healed during this duration, even by magic. (Although the individual can have
their hit points healed)
Shrug
it off (greater): Three times per day, the ravager can make a new save with a
+4 bonus vs. the previous DC get rid of one of the following status effects:
Stunned, diseased, poisoned, paralyzed, exhausted, panicked. This can be used
one additional time per day for every three levels following 14th.
If there are no uses remaining, the ravager can instead empty their momentum
pool to use this ability (minimum ½ their level). If they have uses remaining
and empty their entire momentum pool (minimum ½ their level) they can remove
all of these conditions without the need to make a save.
17th level:
Devastating
overpower: When using overpower, if the attack is a critical threat, it
automatically confirms. This requires the parry and overpower momentum talents.
Recklessness:
By using 8 points of momentum as a free action, the ravager can hit enemies
with a doubled crit range (Stacking with feats or keen weapons) for one round,
but they take a -4 penalty to their armor class until the beginning of their
next turn.
20th level:
Destroyer:
As long as 8 points of momentum are in the pool when wielding a two-handed
weapon, the ravager deals 50% additional damage using weapons, their critical
multiplier is increased by 1, and critical hits are auto confirmed. In
addition, if dealing bleed damage on a critical hit, they gain hit points as
fast healing equal to the bleed damage done.
Savage
sniper: As long as 8 points of momentum are in the pool while wielding a ranged
weapon, the ravager deals additional damage equal to their dexterity modifier
and strength modifier, even if using a ranged weapon that strength normally
doesn’t apply to (such as a non-composite longbow).
Multiple
stab wounds: As long as 8 points of momentum are in the pool when wielding
one-handed or light weapons, bleeding strike damage stacks, and all critical
threat ranges expand by one, no matter what one-handed or light weapon they
choose.
Utilitarian:
All momentum powers are enhanced.
Skill rush: The
morale bonus is constant, and can be doubled using momentum.
Powerful
strike: the scaling becomes every three levels of the ravager.
Focused strike:
the scaling becomes every four levels of the ravager.
Read the
land: This morale bonus is constant, and can be doubled using momentum.
Desperate
fighter: They also gain improved critical on all attacks as well as fast
healing 5 while the pool is empty.
Natural
resolve: The base bonus is a luck bonus, thus stacking with the additional
morale.
Strong
stance: The scaling becomes every four levels.
Strong grip:
The scaling becomes every four levels.
Damage
reduction: The scaling becomes 1 every 3 levels.
Vicious rend:
The momentum cost is reduced by 1.
Stubborn: The
base costs of each level of this ability are reduced by 1.
Bonus attack:
This stacks with additional attacks given by spells such as haste.
Bone carver:
The DC of this ability is increased by 2.
Natural
resole (greater): This ability can be used at will.
Powerful
blood: As long as there are points in the momentum pool, the ravager is immune
to the effects. If the pool is empty, the bonus to saves is +4.
Sweeping
strikes: These sweeping attacks deal full damage.
Auto confirm:
The momentum cost is reduced by 1.
Determination:
The ravager is immune as long as they have more than half their maximum pool.
Too quick to
see: The momentum cost is reduced by 1.
Crushing
blows: The momentum cost is halved.
Last stand:
for one hour following this ability’s activation, the ravager only dies when
taken below negative hit points equal to double their constitution score.
Unstoppable: This
ability applies to entangled, prone, and grappled conditions.
Combat
style: The ravager specializes in a type of combat: Ranged, one-handed
and light weapons, or two-handed weapon combat. They can either use their
dextrous nature to wield a ranged weapon, one single-handed or two weapons with
mastery, or focus on brute force with two-handed weapon.
When
chosen, at 2nd level, the ravager chooses a bonus combat feat to add
to their arsenal, and their ability to fight changes in a special aspect. When
gaining these bonus feats, the ravager does not need to meet the prerequisites.
If
they choose ranged, they gain access to bleeding strike at a distance of 40 ft.
instead of 30, and choose from precise
shot, point-blank shot, combat expertise, multishot, throw anything, charging
hurler, opening volley, distance thrower, and deadly aim.
If
they choose one-handed weapons, they have the option of using their dexterity
modifier for attacks and damage rolls with weapons that qualify for the weapon
finesse feat, and gain a +2 bonus to critical confirmation rolls with
one-handed or light weapons. For feats, they may choose from two-weapon fighting, dodge, mobility, improved
trip, improved disarm, combat expertise, two-weapon feint, and combat reflexes.
If
they choose two-handed weapons, they choose one type of combat ability which
reduces their AC (charge, lunge, cleave). They reduce the AC penalty by this
ability by 1 (minimum -1) They still require the feats for lunge and cleave. For
feats, they may choose weapon focus,
power attack, combat expertise, furious focus, cleave, shield of swings,
improved sunder, improved bull rush, and
lunge.
At 6th level, the following feats are added to the
list of combat feats they can learn:
Ranged:
Manyshot, snapshot, ranged feint, shot on the run, improved charging hurler,
parting shot, clustered shots, bullseye shot,
One-handed: Improved two-weapon fighting, double slice,
spring attack, greater disarm, greater trip, break guard, and improved
two-weapon feint.
Two-handed: Vital strike, greater sunder, greater
overrun, greater bull rush, greater cleave, cleaving finish, bloody assault,
mobility, and spring attack.
At 10th level, the following feats are added to the
list:
Ranged:
Critical focus, improved critical, improved precise shot, improved snapshot,
improvised weapon mastery, and
critical feats they have the prerequisites for.
Two-weapon: Greater two-weapon fighting, hammer the gap,
two-weapon rend, critical focus, and critical feats they have the prerequisites
for.
Two-handed: improved vital strike, whirlwind attack,
quick bull rush, critical focus, and critical feats they have the prerequisites
for.
Fast
movement (Ex): The ravager moves at high speeds, increasing their base movement
speed by 10 ft.
Uncanny
dodge (Ex): At 3rd level, the ravager cannot be caught
flat-footed. They are still subject to feint attempts. If the ravager is
carrying a medium or heavy load, they lose the benefits of this ability.
Alert
(Ex): At 3rd level and every 4
levels thereafter, the ravager gains a +1 insight bonus to initiative
checks, survival, stealth, and perception checks, and the same bonus to reflex
saves vs. traps per rank. In addition, they get an automatic perception check
to detect a surprise attack. If they successfully overcome the stealth check of
the attackers, the ravager acts in the surprise round. At 10th
level, if successful, the ravager is the only individual who may act in the surprise
round if they are being ambushed/attacked by enemies.
Warmed up (Ex): At 4th level, the Ravager can maintain 2 momentum points in the pool after the rest are lost. This increases by 2 for every 4 levels following 4th.
Warmed up (Ex): At 4th level, the Ravager can maintain 2 momentum points in the pool after the rest are lost. This increases by 2 for every 4 levels following 4th.
Adrenaline rush: At 10th
level, the ravager gains a rush from a specific effect in combat. They choose
one form of momentum gain, and gain double the number of momentum points they
would normally obtain. At 18th level, they choose an additional
means of gaining momentum. They cannot choose to increase the same method
twice.
Ravagers may choose from the list of methods of gaining momentum in the
momentum ability section.
Terrain stride (Ex): At 6th
level, a ravager takes no penalty to movement when moving through any sort of
difficult terrain due to overgrowth, thorns, briars, or other sorts of terrain
of the like. Magical thorns, briars, and growth, still affect them.
Improved
uncanny dodge: At 8th level, the ravager is no longer able to be
flanked. If the ravager is carrying a medium or heavy load, they lose the
benefits of this ability.
Bloodthirst
(Ex): At 9th level, when the
ravager lands a critical hit or a killing blow, they gain hit points as fast
healing equal to ¼ their level, +2 to saves against enchantment, compulsion,
and fear effects, and a +2 morale bonus to attack rolls for 1d4 rounds. These
effects do not stack, but can refresh duration.
In addition, the ravager naturally gains a bonus
equal to their constitution modifier to survival checks to track injured creatures.
Unrelenting
(Ex): At 9th level, the ravager is
immune to the fatigued condition from external sources. They can still be
exhausted, but must be affected by something that exhausts them. (They are
immune to effects such as being fatigued while already fatigued can exhaust a
target) Ravagers are still affected by fatigue that they inflict upon
themselves. (such as multi-classing and using abilities such as the barbarian’s
rage)
Fury
of combat (Ex): At 12th
level, the ravager deals 2x their strength modifier when wielding a
weapon in two hands, full strength modifier on off-hand weapons while using
two-weapon fighting, may always attack with both weapons after a move, and gain
a +1 bonus to their dodge AC while wielding one weapon, with one free hand. If
the ravager does not have any momentum, they lose the benefits of this ability.
Scent (Ex): At 13th
level, the ravager gains the scent ability.
Unwavering (Ex): At 15th
level, the ravager is immune to the
fatigued and exhausted conditions.
Always
ready (Ex): At 20th level, the Ravager never loses momentum over
time unless they choose to, or until they rest.
Overdrive
(Ex): At 20th level, the ravager can empty their entire
momentum pool (minimum 10) to go into overdrive. This lasts for a number of
rounds equal to the ravager's constitution modifier. The ravager gains a +8
morale bonus to their strength and constitution score, +4 to their shield bonus
to AC, 10 DR/-, a +4 morale bonus to all saving throws, bleed damage heals the
ravager for the damage done as fast healing, and all momentum abilities have
their cost reduced by 4. (Abilities still have their normal ‘cost’ when
considering the max momentum use per turn)
Ravager feats
Critical
momentum: On a critical hit, the ravager deals
additional damage equal to their current momentum. If zero, they gain
additional momentum (in addition to that gained from the attack) equal to their
constitution modifier. Requires critical
focus, and 11th level ravager.
Extra
adrenaline rush: The ravager gains an
additional adrenaline rush. This feat can be taken multiple times. Each time it
is taken, it applies to a new form of momentum gain. This cannot be applied to
one that has already been chosen for adrenaline rush. Requires 12th level ravager.
Extra
momentum: The ravager can increase their maximum
momentum by 2 points, and their uses per round by 1 point. This feat can be
taken multiple times. Requires the
momentum class ability.
Extra
momentum talent: The ravager gains
one additional momentum talent. This feat can be taken multiple times. Requires the momentum talent class ability.
Momentus
attack: When using the power attack feat, the
ravager can spend 2 momentum to remove 1 from the attack penalty. Requires 6th level ravager, power
attack.
Improved momentus attack: When using
the power attack feat, the ravager can spend 2 momentum to remove 1 from the
attack penalty. This stacks with the momentus attack feat. Requires 10th level ravager, power attack, momentus attack.
Greater momentus attack: When using
the power attack feat, the ravager can spend 2 momentum to remove 1 from the
attack penalty. This stacks with the momentus attack and improved momentus
attack feats. Requires 14th
level ravager, power attack, momentus attack, and improved momentus attack.
Momentus
expertise: When using the combat expertise feat,
the ravager can spend 2 momentum to remove 1 from the attack penalty. Requires 6th level ravager,
combat expertise.
Improved momentus expertise: When using
the combat expertise feat, the ravager can spend 2 momentum to remove 1 from
the attack penalty. This stacks with the momentus expertise feat. Requires 10th level ravager,
combat expertise, momentus expertise.
Greater momentus expertise: When using
the combat expertise feat, the ravager can spend 2 momentum to remove 1 from
the attack penalty. This stacks with the momentus expertise and improved
momentus expertise feats. Requires 14th
level ravager, combat expertise, momentus expertise, and improved momentus
expertise.
Signature
momentum power: The ravager chooses
one momentum power. The cost of this momentum power is reduced by one (minimum
0). This feat can only be taken once. Requires 11th level ravager.
New claw types
Claws: Martial light weapon; 1d6 damage (medium); critical 19-20/x2; slashing
and piercing.
Cost: 100g; Weight:
3 lbs.; blocking, disarm.
Hand scythe: Exotic one-handed weapon; 1d8 damage (medium); critical 19-20/x3;
slashing.
Cost: 200g; Weight:
5 lbs.; blocking, disarm, deadly.
Favoured
class bonuses
Human: +1/3 to the ravager’s maximum
momentum pool.
Gnome: +1/6 to the ravager’s alert
ability.
Dwarf: +1/4 to their CMD for 1 round
following using momentum.
Half-elf: +1/3 to the ravager’s maximum
momentum pool.
Elf: +1/4 points into the alert
ability.
Night elf: Gain 1/3 momentum at the
start of combat.
Draenei: Gain a +1/5 bonus to their
saves for 1 round after spending momentum.
Sylvari: +1/4 momentum generated per
attack while in forested areas.
Man’ari: +1/4 bleeding strike damage.
Worgen: +1/2 damage on critical strikes
Orc: +1/2 damage on critical strikes.
Half-orc: +1/2 to
the ravager’s maximum momentum pool.
Zandalari: +1/5 to the effective level when determining a specific
momentum power, talent, or bleeding strike damage.
Feralin: +1/6 adrenaline rush abilities.
Tauren: +1/4 to momentum damaging abilities.
Forsaken: gain 1/6 DR/-.
Goblin: +1/3 to critical confirmation rolls (Maximum +5) this does not
stack with critical focus.
Blood elf: +1/10 to critical threat ranges with momentum abilities. This
cannot increase it more than bonuses such as improved critical.
Drakken: (+2 str) +1/10 momentum gain on attack. (+2 dex) +1 ft.
movement. (+2 int/+2 wis) +1/6 to the alert ability.
Frozelia: +1/3 maximum momentum.
Bangaa: +1/3 to intimidate attempts to demoralize or antagonize a
target.
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