Drynwyn
2011-05-03, 04:37 PM
The Ragelord
Design Note: Name subject to change.
You say there's been a fight in the market place and twelve people were killled? No, I'm afraid I didn't see that, Officer- but I heard that that man over there was the cause of it.
-Ignatius Arugasa, Ragelord
A Ragelord is not like a barbarian; not at all. While a barbarian rages, a Ragelord incites that rage in others. He himself tend to be cool and composed at all times. Delighting in drawing out the very worst in human nature, Ragelords cause havoc wherever they go. A weak Ragelord might prevent two potential friends from ever liking one anohter. A more powerful Ragelord might like precision targeting, ending lifelong friendships with a quick word and gesture, and the most famous Ragelords tend to be those who pitted entire countries against one another.
Design Note: This class has the same general feel as Triloch and Ragewalker, but as a class rather than a monster. Aimed for Tier 2.
Making A Ragelord
Ragelords use a variety of mind-affecting powers in order to turn their foes against each other. In close combat, a Ragelord is usually competent but not skilled. As he progresses, however, this combat gap grows wider, but his powers over rage increase, and he will generally stand back and drink in the chaos he engenders rather than diving into melee, especially since he will rarely wear anything but light armor, as doing so makes the use of his abilities a good deal more difficult.
Abilities: By far the most important ability for a Ragelord is Charisma. It affects how hard to prevent his mental assaults are, and helps him talk his way out of the sticky situations he will inevitably get into if news of his powers gets around. Other abilities are mostly secondary; but he can benefit from a high Constitution and Dexterity more than most due to his lack of heavier armor.
Races: Most races have about the same number of Ragelords. Dwarves, however, have very few Ragelords, due to their lack of "people skills" and their lawful tendencies, while many Ragelords are Spellscales, whose natural amiability sometimes twists into a talent for cruel manipulation.
Alignment: Ragelords, as stated above, play to the worst of human nature, and are never good or lawful. Since a Ragelord must have some reason to create anger and hatred above all else, he cannot be True Neutral. His permitted alignments are therefore CN, NE, and CE.
Starting Gold: 5d4X10 (125 gp).
Starting Age: As cleric.
Here comes the table
The Ragelord
Hit die: d6
{table=head]Level|BAB|Fort|Ref|Will|Special|Rage Techniques Known
1st|
+0|
+0|
+0|
+2|Rage Techniques, Aura of Dissonance -1, Incite Rage, Reverse Diplomacy|2
2nd|
+1|
+0|
+0|
+3|The Sweetest Syrup|3
3rd|
+2|
+1|
+1|
+3||4
4th|
+3|
+1|
+1|
+4||5
5th|
+3|
+1|
+1|
+4|Annoying Rage Techniques|6
6th|
+4|
+2|
+2|
+5||7
7th|
+5|
+2|
+2|
+5||8
8th|
+6|
+2|
+2|
+6||9
9th|
+6|
+3|
+3|
+6|Frustrating rage techniques|10
10th|
+7|
+3|
+3|
+7|Aura of Dissonance -2|11
11th|
+8|
+3|
+3|
+7||12
12th|
+9|
+4|
+4|
+8||13
13th|
+9|
+4|
+4|
+8|Angering Rage Techniques|14
14th|
+10|
+4|
+4|
+9||15
15th|
+11|
+5|
+5|
+9||16
16th|
+12|
+5|
+5|
+10||17
17th|
+12|
+5|
+5|
+10|Infuriating Rage Techniques, Incite Rage (Ex).|18
18th|
+13|
+6|
+6|
+11||19
19th|
+14|
+6|
+6|
+11||20
20th|
+15|
+6|
+6|
+12|Aura of Dissonance -3|21[/table]
Class Skills (2 + Int modifier per level, x4 at first level): Bluff, Concentraion, Knoledge (Arcana), Spellcraft, Intimidate, Profession, Sense Motive.
Class Features
Weapon and Armor Proficiency: A Ragelord is proficient with simple weapons and light armor. He is not proficient with any shields.
Rage Techniques (Sp) A Ragelord uses Rage Techniques, special arcana that channels the basest of human emotions: Anger. He starts with knowledge of 2 Rage Techniques and learns 1 additional technique for each Ragelord level. The save DC for a Rage technique, when applicable, is 10 + 1/2 your Ragewalker level + Your Charisma modifier. . Each Rage technique known can be used a number of times per day equal to 1 + the number of Rage Technique Tiers above that technique's tier that you have access to. A Ragewalker must rest for 8 hours then meditate for 15 minutes in order to regain his daily Rage Techniques. Unless otherwise noted, it requires a standard action that provokes attacks of opportunity to perform a Rage Technique.
Design Note: This class's magic system is based off the Shadowcaster from Tome Of Magic. I always liked the Shadowcaster magic system, since it forced players to learn how to use each ability they picked up rather than use all of their slots on one favorite ability.
Incite Rage (Su) The most basic technique in a Ragelord's arsenal. Once per day/Ragelord level, as a standard action that provokes attacks of opportunity, a Ragelord may specify two creatures to which he has line of effect. One of them is designated as the Target, the other as the Victim. The Target mus then make a Will save, the DC of which is equal to the DC of a Rage technique, or have his attitude change to Hostile towards the Victim for 1 round/2 Ragelord levels. At level 17, this becomes an extraordinary ability.
Code of the Ragelord A Ragelord must cause significant dissonance at least once in X days, with X being the Ragelord's Charisma modifier, or lose all powers except Incite Rage until such dissonance is created.
Reverse Diplomacy A Ragelord may use Bluff (NOT Diplomacy) to make the attitudes of others worse towards someone else. Treat the spectrum as reversed for this; E.G, the DC to change the king's advisor from Helpful to the king to Hostile is the same as making a Hostile target Helpful.
Aura of Dissonance(Su) All those within 60 feet of a Ragelord and not already actively hostile towards him or specifically excluded must make a Will save (The DC is the same as for a Rage Technique) or have their attitudes toward all else worsened by the indicated amount towards all within that same 60 foot area except the Ragelord. Foes who are already hostile towards the Ragelord simply channel that extra hatred towards him. This can be turned off or on by the Ragelord as a move action.
The Sweetest Syrup (Su) When a Ragelord successfully changes the attitude of a creature towards another creature to hostile, he may treat this as just having consumed enough food and water for 1 day.
Design Note: I would especially like your help on the following: Class Name, what to call the third tier of Rage Techniques and the name Rage Techniques. PrC's would also be appreciated, as would any Rage Techniques you come up with.
EDIT: The following changes have been made in response to PEACHing: Fixed typo in Aura of Dissonance save DC, changed the DC calculation for rage techniques, folded "Diplomacy is just another name for lying" into Reverse Diplomacy, Eliminated Code of The Ragelord.
Design Note: Name subject to change.
You say there's been a fight in the market place and twelve people were killled? No, I'm afraid I didn't see that, Officer- but I heard that that man over there was the cause of it.
-Ignatius Arugasa, Ragelord
A Ragelord is not like a barbarian; not at all. While a barbarian rages, a Ragelord incites that rage in others. He himself tend to be cool and composed at all times. Delighting in drawing out the very worst in human nature, Ragelords cause havoc wherever they go. A weak Ragelord might prevent two potential friends from ever liking one anohter. A more powerful Ragelord might like precision targeting, ending lifelong friendships with a quick word and gesture, and the most famous Ragelords tend to be those who pitted entire countries against one another.
Design Note: This class has the same general feel as Triloch and Ragewalker, but as a class rather than a monster. Aimed for Tier 2.
Making A Ragelord
Ragelords use a variety of mind-affecting powers in order to turn their foes against each other. In close combat, a Ragelord is usually competent but not skilled. As he progresses, however, this combat gap grows wider, but his powers over rage increase, and he will generally stand back and drink in the chaos he engenders rather than diving into melee, especially since he will rarely wear anything but light armor, as doing so makes the use of his abilities a good deal more difficult.
Abilities: By far the most important ability for a Ragelord is Charisma. It affects how hard to prevent his mental assaults are, and helps him talk his way out of the sticky situations he will inevitably get into if news of his powers gets around. Other abilities are mostly secondary; but he can benefit from a high Constitution and Dexterity more than most due to his lack of heavier armor.
Races: Most races have about the same number of Ragelords. Dwarves, however, have very few Ragelords, due to their lack of "people skills" and their lawful tendencies, while many Ragelords are Spellscales, whose natural amiability sometimes twists into a talent for cruel manipulation.
Alignment: Ragelords, as stated above, play to the worst of human nature, and are never good or lawful. Since a Ragelord must have some reason to create anger and hatred above all else, he cannot be True Neutral. His permitted alignments are therefore CN, NE, and CE.
Starting Gold: 5d4X10 (125 gp).
Starting Age: As cleric.
Here comes the table
The Ragelord
Hit die: d6
{table=head]Level|BAB|Fort|Ref|Will|Special|Rage Techniques Known
1st|
+0|
+0|
+0|
+2|Rage Techniques, Aura of Dissonance -1, Incite Rage, Reverse Diplomacy|2
2nd|
+1|
+0|
+0|
+3|The Sweetest Syrup|3
3rd|
+2|
+1|
+1|
+3||4
4th|
+3|
+1|
+1|
+4||5
5th|
+3|
+1|
+1|
+4|Annoying Rage Techniques|6
6th|
+4|
+2|
+2|
+5||7
7th|
+5|
+2|
+2|
+5||8
8th|
+6|
+2|
+2|
+6||9
9th|
+6|
+3|
+3|
+6|Frustrating rage techniques|10
10th|
+7|
+3|
+3|
+7|Aura of Dissonance -2|11
11th|
+8|
+3|
+3|
+7||12
12th|
+9|
+4|
+4|
+8||13
13th|
+9|
+4|
+4|
+8|Angering Rage Techniques|14
14th|
+10|
+4|
+4|
+9||15
15th|
+11|
+5|
+5|
+9||16
16th|
+12|
+5|
+5|
+10||17
17th|
+12|
+5|
+5|
+10|Infuriating Rage Techniques, Incite Rage (Ex).|18
18th|
+13|
+6|
+6|
+11||19
19th|
+14|
+6|
+6|
+11||20
20th|
+15|
+6|
+6|
+12|Aura of Dissonance -3|21[/table]
Class Skills (2 + Int modifier per level, x4 at first level): Bluff, Concentraion, Knoledge (Arcana), Spellcraft, Intimidate, Profession, Sense Motive.
Class Features
Weapon and Armor Proficiency: A Ragelord is proficient with simple weapons and light armor. He is not proficient with any shields.
Rage Techniques (Sp) A Ragelord uses Rage Techniques, special arcana that channels the basest of human emotions: Anger. He starts with knowledge of 2 Rage Techniques and learns 1 additional technique for each Ragelord level. The save DC for a Rage technique, when applicable, is 10 + 1/2 your Ragewalker level + Your Charisma modifier. . Each Rage technique known can be used a number of times per day equal to 1 + the number of Rage Technique Tiers above that technique's tier that you have access to. A Ragewalker must rest for 8 hours then meditate for 15 minutes in order to regain his daily Rage Techniques. Unless otherwise noted, it requires a standard action that provokes attacks of opportunity to perform a Rage Technique.
Design Note: This class's magic system is based off the Shadowcaster from Tome Of Magic. I always liked the Shadowcaster magic system, since it forced players to learn how to use each ability they picked up rather than use all of their slots on one favorite ability.
Incite Rage (Su) The most basic technique in a Ragelord's arsenal. Once per day/Ragelord level, as a standard action that provokes attacks of opportunity, a Ragelord may specify two creatures to which he has line of effect. One of them is designated as the Target, the other as the Victim. The Target mus then make a Will save, the DC of which is equal to the DC of a Rage technique, or have his attitude change to Hostile towards the Victim for 1 round/2 Ragelord levels. At level 17, this becomes an extraordinary ability.
Code of the Ragelord A Ragelord must cause significant dissonance at least once in X days, with X being the Ragelord's Charisma modifier, or lose all powers except Incite Rage until such dissonance is created.
Reverse Diplomacy A Ragelord may use Bluff (NOT Diplomacy) to make the attitudes of others worse towards someone else. Treat the spectrum as reversed for this; E.G, the DC to change the king's advisor from Helpful to the king to Hostile is the same as making a Hostile target Helpful.
Aura of Dissonance(Su) All those within 60 feet of a Ragelord and not already actively hostile towards him or specifically excluded must make a Will save (The DC is the same as for a Rage Technique) or have their attitudes toward all else worsened by the indicated amount towards all within that same 60 foot area except the Ragelord. Foes who are already hostile towards the Ragelord simply channel that extra hatred towards him. This can be turned off or on by the Ragelord as a move action.
The Sweetest Syrup (Su) When a Ragelord successfully changes the attitude of a creature towards another creature to hostile, he may treat this as just having consumed enough food and water for 1 day.
Design Note: I would especially like your help on the following: Class Name, what to call the third tier of Rage Techniques and the name Rage Techniques. PrC's would also be appreciated, as would any Rage Techniques you come up with.
EDIT: The following changes have been made in response to PEACHing: Fixed typo in Aura of Dissonance save DC, changed the DC calculation for rage techniques, folded "Diplomacy is just another name for lying" into Reverse Diplomacy, Eliminated Code of The Ragelord.