Derjuin
2013-03-20, 02:29 PM
Shadow Rager
Gave up my soul? Of course not, I merely gave up my restraint. When your home is at risk of total annihilation, you'd be surprised what constitutes "pragmatism". ~ Zalphar, an elf shadow rager
Shadow Ragers are barbarians that take in vile powers and force a pact from an evil outsider. In return, they are granted enhanced powers, especially when their tempers flare. Typically, society shuns a shadow rager even more than it would their normal barbarous cousins. However, some civilizations have embraced the profession as a necessary tool to combat their foes. Those shadow ragers that have no civilization to embrace them often join the Children of Malyss, a group of shadow ragers dedicated to the source of their power.
BECOMING A SHADOW RAGER
Shadow ragers form closely-knit circles, as most beings that aren't already allied with a shadow rager see them as dangerous, vile or possessed. To become a shadow rager, a prospective barbarian must find one of these circles and appease a shadow rager in it. They must show that they are strong of will and possess the power to control the intense powers that shadow ragers fight to contain. A prospective barbarian must also make a pact with an evil outsider to gain these powers, typically through associating with the circle of shadow ragers.
ENTRY REQUIREMENTS
Alignment: Chaotic Evil.
Base Attack Bonus: +6.
Skills: Intimidate 9 ranks.
Feats: Iron Will.
Class Features: Ability to rage or frenzy (including rage variants, such as whirling frenzy or ferocity)
Special: Must have been trained in Shadow Arts by an experienced Shadow Rager.
Special: Cannot be illiterate.
Class Skills
The Shadow Rager's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+2|Shadowrage, Unspeakable Vow|0|-|-|-
2nd|
+2|
+3|
+0|
+3|Unearthly awareness, furious casting|1|-|-|-
3rd|
+3|
+3|
+1|
+3|Darkened form, shadow step|1|0|-|-
4th|
+4|
+4|
+1|
+4|Doom blade, Vow of Vengeance|1|1|-|-
5th|
+5|
+4|
+1|
+4|Shadowfury, improved shadowrage|1|1|0|-
6th|
+6|
+5|
+2|
+5|Corrupt mind|1|1|1|-
7th|
+7|
+5|
+2|
+5|Cloak of shadows|2|1|1|0
8th|
+8|
+6|
+2|
+6|Life bane, maddening power|2|1|1|1
9th|
+9|
+6|
+3|
+6|Demonic ally|2|2|1|1
10th|
+10|
+7|
+3|
+7|Demonic assimilation, Greater shadowrage|2|2|2|1[/table]
Weapon Proficiencies: A shadow rager does not gain any weapon or armor proficiencies.
Spells: A shadow rager has the ability to cast a small number of divine spells. To cast a shadow rager spell, the character must have a Wisdom score of at least 10 + the spell’s level, so a shadow rager with a Wisdom of 10 or lower cannot cast these spells. Shadow rager bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell
level + the shadow rager’s Wisdom modifier. When the champion gets 0 spells of a given spell level (for instance, 1st-level spells for a 1st level shadow rager), he gets only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
The shadow rager’s spell list appears below. A shadow rager does not need to prepare spells; he casts from the spell list below spontaneously, as a sorcerer or favored soul.
Shadowrage (Ex): At 1st level, a shadow rager is able to enter his namesake rage, gaining several traits of evil outsiders; this transformation usually reflects the demon with which he struck a bargain. While raging, a shadow rager's body changes in drastic ways, becoming more demonic. His feet may turn to cloven hooves, or he may grow (decorative) horns. These appearance changes can be decided by the player or the DM, but they cannot have mechanical benefits. This state is called a "shadowrage".
While shadowraging, he gains DR 3/cold iron and good, increasing by 3 at every odd level after 1st (6/cold iron and good at 3rd level, 9/cold iron and good at 5th, etc, up to 15/cold iron and good at 9th level). In addition, he temporarily gains a +2 bonus to Dexterity and a +2 bonus to Wisdom. These ability bonuses stack with any bonuses his rage normally grants him.
A shadow rager also adds his class levels to his barbarian levels to determine how often he can rage and when he gains the greater rage, tireless rage, and mighty rage barbarian class abilities. He does not gain or improve any other barbarian class abilities.
Unspeakable Vow: At 1st level, a shadow rager swears a vile vow to a powerful force of evil, usually called the "Voice of Malyss" among her children: he gains the Unspeakable Vow feat as a bonus feat. Even those shadow ragers that do not venerate Malyss must swear this vow. If the shadow rager ever abandons his vow (by removing or retraining it for another feat or by becoming non-evil), he loses all class abilities until he swears the vow again, receives an atonement spell and performs a suitable penance.
Unearthly awareness (Su): At 2nd level, a shadow rager gains greater intuition and insight into the world around him. He is always able to act in a surprise round, though he is not always immediately aware of what is threatening him (he must still make spot/listen checks to find his foes if they are hiding). In addition, he may add his wisdom modifier as an insight bonus to his AC and reflex saves.
Furious casting: By 2nd level, a shadow rager has finished his transformation and is one with the power that flows through his veins. He can cast his shadow rager spells even while shadowraging. If he has levels in other spellcasting classes, he cannot cast them while shadowraging, only shadow rager spells.
Darkened form (Ex): Beginning at 3rd level, a shadow rager becomes more difficult to hit while in a shadowrage. Power begins to radiate from him, causing his form to shift into shadows or from side to side occasionally. While in a shadowrage, he gains concealment (20% miss chance). This miss chance increases by 10% at 4th, 5th and 6th level (to a maximum of 50%). The effect of this ability does not stack with blur (http://www.d20srd.org/srd/spells/blur.htm), displacement (http://www.d20srd.org/srd/spells/displacement.htm), or similar spell effects.
Shadow step (Su): At 3rd level, a shadow rager can step through the boundaries of reality and appear elsewhere while shadowraging. Once per turn as an immediate action, the shadow rager may teleport up to 10 feet per character level. This does not provoke attacks of opportunity.
Doom blade (Su): At 4th level, a shadow rager's weapons become enshrouded in the same shadowy power that flows through him. Those unfortunate fools that find themselves on the wrong end of his sword find their hopes dashed and their determination broken. Creatures struck by a weapon wielded by a shadow rager with this ability take a -2 morale penalty to attacks, damage, saves and AC for 5 rounds. This is a mind-affecting effect.
Vow of Vengeance: At 4th level, a shadow rager makes yet another vow to Malyss: that he would personally visit upon his hated enemies the deaths they rightfully deserve. He gains the Vow of Vengeance feat as a bonus feat. Unlike the Unspeakable Vow, a shadow rager need not uphold his Vow of Vengeance to retain his abilities; however, those that do not maintain their vow often "fall" in the eyes of the Children of Malyss, and may end up being confronted (usually violently) by another shadow rager.
Shadowfury (Su): Upon entering a shadowrage, younger shadow ragers pulse with unprecedented power; however, those shadow ragers at 5th level or higher actually blast a nearby area with shadowfury. Enemies within 10 feet per character level of the shadow rager take 1d6 damage per shadow rager level and must make a Fortitude save (DC = 15 + shadow rager level + his wisdom modifier) or be stunned for 1d4+1 rounds.
Improved shadowrage (Ex): At 5th level, a shadow rager's shadowrage ability becomes more potent. The ability bonuses to Dexterity and Wisdom increase to +4 and he also gains a +2 bonus to Charisma for the duration of his shadowrage. He also gains the ability to see perfectly in darkness of any kind, even magical in nature.
Corrupt mind (Ex): At 6th level, a shadow rager's mind is protected against the prying magic of others. He becomes resistant to divinations attempting to read or alter his thoughts, as well as charms, compulsions and domination: he gains a +4 profane bonus to saves against these. While in a shadowrage, this ability becomes more potent: he is protected as if by a mind blank (http://www.d20srd.org/srd/spells/mindBlank.htm) spell. Creatures that attempt to interact with his mind while he is shadowraging (such as by a dominate person spell) immediately know he is protected against such spells, and suffer 1d6 points of damage per level of the spell or spell-like ability used against him.
Cloak of shadows (Su): At 7th level, a shadow rager's power reaches out to shield him against spells. While in a shadowrage, individually targeted spells have a 20% chance of failing against the shadow rager. This spell failure chance increases by +10% at 8th, 9th, and 10th level. The effect of this ability does not stack with blink (http://www.d20srd.org/srd/spells/blink.htm) or similar spell effects.
Life bane (Ex): At 8th level, a shadow rager's weapons inflict grievous wounds that refuse to heal. Any weapon wielded by a shadow rager of 8th level or higher automatically inflicts lethal damage against creatures with regeneration, and prevents fast healing from working for 1 round.
Maddening power (Su): Beginning at 8th level, shadow rager can heed the whispers of dark and tainted beings echoing in his mind and sacrifice a bit of his sanity to empower his magic. He may take 1 point of wisdom ability damage while casting a shadow rager spell to extend, quicken or maximize that spell. If the shadow rager negates the ability damage or is immune to ability damage, he cannot use this ability. The ability damage wears off after 1 hour; it cannot be cured before then.
Demonic Ally (Sp): At 9th level, a shadow rager has become thoroughly experienced enough to summon demonic allies to the battlefield. By expending an unused shadow rager spell slot as a full round action, he can call to his side a demon whose HD may not exceed 5 * the level of the spell slot expended. The demon serves the shadow rager faithfully for 1 hour or until the current encounter is over, whichever happens first. After that, the demon is free to leave. He may only have one demonic ally summoned at a time.
Demonic assimilation (Ex): Once a shadow rager becomes master of his mind and body, he fully assimilates the dark powers he has into his being. He becomes a magical creature - his type changes to outsider and he always has the DR normally granted to him by his shadowrage (DR 15/cold iron and good) even when he is not in a shadowrage. He also grows more like the form his shadowrage gives him, adopting a demonic appearance, complete with bat wings or feathered wings (shadow rager's choice) that allow him to fly at double his base land speed with good maneuverability.
Greater shadowrage (Ex): Upon becoming a master of shadow power, a 10th level shadow rager's shadowrage improves even more. The ability bonuses while in a shadowrage improves to +8 Dexterity, +6 Wisdom and +4 Charisma.
SHADOW RAGER SPELL LIST
1st Level: Bane, bestow wound, cause fear, chill touch, disguise self, doom, expeditious retreat, inflict light wounds, magic weapon, protection from good, true strike, undetectable alignment.
2nd Level: Blindness/deafness, darkness, death knell, hideous laughter, inflict moderate wounds, invisibility, mirror image, protection from arrows, resist energy, scare, spider climb.
3rd Level: Arcane sight, crushing despair, death ward, dispel magic, haste, hold person, inflict serious wounds, lightning bolt, magic circle against good, magic weapon (greater), nondetection, slow, speak with dead, tongues.
4th Level: Bestow curse, contagion, confusion, dimensional anchor, enervation, fear, feeblemind, fire shield, inflict critical wounds, invisibility (greater), locate creature, phantasmal killer, poison, wall of fire.
================================================
CHANGE LOG:
Corrupt Mind no longer grants immunity to divinations, charms, compulsions or domination, instead granting a profane bonus to saves against them. He still gains Mind Blank while shadowraging, and the damage aspect of Corrupt Mind now only applies when he is shadowraging.
Shadowrage no longer grants (additional) boosts to constitution or strength. It still stacks with rage, but only grants dexterity, wisdom and charisma.
Gave up my soul? Of course not, I merely gave up my restraint. When your home is at risk of total annihilation, you'd be surprised what constitutes "pragmatism". ~ Zalphar, an elf shadow rager
Shadow Ragers are barbarians that take in vile powers and force a pact from an evil outsider. In return, they are granted enhanced powers, especially when their tempers flare. Typically, society shuns a shadow rager even more than it would their normal barbarous cousins. However, some civilizations have embraced the profession as a necessary tool to combat their foes. Those shadow ragers that have no civilization to embrace them often join the Children of Malyss, a group of shadow ragers dedicated to the source of their power.
BECOMING A SHADOW RAGER
Shadow ragers form closely-knit circles, as most beings that aren't already allied with a shadow rager see them as dangerous, vile or possessed. To become a shadow rager, a prospective barbarian must find one of these circles and appease a shadow rager in it. They must show that they are strong of will and possess the power to control the intense powers that shadow ragers fight to contain. A prospective barbarian must also make a pact with an evil outsider to gain these powers, typically through associating with the circle of shadow ragers.
ENTRY REQUIREMENTS
Alignment: Chaotic Evil.
Base Attack Bonus: +6.
Skills: Intimidate 9 ranks.
Feats: Iron Will.
Class Features: Ability to rage or frenzy (including rage variants, such as whirling frenzy or ferocity)
Special: Must have been trained in Shadow Arts by an experienced Shadow Rager.
Special: Cannot be illiterate.
Class Skills
The Shadow Rager's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+2|Shadowrage, Unspeakable Vow|0|-|-|-
2nd|
+2|
+3|
+0|
+3|Unearthly awareness, furious casting|1|-|-|-
3rd|
+3|
+3|
+1|
+3|Darkened form, shadow step|1|0|-|-
4th|
+4|
+4|
+1|
+4|Doom blade, Vow of Vengeance|1|1|-|-
5th|
+5|
+4|
+1|
+4|Shadowfury, improved shadowrage|1|1|0|-
6th|
+6|
+5|
+2|
+5|Corrupt mind|1|1|1|-
7th|
+7|
+5|
+2|
+5|Cloak of shadows|2|1|1|0
8th|
+8|
+6|
+2|
+6|Life bane, maddening power|2|1|1|1
9th|
+9|
+6|
+3|
+6|Demonic ally|2|2|1|1
10th|
+10|
+7|
+3|
+7|Demonic assimilation, Greater shadowrage|2|2|2|1[/table]
Weapon Proficiencies: A shadow rager does not gain any weapon or armor proficiencies.
Spells: A shadow rager has the ability to cast a small number of divine spells. To cast a shadow rager spell, the character must have a Wisdom score of at least 10 + the spell’s level, so a shadow rager with a Wisdom of 10 or lower cannot cast these spells. Shadow rager bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell
level + the shadow rager’s Wisdom modifier. When the champion gets 0 spells of a given spell level (for instance, 1st-level spells for a 1st level shadow rager), he gets only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
The shadow rager’s spell list appears below. A shadow rager does not need to prepare spells; he casts from the spell list below spontaneously, as a sorcerer or favored soul.
Shadowrage (Ex): At 1st level, a shadow rager is able to enter his namesake rage, gaining several traits of evil outsiders; this transformation usually reflects the demon with which he struck a bargain. While raging, a shadow rager's body changes in drastic ways, becoming more demonic. His feet may turn to cloven hooves, or he may grow (decorative) horns. These appearance changes can be decided by the player or the DM, but they cannot have mechanical benefits. This state is called a "shadowrage".
While shadowraging, he gains DR 3/cold iron and good, increasing by 3 at every odd level after 1st (6/cold iron and good at 3rd level, 9/cold iron and good at 5th, etc, up to 15/cold iron and good at 9th level). In addition, he temporarily gains a +2 bonus to Dexterity and a +2 bonus to Wisdom. These ability bonuses stack with any bonuses his rage normally grants him.
A shadow rager also adds his class levels to his barbarian levels to determine how often he can rage and when he gains the greater rage, tireless rage, and mighty rage barbarian class abilities. He does not gain or improve any other barbarian class abilities.
Unspeakable Vow: At 1st level, a shadow rager swears a vile vow to a powerful force of evil, usually called the "Voice of Malyss" among her children: he gains the Unspeakable Vow feat as a bonus feat. Even those shadow ragers that do not venerate Malyss must swear this vow. If the shadow rager ever abandons his vow (by removing or retraining it for another feat or by becoming non-evil), he loses all class abilities until he swears the vow again, receives an atonement spell and performs a suitable penance.
Unearthly awareness (Su): At 2nd level, a shadow rager gains greater intuition and insight into the world around him. He is always able to act in a surprise round, though he is not always immediately aware of what is threatening him (he must still make spot/listen checks to find his foes if they are hiding). In addition, he may add his wisdom modifier as an insight bonus to his AC and reflex saves.
Furious casting: By 2nd level, a shadow rager has finished his transformation and is one with the power that flows through his veins. He can cast his shadow rager spells even while shadowraging. If he has levels in other spellcasting classes, he cannot cast them while shadowraging, only shadow rager spells.
Darkened form (Ex): Beginning at 3rd level, a shadow rager becomes more difficult to hit while in a shadowrage. Power begins to radiate from him, causing his form to shift into shadows or from side to side occasionally. While in a shadowrage, he gains concealment (20% miss chance). This miss chance increases by 10% at 4th, 5th and 6th level (to a maximum of 50%). The effect of this ability does not stack with blur (http://www.d20srd.org/srd/spells/blur.htm), displacement (http://www.d20srd.org/srd/spells/displacement.htm), or similar spell effects.
Shadow step (Su): At 3rd level, a shadow rager can step through the boundaries of reality and appear elsewhere while shadowraging. Once per turn as an immediate action, the shadow rager may teleport up to 10 feet per character level. This does not provoke attacks of opportunity.
Doom blade (Su): At 4th level, a shadow rager's weapons become enshrouded in the same shadowy power that flows through him. Those unfortunate fools that find themselves on the wrong end of his sword find their hopes dashed and their determination broken. Creatures struck by a weapon wielded by a shadow rager with this ability take a -2 morale penalty to attacks, damage, saves and AC for 5 rounds. This is a mind-affecting effect.
Vow of Vengeance: At 4th level, a shadow rager makes yet another vow to Malyss: that he would personally visit upon his hated enemies the deaths they rightfully deserve. He gains the Vow of Vengeance feat as a bonus feat. Unlike the Unspeakable Vow, a shadow rager need not uphold his Vow of Vengeance to retain his abilities; however, those that do not maintain their vow often "fall" in the eyes of the Children of Malyss, and may end up being confronted (usually violently) by another shadow rager.
Shadowfury (Su): Upon entering a shadowrage, younger shadow ragers pulse with unprecedented power; however, those shadow ragers at 5th level or higher actually blast a nearby area with shadowfury. Enemies within 10 feet per character level of the shadow rager take 1d6 damage per shadow rager level and must make a Fortitude save (DC = 15 + shadow rager level + his wisdom modifier) or be stunned for 1d4+1 rounds.
Improved shadowrage (Ex): At 5th level, a shadow rager's shadowrage ability becomes more potent. The ability bonuses to Dexterity and Wisdom increase to +4 and he also gains a +2 bonus to Charisma for the duration of his shadowrage. He also gains the ability to see perfectly in darkness of any kind, even magical in nature.
Corrupt mind (Ex): At 6th level, a shadow rager's mind is protected against the prying magic of others. He becomes resistant to divinations attempting to read or alter his thoughts, as well as charms, compulsions and domination: he gains a +4 profane bonus to saves against these. While in a shadowrage, this ability becomes more potent: he is protected as if by a mind blank (http://www.d20srd.org/srd/spells/mindBlank.htm) spell. Creatures that attempt to interact with his mind while he is shadowraging (such as by a dominate person spell) immediately know he is protected against such spells, and suffer 1d6 points of damage per level of the spell or spell-like ability used against him.
Cloak of shadows (Su): At 7th level, a shadow rager's power reaches out to shield him against spells. While in a shadowrage, individually targeted spells have a 20% chance of failing against the shadow rager. This spell failure chance increases by +10% at 8th, 9th, and 10th level. The effect of this ability does not stack with blink (http://www.d20srd.org/srd/spells/blink.htm) or similar spell effects.
Life bane (Ex): At 8th level, a shadow rager's weapons inflict grievous wounds that refuse to heal. Any weapon wielded by a shadow rager of 8th level or higher automatically inflicts lethal damage against creatures with regeneration, and prevents fast healing from working for 1 round.
Maddening power (Su): Beginning at 8th level, shadow rager can heed the whispers of dark and tainted beings echoing in his mind and sacrifice a bit of his sanity to empower his magic. He may take 1 point of wisdom ability damage while casting a shadow rager spell to extend, quicken or maximize that spell. If the shadow rager negates the ability damage or is immune to ability damage, he cannot use this ability. The ability damage wears off after 1 hour; it cannot be cured before then.
Demonic Ally (Sp): At 9th level, a shadow rager has become thoroughly experienced enough to summon demonic allies to the battlefield. By expending an unused shadow rager spell slot as a full round action, he can call to his side a demon whose HD may not exceed 5 * the level of the spell slot expended. The demon serves the shadow rager faithfully for 1 hour or until the current encounter is over, whichever happens first. After that, the demon is free to leave. He may only have one demonic ally summoned at a time.
Demonic assimilation (Ex): Once a shadow rager becomes master of his mind and body, he fully assimilates the dark powers he has into his being. He becomes a magical creature - his type changes to outsider and he always has the DR normally granted to him by his shadowrage (DR 15/cold iron and good) even when he is not in a shadowrage. He also grows more like the form his shadowrage gives him, adopting a demonic appearance, complete with bat wings or feathered wings (shadow rager's choice) that allow him to fly at double his base land speed with good maneuverability.
Greater shadowrage (Ex): Upon becoming a master of shadow power, a 10th level shadow rager's shadowrage improves even more. The ability bonuses while in a shadowrage improves to +8 Dexterity, +6 Wisdom and +4 Charisma.
SHADOW RAGER SPELL LIST
1st Level: Bane, bestow wound, cause fear, chill touch, disguise self, doom, expeditious retreat, inflict light wounds, magic weapon, protection from good, true strike, undetectable alignment.
2nd Level: Blindness/deafness, darkness, death knell, hideous laughter, inflict moderate wounds, invisibility, mirror image, protection from arrows, resist energy, scare, spider climb.
3rd Level: Arcane sight, crushing despair, death ward, dispel magic, haste, hold person, inflict serious wounds, lightning bolt, magic circle against good, magic weapon (greater), nondetection, slow, speak with dead, tongues.
4th Level: Bestow curse, contagion, confusion, dimensional anchor, enervation, fear, feeblemind, fire shield, inflict critical wounds, invisibility (greater), locate creature, phantasmal killer, poison, wall of fire.
================================================
CHANGE LOG:
Corrupt Mind no longer grants immunity to divinations, charms, compulsions or domination, instead granting a profane bonus to saves against them. He still gains Mind Blank while shadowraging, and the damage aspect of Corrupt Mind now only applies when he is shadowraging.
Shadowrage no longer grants (additional) boosts to constitution or strength. It still stacks with rage, but only grants dexterity, wisdom and charisma.