Saidoro
2013-03-26, 06:03 PM
Madclaw Rager
Alignment:Any
Hit Dice: d8
Requirements:
Base Attack Bonus: +5
Feats:Mental Leap, Psionic Weapon
Martial Manuevers: Any two Tiger claw Maneuvers
Special:Surging Euphoria Class Feature
Class Skills: The madclaw fager’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Martial Lore(Int), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points per Level: 4+int
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Manifesting
Manuevers Known
Manuevers Readied
Stances Known
1st
+1
+2
+0
+2
Roiling Mind, Claws of Fury
+1 Wilder
1
0
0
2nd
+2
+3
+0
+3
Surging Strike
+1 Wilder
0
0
0
3rd
+3
+3
+1
+3
Claws of Hate
+1 Wilder
1
1
0
4th
+4
+4
+1
+4
Madness
+1 Wilder
0
0
0
5th
+5
+4
+1
+4
Claws of Rage
+1 Wilder
1
0
1
6th
+6
+5
+2
+5
Flesh Roil
+1 Wilder
0
1
0
7th
+7
+5
+2
+5
Claws of Fury
+1 Wilder
1
0
0
8th
+8
+6
+2
+6
Euphoric Slaughter
+1 Wilder
0
0
0
9th
+9
+6
+3
+6
Claws of War
+1 Wilder
1
1
0
10th
+10
+7
+3
+7
True Madness
+1 Wilder
0
0
0
All of the following are class features for the madclaw rager:
Weapon and Armor Proficiency
A madclaw rager gains no additional weapon or armor proficiencies.
Manifesting
At each level the madclaw rager gains additional power points and access to new powers as though they had gained a level in wilder. He does not gain any other benefits of that class.
Maneuvers
At each odd-number level the madclaw rager gains a new maneuver known from the Tiger Claw or Iron Heart disciplines. You add your full madclaw rager levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, 6th level, and 9th level, you gain an additional
maneuver readied per day.
Stances Known
At 5th level the madclaw rager gains a new stance for which they meet the prerequisites from the Tiger Claw or Iron Heart disciplines.
Roiling Mind
The madclaw rager may use their initiator level in place of their wilder level for calculating the effects of their wild surge and surging euphoria. When manifesting powers of the psychometabolism discipline they may reduce their chance of psychic enervation by their madclaw rager level.
Claws of Anger(Ex)
At first level the madclaw rager adds claws of the beast to their list of powers known. Claws gained through this power are treated as tiger claw school weapons and are valid weapons for any tiger claw maneuver. A madclaw rager using two claws granted by claws of the beast and no other natural or manufactured weapons in treated as two-weapon fighting for any tiger claw ability for which that matters.
Surging Strike(Su)
Beginning at second level the madclaw rager can attempt to wild surge when initiating a martial strike. Doing so adds a bonus to all attack and damage rolls made as part of that strike equal to the bonus to manifester level normally granted by wild surge. They may also add that number less the level of the maneuver to the DCs of any saves it provokes if doing so would be beneficial. This carries the risk of psychic enervation as normal, but upon enervation the madclaw rager is staggered until the end of their next turn rather than being dazed and must expend a readied maneuver of equal or higher level to the one on which they surged rather than lose power points. In all other ways this works as wild surge, including activating surging euphoria.
Claws of Hate(Ex)
At third level the madclaw rager gains the rend ability when using two claws granted by the claws of the beast power and no other natural or manufactured weapons. When they strike a single target with at least two claw attacks in a single round that target takes additional damage equal to the claw's base damage plus one and a half times the madclaw rager's strength score.
Madness(Ex)
A madclaw rager of fourth level or higher who fails a save against a mind-affecting spell or power may choose to become confused for a number of rounds equal to the spell or power's level rather than be subjected to the normal effects. Doing so activates surging euphoria as though the madclaw rager had just used wild surge for their maximum bonus.
Claws of Rage(Ex)
Beginning at fifth level, whenever the madclaw rager expends their psionic focus to apply the psionic weapon feat or any feat which lists it as a prerequisite to a claw attack granted by claws of the beast they may also apply the same benefit to the other claw granted by the power. Additionally, whenever the madclaw rager initiates a maneuver that involves making a single attack action they may deal rend damage as though they had hit with both claws if the attack is successful.
Flesh Roil(Su)
At sixth level the madclaw rager gains the ability to knit closed their wounds with the power of their fury. A madclaw rager under the effects of surging euphoria may at any time choose to end that effect as a free action that can be taken out of turn to heal a number of hit points equal to twice the remaining duration of the euphoria.
Alternately, by ending their euphoria they may render themselves immune to a single dose of poison or remove one of the following conditions from themselves: blinded, dazzled, deafened, diseased, exhausted, fatigued, nauseated, sickened.
Claws of Fury(Ex)
Beginning at seventh level the madclaw rager's rend improves, any time they strike a single opponent with at least four claw attacks in a single round they may apply rend damage to that target a second time.
Euphoric Slaughter(Ex)
At eighth level the madclaw rager's joy in slaughter reaches new heights. Any time the rager kills an opponent with a challenge rating at least equal to their own less four they may enter surging euphoria as though they had just used wild surge for their maximum bonus.
Claws of War(Ex)
Beginning at ninth level the madclaw rager gains the ability to manifest their claws of the the beast power as a free action once per round. They must still pay any costs associated with manifesting it.
True Madness(Ex)
At tenth level the madclaw rager reaches a strange sort of peace with their inner turmoil. A madclaw rager benefiting from surging euphoria may choose to immediately end that euphoria to ignore the effects of psychic enervation from a single wild surge. That wild surge does not activate surging euphoria. Additionally, the madclaw rager may use Madness to ignore the effects of any spell based on alignment in addition to mind-affecting spells.
There haven't been any officially published ToB/Psionic classes and exceedingly few homebrewed ones, so I decided to fill the gap. Also, wilder is terrible and I decided to fix that too. Any thoughts?
Alignment:Any
Hit Dice: d8
Requirements:
Base Attack Bonus: +5
Feats:Mental Leap, Psionic Weapon
Martial Manuevers: Any two Tiger claw Maneuvers
Special:Surging Euphoria Class Feature
Class Skills: The madclaw fager’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Martial Lore(Int), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points per Level: 4+int
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Manifesting
Manuevers Known
Manuevers Readied
Stances Known
1st
+1
+2
+0
+2
Roiling Mind, Claws of Fury
+1 Wilder
1
0
0
2nd
+2
+3
+0
+3
Surging Strike
+1 Wilder
0
0
0
3rd
+3
+3
+1
+3
Claws of Hate
+1 Wilder
1
1
0
4th
+4
+4
+1
+4
Madness
+1 Wilder
0
0
0
5th
+5
+4
+1
+4
Claws of Rage
+1 Wilder
1
0
1
6th
+6
+5
+2
+5
Flesh Roil
+1 Wilder
0
1
0
7th
+7
+5
+2
+5
Claws of Fury
+1 Wilder
1
0
0
8th
+8
+6
+2
+6
Euphoric Slaughter
+1 Wilder
0
0
0
9th
+9
+6
+3
+6
Claws of War
+1 Wilder
1
1
0
10th
+10
+7
+3
+7
True Madness
+1 Wilder
0
0
0
All of the following are class features for the madclaw rager:
Weapon and Armor Proficiency
A madclaw rager gains no additional weapon or armor proficiencies.
Manifesting
At each level the madclaw rager gains additional power points and access to new powers as though they had gained a level in wilder. He does not gain any other benefits of that class.
Maneuvers
At each odd-number level the madclaw rager gains a new maneuver known from the Tiger Claw or Iron Heart disciplines. You add your full madclaw rager levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, 6th level, and 9th level, you gain an additional
maneuver readied per day.
Stances Known
At 5th level the madclaw rager gains a new stance for which they meet the prerequisites from the Tiger Claw or Iron Heart disciplines.
Roiling Mind
The madclaw rager may use their initiator level in place of their wilder level for calculating the effects of their wild surge and surging euphoria. When manifesting powers of the psychometabolism discipline they may reduce their chance of psychic enervation by their madclaw rager level.
Claws of Anger(Ex)
At first level the madclaw rager adds claws of the beast to their list of powers known. Claws gained through this power are treated as tiger claw school weapons and are valid weapons for any tiger claw maneuver. A madclaw rager using two claws granted by claws of the beast and no other natural or manufactured weapons in treated as two-weapon fighting for any tiger claw ability for which that matters.
Surging Strike(Su)
Beginning at second level the madclaw rager can attempt to wild surge when initiating a martial strike. Doing so adds a bonus to all attack and damage rolls made as part of that strike equal to the bonus to manifester level normally granted by wild surge. They may also add that number less the level of the maneuver to the DCs of any saves it provokes if doing so would be beneficial. This carries the risk of psychic enervation as normal, but upon enervation the madclaw rager is staggered until the end of their next turn rather than being dazed and must expend a readied maneuver of equal or higher level to the one on which they surged rather than lose power points. In all other ways this works as wild surge, including activating surging euphoria.
Claws of Hate(Ex)
At third level the madclaw rager gains the rend ability when using two claws granted by the claws of the beast power and no other natural or manufactured weapons. When they strike a single target with at least two claw attacks in a single round that target takes additional damage equal to the claw's base damage plus one and a half times the madclaw rager's strength score.
Madness(Ex)
A madclaw rager of fourth level or higher who fails a save against a mind-affecting spell or power may choose to become confused for a number of rounds equal to the spell or power's level rather than be subjected to the normal effects. Doing so activates surging euphoria as though the madclaw rager had just used wild surge for their maximum bonus.
Claws of Rage(Ex)
Beginning at fifth level, whenever the madclaw rager expends their psionic focus to apply the psionic weapon feat or any feat which lists it as a prerequisite to a claw attack granted by claws of the beast they may also apply the same benefit to the other claw granted by the power. Additionally, whenever the madclaw rager initiates a maneuver that involves making a single attack action they may deal rend damage as though they had hit with both claws if the attack is successful.
Flesh Roil(Su)
At sixth level the madclaw rager gains the ability to knit closed their wounds with the power of their fury. A madclaw rager under the effects of surging euphoria may at any time choose to end that effect as a free action that can be taken out of turn to heal a number of hit points equal to twice the remaining duration of the euphoria.
Alternately, by ending their euphoria they may render themselves immune to a single dose of poison or remove one of the following conditions from themselves: blinded, dazzled, deafened, diseased, exhausted, fatigued, nauseated, sickened.
Claws of Fury(Ex)
Beginning at seventh level the madclaw rager's rend improves, any time they strike a single opponent with at least four claw attacks in a single round they may apply rend damage to that target a second time.
Euphoric Slaughter(Ex)
At eighth level the madclaw rager's joy in slaughter reaches new heights. Any time the rager kills an opponent with a challenge rating at least equal to their own less four they may enter surging euphoria as though they had just used wild surge for their maximum bonus.
Claws of War(Ex)
Beginning at ninth level the madclaw rager gains the ability to manifest their claws of the the beast power as a free action once per round. They must still pay any costs associated with manifesting it.
True Madness(Ex)
At tenth level the madclaw rager reaches a strange sort of peace with their inner turmoil. A madclaw rager benefiting from surging euphoria may choose to immediately end that euphoria to ignore the effects of psychic enervation from a single wild surge. That wild surge does not activate surging euphoria. Additionally, the madclaw rager may use Madness to ignore the effects of any spell based on alignment in addition to mind-affecting spells.
There haven't been any officially published ToB/Psionic classes and exceedingly few homebrewed ones, so I decided to fill the gap. Also, wilder is terrible and I decided to fix that too. Any thoughts?