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gr8artist
2014-07-07, 06:28 PM
The Ravager


Alignment: Ravagers may be of any alignment.

Hit Die: d10

Requirements:
To qualify to become a Ravager, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Power Attack
Special: Must possess a strength score of at least 18. Ravagers cannot use any class features (other than proficiencies and adrenaline) while their strength score is less than 18.

Class Skills
The Ravager's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Fly (Dex), Intimidate (Cha), Ride (Dex), and Swim (Str)

Skill Ranks per Level: (4 + Int modifier)



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1
+1
+1
+1
+0
Ravager talent, adrenaline


2
+2
+1
+1
+1
Ravager talent, improved power attack (+2/–1)


3
+3
+2
+2
+1
Ravager talent


4
+4
+2
+2
+1
Ravager talent, Blastwave


5
+5
+3
+3
+2
Ravager talent


6
+6
+3
+3
+2
Ravager talent, improved power attack (+3/–1)


7
+7
+4
+4
+2
Ravager talent


8
+8
+4
+4
+3
Ravager talent, forceful vault


9
+9
+5
+5
+3
Ravager talent


10
+10
+5
+5
+3
Ravager talent, improved power attack (+4/–1)



Class Features
The following are class features of the Ravager.

Weapon and Armor Proficiency: Ravagers are proficient with all simple and martial weapons, but gain no other proficiencies.


Adrenaline (Ex): During combat, the Ravager gains a rush of adrenaline which empowers his attacks and actions. He treats this adrenaline as a pool of points he may spend as he sees fit, though the amount that he might possess at any given time is highly variable. He awakes each day with no points in his adrenaline pool, and his adrenaline pool waxes and wanes as he engages in dangerous encounters.
In combat, he gains 1 adrenaline point when he rolls initiative and 1 point per round at the beginning of his turn. The maximum number of points he may possess at one time is equal to his class level + his strength modifier, and any excess he would gain beyond this amount is lost. He is considered to be in combat after being attacked or taking damage from an opposing creature, after attacking an opposing creature in melee, or while pursuing an opposing creature so as to attack it. If he goes more than 3 rounds without meeting one of these criteria, then he ceases gaining adrenaline and begins to lose any that he still possesses, at a rate of 1 point per minute.
He gains a bonus on weapon attack rolls equal to the number of points in his adrenaline pool, and he may spend his points in the following ways.

He may spend a point of adrenaline as a free action to increase the number of attacks of opportunity he can make in that round by 1, to a maximum number of extra attacks equal to 1/4 his base attack bonus (rounded down).
He may spend a point of adrenaline as a swift action to give himself an additional attack at his highest base attack bonus when making a full-attack action. This benefit stacks with the benefits of a haste spell or speed weapon.
He may spend a point of adrenaline as an immediate action to move 5 feet through any terrain without provoking attacks of opportunity.
He may spend a point of adrenaline when he fails a save against a mind-affecting effect to suppress the effect for 1 round. At the beginning of his next turn, he gets another save to negate the effect, at the original DC, and the effect immediately ends if he succeeds. The duration of an effect suppressed in this way continues to be reduced each round as normal.



Yes, by spending 1 point per round, he can keep 1 mind-affecting effect permanently suppressed while in combat. Keep in mind that he only gains 1 point per round, without use of other abilities or effects.
Yes, if he's also a monk, he can spend adrenaline or ki to give himself an extra attack in his flurry of blows. Both require a swift action, so there's still only 1 extra attack per round.
Yes, since it's a free action, he can spend a point when an opportunity presents itself to gain the extra attack quickly enough to use the attack as a result of the provoking opportunity.
Yes, by spending his adrenaline, he basically gets an extra 5-foot step each round. Keep in mind that one is a move/free action, and the one gained by this ability is a swift/immediate action.



Ravager Talent: The Ravager excels in mastery of his physique and power, and as he advances he learns to harness his innate strength for greater and broader purpose. At each level, he chooses one talent from the list below, gaining its benefits indefinitely. He may choose to retrain himself, spending 8 hours in uninterrupted exercise and practice to exchange one talent he knows for one that he does not.Exceptional Strikes (Ex): The Ravager is a pinnacle of strength and physique, able to apply his strength to its fullest extent, regardless of limitations. He uses his full strength modifier to determine damage with light manufactured weapons, secondary natural weapons, and off-hand attacks. He uses 1.5 x his strength modifier for 1-handed weapons, primary natural weapons, and main-hand attacks. He uses 2 x his strength modifier for 2-handed weapons.

Exceptional Endurance (Ex): The Ravager increases his carrying capacity as though his strength score were 50% greater. Additionally, he gains endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final) as a bonus feat. He also adds his strength modifier to saving throws against the fatigued and exhausted conditions.

Exceptional Force (Ex): The Ravager's physique allows him to apply his strength more effectively when attempting to hinder his opponents. He adds 1.5 x his strength modifier to his CMB and CMD, rather than his normal strength modifier. While successfully grappling an opponent, he may choose to perform one of the following combat maneuvers as part of the standard action to maintain the grapple, instead of an action from the list of options normally available: dirty trick, disarm, steal, sunder, or trip. His CMB check for this maneuver is equal to the check he made to maintain the grapple, though he adds any bonuses he possesses specific to the maneuver he selects (such as from improved disarm).

Exceptional Hold (Ex): The Ravager's crushing holds and unbreakable grip make him a terrifying force in close-quarters combat. He gains improved grapple (http://www.d20pfsrd.com/feats/combat-feats/improved-grapple-combat---final) as a bonus feat, even if he does not meet the prerequisites for it, as well as the constrict (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Constrict-Ex-) extraordinary ability. He uses 2 x his strength modifier for damage with grapple checks and his constrict special attack, which otherwise deals damage as his unarmed strike.

Exceptional Grip (Ex): The Ravager is able to counterbalance oversized weapons with ease. He may wield weapons made for creatures one size larger than himself with only a -2 penalty. Wielding weapons in this way does not require extra hands or effort from the Ravager. Furthermore, if he is using a weapon made for a creature larger than himself, the Ravager uses the size bonus of the larger creature, rather than his own, when determining his CMB for maneuvers that incorporate that weapon.

Exceptional Throw (Ex): The Ravager may use the power attack feat (and his improved power attack feature) when making attacks with thrown weapons. This does not stack with the bonus from deadly aim. Furthermore, any melee weapon the Ravager throws has a range increment of 20 feet, or 10 feet more than its original range increment, whichever is greater.

Adrenal Rage (Ex): While under the effects of a barbarian's rage, a rage spell, or any other effect that induces a rage-like state, the Ravager gains 1 additional point of adrenaline each round at the start of his turn. This is in addition to any points of adrenaline he gains as a result of normal combat and other abilities. He may also spend points of adrenaline as though they were rounds of rage when using rage powers and other abilities, and he may spend 2 points of adrenaline to extend an ongoing barbarian rage for 1 round, even if he has run out of rounds of rage for that day.

Adrenal Slayer (Ex): When the Ravager kills, destroys, or reduces a creature to negative health, he gains 1 point of adrenaline. This effect cannot occur more than once per battle for each enemy creature. He also gains dreadful carnage (http://www.d20pfsrd.com/feats/combat-feats/dreadful-carnage-combat) as a bonus feat, even if he does not meet the prerequisites for it.

Adrenal Surge (Ex): The Ravager may spend a moment to focus his strength and anger for a short time, granting him extra adrenaline and other effects. He may spend a swift action to gain 1 point of adrenaline, but he takes 2 nonlethal damage and a –2 penalty to AC for 1 round after doing so.

Overwhelming Blows (Ex): The Ravager's melee attacks ignore an amount of DR or hardness equal to his strength modifier. If his attack exceeds a target's DR or hardness, he may spend a point of adrenaline to ignore the DR or hardness completely for that attack.

Mighty Vigor (Ex): When healing naturally, the Ravager uses his strength modifier, rather than his constitution, to determine the amount of health he gains. He also adds his strength modifier to his constitution score to determine the amount of negative health which will kill him. Once per hour, he may spend a point of adrenaline as a free action when he would be reduced to less than 1 health to immediately heal an amount of health equal to his strength score.

Mighty Charge (Ex): The Ravager adds his strength modifier to his base movement speed when determining how far he can move as part of a charge. If he spends a point of adrenaline when making a charge, he instead adds his strength score to his movement speed to determine his charging distance. He may charge through difficult terrain, though each square costs him 10 feet of movement, as normal.

Mighty Leap (Ex): The Ravager adds his strength modifier to his acrobatics checks when attempting to jump with a running start. If he spends a point of adrenaline when making a running start, he instead adds his strength score to his acrobatics checks for 1 round when determining how far he can leap. Furthermore, at 5th level, the DCs for his vertical leaps are reduced by 25%, and by an additional 25% at 7th and 9th levels.

Burning Waves (Su): The Ravager's blastwaves rends not only the air, but the heat and motion of everything in its path. He may choose to make half of the base damage dealt by his blastwaves fire damage, rather than force damgae. Creatures that fail their saves against his fiery blastwave are set on fire, taking 1d6 points of fire damage immediately, as well as once each round until the fire is extinguished. Extinguishing the fire requires a DC 15 reflex save, and a creature may attempt this save as a full round action.
The Ravager must be at least 6th level before learning this talent.

Precise Waves (Su): The Ravager's blastwaves can be honed into razor sharp crescents of force as deadly as his weapon itself. When he makes a linear blastwave, the Ravager may choose to forgo the entire area his blastwave would affect to instead deal damage more accurately to the first creature hit. He must make the attack into an empty square, or the target creature will be the creature hit by his melee attack (which would yield no additional benefits). The Ravager makes a ranged touch attack against the AC of the target creature. If this attack hits, then the creature takes full damage from his blastwave, and may not attempt a reflex save for half. If he misses, his blastwave deals no damage to that creature. A precise blastwave can deal critical hit damage or other precision damage as normal for a ranged attack.
The Ravager must be at least 6th level before learning this talent.

Battering Waves (Su): When the Ravager makes a blastwave, he may spend an additional point of adrenaline in an attempt to send all the affected creatures flying. He makes a single combat maneuver check, separate from the blastwave's attack and damage rolls, and compares the result to each creature within the blastwave's area. Creatures with a CMD lower than his result are pushed back as though by a bull-rush, and take a penalty to dexterity for 1 round equal to the difference between their combat maneuver defense and his combat maneuver check. This penalty does not stack with itself if a creature is hit by multiple blastwaves in 1 round.
The Ravager must be at least 9th level before learning this talent.

Overwhelming Waves (Su): The Ravager's blastwavess ignore an amount of DR or hardness equal to 2 x his strength modifier. He may spend a point of adrenaline when making a blastwave to ignore all DR and hardness the victims possess for that attack.
The Ravager must be at least 9th level and he must have the Overwhelming Blows talent before selecting this one.

Empowered Waves (Su): The Ravager has improved his ability to unleash waves of force with his attacks. He deals 50% more damage with his blastwave, including the melee attack that precedes it and any bonus damage added to it from special abilities and other sources.
The Ravager must be at least 9th level before learning this talent.



Mighty charge example: A Ravager with a 30 ft move speed and a strength score of 20 can move as follows:

30 ft with a move action.
70 feet on a charge. (30x2 + 5x2)
100 feet on a charge for the expenditure of 1 point of adrenaline. (30x2 + 20x2)


Mighty leap example: The DC for a 20 foot vertical leap is normally 80. This is reduced to 60 at 5th level, 40 at 7th level, and 20 (same DC as a horizontal leap) at 9th level.



Improved Power Attack: Beginning at 2nd level, when using the power attack feat, the Ravager may choose how much of a penalty to take on his attack rolls, up to half his BAB. He gains a +2 bonus on melee damage rolls for every –1 penalty he takes. At 6th level, he instead gains +3 damage per –1 penalty, and at 10thth level this increases to +4 per –1 penalty. This damage is still increased or reduced as described in the power attack feat.


Blastwave (Su): At 4th level, the Ravager can swing with such power that his melee attack sends out ripples of force just as strong as the blow itself. By spending 1 point of adrenaline, the Ravager can create a blastwave when he makes a melee attack (including an attack action, full-attack action, or attack of opportunity). He may also make melee attacks against empty spaces for the purposes of creating a blastwave. The range and shape of a blastwave vary, and the Ravager can choose which shape he will create each time he makes a blastwave. The point of origin for a blastwave is always the damaging edge of the Ravager's weapon.
The Ravager rolls damage once when he makes the melee attack, and deals that amount of damage to all targets caught within the wave's area. Blastwaves deal force damage, plus any bonus damage the melee attack would deal (such as the fire damage of a flaming weapon) other than precision damage. A blastwave deals no additional damage to a creature struck by the melee attack.
A blastwave may affect a line, cone, or circular burst, with a range based on the Ravager's strength and level. A linear blastwave has a range 10 feet per level + the Ravager's strength score. A cone shaped blast wave has a range of 5 feet per level + 1/2 the Ravager's strength score, and a circular blastwave has a range of only 5 feet per 2 levels + 1/2 the Ravager's strength score.


Forceful Vault (Su): At 8th level, the Ravager can launch himself high into the air by expelling a great force downward, in a manner similar to his blastwaves. Using this ability costs 1 point of adrenaline, and the Ravager may only use this ability while airborne under his own power (such as during a vertical or horizontal leap). He may immediately make a vertical leap, regardless of the lack of a stable surface. If he had a running start before becoming airborne, then he maintains that running start on this second leap, along with any bonuses granted to his previous leap.
He may use this ability as part of a movement or leap, or as an immediate action after jumping. Once airborne, you may use this ability a number of times equal to your strength modifier before needing to land on a solid surface or otherwise end your leaping.

Dolbar
2014-07-12, 02:50 PM
This looks really intesting. I have a few questions though.


Exceptional Grip (Ex): The Ravager is a pinnacle of strength and physique, able to apply his strength to its fullest extent, regardless of limitations. He uses his full strength modifier to determine damage with light weapons, and 1.5 x his strength modifier for 1 handed weapons. He may wield 2 handed weapons (2 handed for his size, or 1 handed for the next largest size) in 1 hand with no penalties.

I'm not sure if this is explained somwehere else in the sourcebooks, but would this affect the unarmed attacks of a monk? I believe the Player's Handbook states that they cound as both natural attacks and manufactured weapons, but I'm not sure if that matters.


Blastwave (Su): At 4th level, the Ravager can swing with such power that his melee attack sends out ripples of force just as strong as the blow itself. By spending 1 point of adrenaline, the Ravager can create a blastwave when he makes a melee attack.

If the Ravager spends more than one point, is he allowed to make multiple Blastwave attacks as part of a full attack action? Also, can he use this in conjunction with an attack of opportunity?


Powerful Force (Ex): The Ravager increases his strength bonus by 50% when calculating his CMB, and he adds half his strength modifier to his CMB if he normally uses another ability score to calculate that bonus. Furthermore, if he is using a weapon made for a creature larger than himself, the Ravager uses the size bonus of the larger creature, rather than his own, when determining his CMB. Additionally, when he makes a blastwave, he may choose to make a combat maneuver check against all creatures within the blastwave's area. Creatures with a CMD lower than his result are pushed back as though by a bull-rush, and take a penalty to dexterity for 1 round equal to the difference between their combat maneuver defense and his combat maneuver check. The Ravager must be at least 6th level before learning this talent.


I feel like this requires some clarification, and is my only big concern in terms of balance. Does the CMB check replace the normal attack roll, or is it in addition to it? Also, do mutiple Powerful Force Blastwaves made in one turn stack their dexterity penalty? I suppose that's dependent on whether or not multiple Blastwaves can be used as part of a full attack action, but if they can, that could quickly lead to an enemy's dexterity quickly spiralling downward, even reaching below 0 and rendering them immobile for the round due to CMD being partially based off of Dexterity.


Other than what I asked about, I like this PrC. Alot. Would definitely have my Mythic Monk with Seven-League Leap prestige into this. Who needs a boat when you have Mighty Leap?

gr8artist
2014-07-16, 03:12 PM
Thanks for the feedback.

I'm going to add text to the exceptional grip indicating the bonus to unarmed strikes.
Yes, he can blastwave multiple times, but only once per melee attack. In a full attack action, this could get dangerous, but his adrenaline won't let him do it over and over each round.
The CMB check for powerful force is separate from the attack roll. I will also probably put that in its own ability.

Rentaromon
2014-07-16, 03:48 PM
weapon and armor proficiency: this dosent sound like a class that would learn how to wear armor and use shields, and could easily already has the proficiency, so i would change it to just weapons.

adrenaline: i would change it to gaining one point of adrenaline when taking an attack action or maybe doing maneuvers, climbing and stuff like that. i could easily just stand at the edge of combat throwing spells and gain this bonus, and that seems like it goes against the idea.
I would cap the free AOO at the strength bonus.
The bonus attack as part of a full attack could be worded better, look at the wording of haste and use that.

ravager traits: all these abilities are stronger than the average feat, and you gain 1 every level. that is a lot of power. You might want to split these abilities up into smaller ones or something.

One big problem with the class is how front loaded it is. with 1 level i gain virtually all the class abilities. The only thing i gain for getting more levels is more ravager abilities that i might not want, and a slightly increased adrenaline pool. It is especially bad because any fighter or barbarian can take 1 level at almost no feat penalty, power attack is always a good choice and a lot of DMs give it out for free.

I would recommend slowing down the progression and adding a level 10 ability to get people more invested in the class.

overall the idea of a "strength is the answer to everything" is interesting and could be really fun. but the class gives you only 1 or 2 new options in combat, just a lot of damage and attack. Warriors and Barbarians are already real good at these things. They need new options in battle more than anything else, in my mind.

After some balancing it could be a very powerful choice for high level warriors and barbarians to become destroyers with little focus on anything else. But now it is too front loaded and slightly too strong compared to other options they have.

gr8artist
2014-07-16, 05:15 PM
The wording for the extra attack in a full-round action is copied as best as I could manage from the monk.

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.


Each of these powers is activated as a swift action.
I'll tidy it up a little, though. The problem is that the monk phrases it so that you spend the swift action during your full-round action, which seems a little convoluted to me.

Defensive proficiencies removed.
There are now parameters to describe when you do and don't gain adrenaline during combat.
Bonus AoO is now capped at 1/4 BAB.

I busted up a few of the ravager talents, and took away the one gained at 1st level. Wizards get multiple spells per level, so I think giving the mundanes one perk per level shouldn't be a problem.

I shifted all iterations of IPA down one level, and shifted Blastwave down as well, to space the perks apart a little more evenly. I'll try and come up with 7th level and 10th level abilities.

Rentaromon
2014-07-17, 06:26 AM
Damage from a blastwave is considered piercing, bludgeoning, and slashing damage, and the blastwave is a force effect that deals full damage to ethereal creatures.


You might want to change the wording to simply call this force damage instead of 4 different types of damage, especially when you specify that affects like precision damage cant be used with it.


You might also want to change the range on blastwave to increase based on the level of the ravager instead of damage. This would match the normal design, be far more consistent, and seeing as bonus weapon damage and critical strikes do not add to the affect it would make the wording much shorter. But if you feel that the damage increasing the range is important to the power then feel free to keep it.



Blast Wave seems like a fun ability, and adds an interesting option to martial classes that normally do not have many options. it would be interesting to see blast wave be able to do some maneuvers like pushing multiple targets back, or tripping an incoming swarm of enemies.

gr8artist
2014-07-17, 03:14 PM
Didn't know force was actually a type of damage. Edited.
Blastwave range now based on level + strength. Semicircular blastwave removed and replaced with a circular blastwave. Line = 10 x Lvl + Strength score
Cone = 5 x Lvl + 1/2 Strength score
Circular = 5 per 2 Lvl's + 1/2 Strength score

There's a Ravager Talent for pushing opponents back already. I'll see what else I can come up with.

Added a 7th level ability that basically allows him to double-jump.

Amechra
2014-07-17, 04:00 PM
There is no "circular" area of effect in D&D. I mean, you can add them, but there's already bursts (http://www.dandwiki.com/wiki/SRD:Aiming_a_Spell_%28Spell_Descriptor%29#Burst.2C _Emanation.2C_or_Spread), which are what you want...

OK, not exactly, but that way you get a sphere rather than a 2D shape.

Other than that... DOUBLE JUMP! Or, rather, "deal one damage to myself, and jump forever."

gr8artist
2014-07-17, 04:45 PM
Hmm... I will need to come up with a better description for the circular area.
I'm not sure what you meant by the last line in your response, about jumping forever...

Amechra
2014-07-17, 04:57 PM
You get 1 adrenaline each round if anyone within 60' has taken damage that round.

Forceful Vault just costs 1 adrenaline; it doesn't have any language restricting you to only "double jumping."

After all, your second is still "airborn under your own power". So you use Forceful Vault again.
And then your third jump is still ""airborn under your own power"...

gr8artist
2014-07-17, 08:34 PM
Good call. Now usable once every 3 rounds (up to once every other round at 10th level)

Amechra
2014-07-17, 09:14 PM
I didn't mean nerf it. :smallfrown:

It was cool nonmagical flight.

gr8artist
2014-07-18, 10:18 AM
Hmm, I still don't want them able to do it forever. Perhaps I need a self-inflicted injury clause in Adrenaline.
What if he may use the double jump once per round, for a number of consecutive uses equal to his strength mod before needing to land.

gr8artist
2014-07-27, 11:00 PM
Updated jump frequency. Any suggestions for a capstone? I'm thinking increased adrenaline for a short time or picking a suitable spell effect to emulate.
Duration would probably be 1 or 2 x level + strength mod.