Ravager (3.5e Class)

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Ravager (3.5e Class)
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[edit] Ravager

Feared by many and understood by few, the infamous ravager is an individual who has dedicated himself to the service of Erythnul, deity of slaughter. Living a life of violence and savagery, the ravager seeks to spread this deity's malignant influence wherever he goes, never resting long in one place lest the forces of good pursue him. Ravagers who come from the ranks of fighters and barbarians find that the ravager's offensive capabilities enhance their combat skills. Ravagers spend much of their time with others of their kind, roaming the land in small, close-knit communities without warning, and retiring back into the wilderness to plan their next terrible raid. Sometimes the clergy of Erythnul commands a lone ravager to undertake some mission or project that obliges the ravager to join up with other individuals, but such alliances are usually temporary and must be managed carefully, lest they lead to quarrels or worse.

Entry Requirements
Alignment: any evil. if they lose this alignment... (See EX-Ravager)
Base Attack Bonus: +5.
Skills: Intimidate 3 ranks, Knowledge (religion) 3 ranks, Survival 4 ranks
Feats: Improved Sunder, Power Attack
Spellcasting: unable to cast spells.
Special: Must survive the ravager initiation rites.

Table: The Ravager

Hit Die: 1d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Bloodstrike, Sacrifice of the Ravager, Nessessary Alterations
2nd +2 +3 +0 +3
3rd +3 +3 +1 +3 Immunity to Disease, Bloodfire
4th +4 +4 +1 +4
5th +5 +4 +1 +4 Fast heal +2, Immunity to poison
6th +6/+1 +5 +2 +5 Improved Bloodstrike
7th +7/+2 +5 +2 +5 Unnatural Stamina
8th +8/+3 +6 +2 +6 Improved Bloodfire
9th +9/+4 +6 +3 +6 Scarred Skin +2
10th +10/+5 +7 +3 +7 Greater Bloodstrike, Greater Bloodfire

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (dex), Climb (str), craft (int), Diplomacy (cha), Heal (wis), Intimidate (cha), Jump (str), Listen (wis), Proffession (wis), Search (int), Spot (wis), Tumble (dex).

[edit] Class Features

All of the following are class features of the Ravager

Weapon and Armor Proficiency: Ravagers are proficient with all Bladed weapons, shields (except tower), and light and medium armor. Ravager's do not use ranged weapons because their Bloodmagic is useless with a ranged attack.

Feats:

Bloodstrike:


The Ravager slices into his own arm as a swift action, drawing blood and Dealing 1d4 damage to himself. If done within range of an enemy, it does not provoke an attack of opportunity. In addition, the Bloodmagic that is active within him activates and deals an extra 1d6 damage to the next enemy he hits. In addition, if the Ravager cleaves or greater cleaves because he has killed the target of his bloodstrike, the damage bonus is applied to the next enemy, and so forth. In addition, if the Ravager fails to break an opponent's AC on a Bloodstrike but manages to roll half or above on the attack roll (the equivalent of the weapon glancing off the opponent) the bonus damage is still applied.


Sacrifice of the Ravager:


Each time the Ravager breaks the AC of an opponent on an attack that is not a Bloodstrike, Blood Whirlwind or Bloodfire, the Ravager takes 2 damage to his health.


Nessessary Alterations:


The Ravager must make changes to his armor to have access to his skin. This is important because the Ravager needs to cut his skin to activate his abilities. This can be the removal of gauntlets, bracers, ect. This change is permanent and gives the Ravager a -1 to his overall armor AC.


Bloodfire:


The Ravager slices into his own arm just like Bloodstrike, dealing 2d4 damage to himself. The ravager then can fire a ball of Bloodfire at his opponent for 3d6 damage. It is a ranged touch attack of up to 60ft (1d20 + Half the ravager's level for the attack roll). Alternately, the Ravager can fire it in a 30ft cone. Each enemy inside is allowed a reflex safe of 10 + half of the ravager's level. It deals 2d6 to each enemy inside.


Immunity to Disease:


The ravager is immune to the effects all diseases (except vampirism and lycanthropy), but can and will still catch them. The ravager is not allowed any save to prevent a disease and is still contagious and viable to spread disease. Any disease incubating inside of the Ravager is gone after 48 hours.


Fast heal:


The ravager gains back X number of health points during each of his turns.


Immunity to Poison:


Same as "Immunity to Disease" except it applies to all poisons.


Improved Bloodstrike:


The ravager's Bloodstrike is replaced by this: The Ravager slices into his own arm as a swift action, drawing blood and Dealing 2d4 damage to himself. If done within range of an enemy, it does not provoke an attack of opportunity. In addition, the Bloodmagic that is active within him activates and deals an extra 2d6 damage to the next enemy he hits. In addition, if the Ravager cleaves or greater cleaves because he has killed the target of his bloodstrike, the damage bonus is applied to the next enemy, and so forth. In addition, if the Ravager fails to break an opponent's AC on a Bloodstrike but manages to roll half or above on the attack roll (the equivalent of the weapon glancing off the opponent) the bonus damage is still applied.


Unnatural stamina:


When the Ravager's health falls below 0 the ravager is still on his feet, not downed, and can take turns just like normal. If the ravager's health falls below -10 he dies.


Improved Bloodfire:


The ravager's bloodfire gets replaced by this: The Ravager slices into his own arm just like Bloodstrike, dealing 3d4 damage to himself. The ravager then can fire a ball of Bloodfire at his opponent for 4d6 damage. It is a ranged touch attack of up to 80ft (1d20 + Half the ravager's level for the attack roll). Alternately, the Ravager can fire it in a 40ft cone. Each enemy inside is allowed a reflex safe of 10 + half of the ravager's level. It deals 3d6 to each enemy inside.


Scarred Skin:


After years of scarring due to battle and the sacrifice each ravager must make to summon their powers, the ravager gets a +X to his Ac and a X damager reduction.


Greater Bloodstrike:


The Ravager's Improved Bloodstrike gets replaced by this: The Ravager slices into his own arm as a swift action, drawing blood and Dealing 3d4 damage to himself. If done within range of an enemy, it does not provoke an attack of opportunity. In addition, the Bloodmagic that is active within him activates and deals an extra 3d6 damage to the next enemy he hits. In addition, if the Ravager cleaves or greater cleaves because he has killed the target of his bloodstrike, the damage bonus is applied to the next enemy, and so forth. In addition, if the Ravager fails to break an opponent's AC on a Bloodstrike but manages to roll half or above on the attack roll (the equivalent of the weapon glancing off the opponent) the bonus damage is still applied.


Greater Bloodfire:


The Ravager's Bloodfire gets replaced by this: The Ravager slices into his own arm just like Bloodstrike, dealing 4d4 damage to himself. The ravager then can fire a ball of Bloodfire at his opponent for 5d6 damage. It is a ranged touch attack of up to 100ft(1d20 + the ravager's total level for the attack roll). Alternately, the Ravager can fire it in a 50ft cone. Each enemy inside is allowed a reflex safe of 10 + half of the ravager's level. It deals 4d6 to each enemy inside.

[edit] Bonus Feats of the Ravager

Unnatural Rage:


When the Ravager's ability "Unnatural Stamina" activates, the Ravager adds 2 points to strength, dexterity, and his AC, the ammount he Fast Heal's (or the amount of healing from "ravager skin") doubles, and the amount of attacks he has per turn doubles. EX: +8/+4/+2 becomes +8/+8/+4/+4/+2/+2. Unnatural rage ends when the Ravager's health becomes 1 or higher.


Blood Lightning:


Must already have "Greater Bloodfire". The ravager slices into his skin for 6d4 Damage as a swift action. He then can cast Bloodlightning as a 80ft touch attack (1d20 + Half the ravager's level attack roll) for 6d6 + Strength. The Bloodlightning then jumps to the nearest foe within 40ft for 5d6 damage + strength (another attack roll is made to break the target's AC). The Lightning then jumps to the next nearest foe, who has not been hit, within 20ft for 4d6 damage (another attack roll is made to break the opponents AC). The Bloodlightning then jumps to the next nearest foe, who has not been hit, within 10ft for 3d6 damage (another attack roll is made to break the opponents AC). The Bloodlightning then jumps to the next nearest foe, who has not been hit, within 5ft for 2d6 damage (another attack roll is made to break the opponents AC). The bloodlightning ends if it fails to break the AC of a target or if there is no target who has not been hit by the bloodlightning yet within its range.


Pestilent Blood:


The Ravager is immune to disease and poison but still has them in his bloodstream if he would contract them (see "immunity to disease"). When the Ravager uses Bloodstrike or Blood Whirlwind his blood is on the weapon, and when he uses Bloodfire or Bloodlighting his blood is in the magic. When any enemy receives damage from Bloodstrike, Bloodfire, or Bloodlightning, they must succeed on a DC 10 + Half of the Ravager's level or they will contract all diseases and poisons currently in the Ravager's system.


Ravager's Skin:


This replaces Fast Heal and Scarred Skin: The ravager fast heals +4 each turn , gets damage reduction -4, and his AC increases by +4. In addition, Sacrifice of the Ravager deals no damage to the Ravager at any time and the ravager gets +4 spell resistance.


Bloodlink


The Ravager, as a swift action, can designate one target within 100ft. to be linked to. The linked target loses any amount of HP that the ravager does while he's linked to it. In addition, the linked target gains the same amount of HP the Ravager gains, except for the health gained by ravager feats. This effect does not apply in reverse however.


Blood Whirlwind"


Must already have "Greater Bloodstrike". The Ravager slices his arm as a swift action dealing 6d6 damage to himself. The ravager then takes his weapon and performs a whirlwind attack. The ravager rolls an attack roll on each target and if it breaks AC a normal damage roll is made on the enemy. In addition, all enemies who's AC was broken are dealt 6d6 additional damage. In addition, if the Ravager fails to break an opponent's AC on the attack roll but manages to roll half or above on the attack roll (the equivalent of the weapon glancing off the opponent) the bonus damage is still applied.

[edit] Ex-Ravagers

A Ravager who loses his allignment loses all ravager abilities and feats and must perform the Near-Death ritual. This ritual involves slicing into 4 main arteries, (5 cuts to each arm on the wrist, and 2 cuts to each inner thigh.). The ravager must be standing in something that will catch every single drop of blood (bathtub is most common). This will drain the ravager's blood and when 50% of it is gone (reaching 0 health) his regeneration ability will kick back in and stop the bleeding. The ravager must literally bathe in his own blood until he is back at full health to regain his powers.

[edit] Campaign Information

[edit] Playing a Ravager

Religion: The ravagers worship Erythnul or another slaughter deity.

Other Classes: Raveger sometimes makes a temporary alliance with other evil people that almost always finish in violence.

[edit] Ravagers in the World

NPC ravagers are usually encountered in small warbands of from two to six individuals, but sometimes a lone ravager may be encountered when undertaking a special mission. All ravagers are readily identified by the bizarre and fearsome facial tattoos they wear to mark themselves as Erythnul's instruments.


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