“He who makes a beast of himself gets rid of the pain of being a man.”
Level | Defenses | Class Features |
---|---|---|
1 | +0 Fort, +1 Ref, +0 Will | Spellcasting, Blood of the Prey, Rush |
2 | +0 Fort, +1 Ref, +0 Will | Evasion |
3 | +0 Fort, +1 Ref, +0 Will | Wild Stance |
4 | +0 Fort, +1 Ref, +0 Will | Ability Score Increase, Weapon Level Increase, Additional Spell |
5 | +0 Fort, +2 Ref, +0 Will | Additional Attack |
6 | +0 Fort, +2 Ref, +0 Will | Enhanced Blood of the Prey |
7 | +0 Fort, +2 Ref, +0 Will | Stealing the Initiative |
8 | +0 Fort, +2 Ref, +0 Will | Ability Score Increase, Weapon Level Increase, Additional Spell |
9 | +1 Fort, +3 Ref, +0 Will | Wild Stance |
10 | +1 Fort, +3 Ref, +0 Will | Yin and Yang Footwork |
11 | +1 Fort, +3 Ref, +0 Will | Additional Attack |
12 | +1 Fort, +3 Ref, +0 Will | Ability Score Increase, Weapon Level Increase, Additional Spell |
13 | +2 Fort, +4 Ref, +0 Will | Rampage |
14 | +2 Fort, +4 Ref, +0 Will | Enhanced Blood of the Prey |
15 | +2 Fort, +4 Ref, +0 Will | Bloody Savagery |
16 | +2 Fort, +4 Ref, +0 Will | Ability Score Increase, Weapon Level Increase, Additional Spell |
17 | +3 Fort, +5 Ref, +1 Will | Additional Attack |
18 | +3 Fort, +5 Ref, +1 Will | Wild Stance |
19 | +3 Fort, +5 Ref, +1 Will | Ability Score Increase, Weapon Level Increase |
20 | +3 Fort, +5 Ref, +1 Will | Master Slayer, Additional Spell |
Health and Mana
Health Die. 1d8
Hit Points at 1st level. 8 + Constitution Ability Score
Hit Points at Higher levels. 1d8 (or average roll, 5) + Con Mod per level after 1st.
Mana Die. 1d8
Mana Points at 1st level. 8 + Intelligence Ability Score
Mana Points at Higher levels. 1d8 (or average roll, 5) + Int Mod per level after 1st.
Proficiency
Skill Groups.
Primary Defense.
Offense. Two Weapon Types
Spell Focus. Wands
Armor. Light, Medium
Spellcasting
The Ravager learns 2 + Intelligence modifier (minimum +1) spells at 1st level and learns an additional spell in the Ravager Spell List every 4th Ravager level gained.
Blood of the Prey
As part of the Ravager’s schooling, they take in the essence of a creature, gaining supernatural benefits related to the creature they consume. In addition, the Ravager gains an additional 1d4 damage per hit against that creature type.
At 6th level the damage die per hit against their creature type is increased by 1d6.
At 14th level the damage die per hit against their creature type is increased by 1d8.
- Aberrations. The blood of an Aberration grants a +2 Will bonus and abilities that leave the Ravager , , or yield .
- Beasts. Those who partake in the blood of a Beast gains +10 ft movement speed and +2 to Wilderness skill group checks.
- Elementals. The blood of an Elemental grants to one of the four elements Air, Earth, Fire, or Water (that is not a Weakness from your Star Sign) and is Trained in one skill of your choice from the Mysticism skill group.
- Monstrosities. The blood of a Monstrosity grants a +2 Reflex bonus and a +2 to Perception skill group checks.
- Plants. The nectar or resin or means of Plant matter has given an affinity to Poison, allowing the Ravager to leave enemies with their weapon attack a number of times equal to their Wisdom modifier per encounter. The Poison condition lasts an amount of turns equal to the Ravager’s Wisdom Modifier.
- Slimes. The blood of a Slime grants a +2 Fortitude bonus and to your choice of physical damage (Bludgeoning, Piercing, or Slashing).
- Undead. The blood of an Undead grants the Ravager the ability of undying. When reduced to 0 HP the Ravager does not go into a state of Dying but a state of Undead for a number of turns equal to their Wisdom modifier, where they may take an additional amount of HP equal to half their max health before becoming Deranged. The Ravager begins Dying if they are not above 0 HP before the end of their last turn as Undead.
Rush
At 1st level, the Ravager may use their Minor Action to Rush, gaining half of the Ravager’s total movement speed to move adjacent to an enemy. The Ravager gains
to hit on melee attacks and an additional 1d6 to the weapon damage roll. The Ravager cannot Rush if they are .Evasion
At 2nd level, the Ravager may use their Reaction to quickly dodge an incoming Area of Effect. If they take half damage on an Area of Effect attack, they take no damage instead and may Shift a number of squares equal to the Ravager’s Dexterity modifier.
Wild Stance
Martial techniques exclusive to the school of the Ravager are as precious as they are powerful and are essential in understanding the chaotic and often mindless tempo of combat with creatures. At 3rd, 9th and 18th level the Ravager chooses one of the following benefits;
- Advanced Caster. The Ravager is able to Sustain multiple spells. The Ravager is now also able to cast the Mirror Coating spell as a Reaction before getting hit, and is able to cast the Ricochet spell as a Free Action.
- Beast Magic. The Ravager is able to gain Beast Magic spells from the Beast Magic Spell List when they are able to gain a spell.
- Defensive Duelist. When you are wielding a one handed weapon you’re proficient with and a wand or no other weapon in your off-hand, when a creature hits you with a melee attack you may use your Reaction to add a bonus equal to your Dexterity modifier to a Defense of your choice until the beginning of your next turn.
- Shield Warden. The Ravager trained themselves to use a shield as a weapon. The Ravager gains Proficiency with Shields and may treat Shields as an offhand weapon, learning how to use Bash from the Shields Fighting Style list. The shield may also be thrown for a ranged attack with a range of 20/40.
- Giant Killer. The Ravager has on checks to creatures and all checks required to stay mounting the creature, and the Ravager ignores on their attacks if being targeted by the creature.
- Light-Footed. The Ravager gains an to stealth checks while in combat and may use Rush while moving in stealth.
- Ambidextrous. The Ravager is able to wield a weapon that isn’t Heavy in their off-hand and applies the appropriate Ability modifier to their damage roll.
- Reckless Attack. The Ravager mimics that of their monstrous opponents, swinging with a brutish commitment. The Ravager’s attacks have on all melee attacks until the beginning of their next turn, but all attack rolls against you gain until the beginning of your next turn. You may choose to Reckless Attack after the attack has been rolled.
- Shot on the Run. The Ravager is able to use the Rush ability with a ranged weapon, no longer needing to end their Rush movement adjacent to an enemy.
- Spell Slinger. The Ravager is quick with wands, being able to cast with all wands as a Minor action. The Ravager may also use Mana to cast the spell enchantment on their wand for the cost of the spell when there are no more charges.
Additional Attack
At 5th level Ravager is able to attack multiple times in one turn. At 11th level they gain a third attack and at 17th level they gain a fourth attack.
Stealing the Initiative
At 7th level the Ravager may mark a target at the beginning of combat if the Ravager is not
. The Ravager has against the marked target and if the marked target attacks them, they may make an Attack of Opportunity against them before they make their attack against the Ravager. After the target is defeated the Ravager may move the mark for a Minor action.Ying and Yang Footwork
At 10th level, If provoked by an attack of opportunity when voluntarily moving and the attack misses, the Ravager may move past opponents without provoking an attack of opportunity until the end of their turn.
Rampage
At 13th level, the Ravager becomes more proficient in killing as they skirt around the battlefield. When the Ravager splits their movement in between successful attacks they gain a +2 to hit and damage. If split for a third time, +3 to hit and damage, etc, etc.
Bloody Savagery
At 15th level, once the Ravager becomes
, their critical hit range is doubled and they ignore with their weapon attacks.Master Slayer
At 20th level, the Ravager has become a seasoned and professional monster hunter. Any non-humanoid creature has
on attacks against the Ravager and the Ravager gains on all checks made against the creature.