Created By
Dukelzan (talk)
Date Created: 12/14/2010
Status: Tweeking
Editing: Grammar and spelling please
Balance: Fighter

{{#set:Summary= A warrior chosen by Rage himslef to use his own magic |Length= 20 |Minimum Level= N/A |Base Attack Bonus Progression= Good |Fortitude Save Progression= Good |Reflex Save Progression= Poor |Will Save Progression= Good |Class Ability= Other |Class Ability Progression= Other }} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Evil}}

Rager[edit | edit source]

Those that use the power of Rage (not rage) for their evil intentions

Making a Rager[edit | edit source]

Ragers are usually the best when it comes to killing. They are trained from birth for this purpose. They are chosen while in the womb by Rage, the incarnation of destruction. When a future Rager is born, a shadow controlled by rage will take the child to his keep. Unfortunately, this means anyone wanting to make one must make it at first level. They will charge into battle and never notice they were hit at all.

Abilities: Strength, Constitution, and Dexterity/Intelligence

Races: Any race may join

Alignment: Evil

Starting Gold: 4D4 x 10 gp (100 gp)

Starting Age: Moderate

Table: The Rager

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +1 Immunity to Fatigue, Rage 1/day, Smart Rage, Unarmed Strike
2nd +2 +3 +0 +2
3rd +3 +3 +1 +3
4th +4 +4 +1 +4 Rage 2/day
5th +5 +4 +1 +5 Damage Reduction 1/-, Power Magic
6th +6/+1 +5 +2 +5
7th +7/+2 +5 +2 +5
8th +8/+3 +6 +2 +6 Damage Reduction 2/-, Rage 3/day
9th +9/+4 +6 +3 +5
10th +10/+5 +7 +3 +7 Greater Rage
11th +11/+6/+1 +7 +3 +7 Damage Reduction 3/-
12th +12/+7/+2 +7 +3 +7 Rage 4/day
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9 Damage Reduction 4/-, Indomitable Will
15th +15/+10/+5 +9 +5 +9 Tireless Rage
16th +16/+11/+6/+1 +10 +5 +10 Rage 5/day
17th +17/+12/+7/+2 +10 +5 +10 Damage Reduction 5/-
18th +18/+13/+8/+3 +11 +6 +11
19th +19/+14/+9/+4 +11 +6 +11 Mighty Rage
20th +20/+15/+10/+5 +12 +6 +12 Damage Reduction 6/-, Rage 6/day

Class Skills 4 + Int modifier per level, (×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis) Ride (Dex), Survival (Wis), Swim (Str),

Class Features[edit | edit source]

All of the following are class features of the Rager.

Weapon and Armor Proficiency: Ragers are proficient in all armor and simple weapons, but they are only trained with a few weapons. As a result, they only have four non-simple weapon proficiencies. However, these four may be selected from any weapon the Rager was exposed to growing up (See GM for allowed weapons).

Immunity to Fatigue (Su) Because of existing in a place where one is constantly exposed to the powers of Raging, a Rager is almost completely immune to fatigue. The only time when a Rage becomes fatigued is when he stays up for his Constitution modifier in days with out eight full hours of sleep.

Rage (Ex): This power functions exactly like the Barbarians Rage ability described on page 25 of the Player's Handbook. Starting a 1st level, then a second time at 4th level (and every four level after that) a Rager may fly into a rage. The bonuses to Strength, Constitution, and Will saves stay the same, as well as the penalty to Armor Class. They can not use the same skills that a Barbarian can’t while in rage. Where this ability is different is that the rage lasts 5+the new Constitution modifier rounds instead of 3+ Constitution modifier. It also differs that there is no maximum rage amounts a day.

Smart Rage (Ex): This power functions very similar to the Rage power, but instead of -2 to Armor Class, they gain an additional +2 to attack, but are fatigued for twice the number of rounds then normal. Greater Rage adds +3 to attack, and Mighty Rage adds +4. They also lose their Immunity to Fatigue from the Rager Class

Unarmed Strike: A Ragers unarmed training is very similar to that of a Monk’s, but without the discipline. This allows a Ragers fist to become a deadly weapon in combat, granting Improved Unarmed Strike as a bonus Feat

Damage Reduction (Ex) Starting at 5th level, a Rager gains Damage Reduction 1/-. This power is granted form the skin of a Rager hardening form the blows that have been taken over time. This power gains an additional +1 at every 3 levels after 5.

Power Magic (Su) By taking a D10 points of damage, a Rager adds one additional die to the spell he casts. This power functions on all spells that have the player roll dice.

Greater Rage (Ex) This power grants a +6 to Strength and Constitution, while granting a +3 morale bonus to Will saves. This power differs from a Barbarian's Greater Rage by lowering the Armor Class penalty to -1. This is not due to the Rager using more strategy in combat, but because the power of Rage is coating his skin.

Indomitable Will(Ex) A Rager gains a +4 bonus to resistaning enchantments. This power stacks with all other modifiers, such as those gained from being in a Rage state

Mighty Rage (Ex) A Rager’s Strength and Constitution bonuses go up to +8, his morale bonuses to Will saves are now a +4, and his Armor Class penalty has been reduced to 0 from the power of Rage having hardened around him. He now also glows a faint red when in rage.

Ex-Ragers[edit | edit source]

A Rager never stops being a Rager unless they die. If they try to betray rage and are found out, Rage will practice tortures that even Asmodeus cringe in fear. Ragers that turn good are slain automatically by Rage calling back his essence, while those that turn neutral are given a chance to "renounce the error of their ways"

Epic Rager[edit | edit source]

Table: The Epic Rager

Hit Die: d12

Level Special
22nd Bonus Feat
24th Bonus Feat
26th Bonus Feat
28th Bonus Feat
30th Bonus Feat

4 + Int modifier skill points per level.

Bonus Feats : The epic Rager gains a bonus feat at every even level after level 20. This feat may be selected from any feat that the Rager meets the prerequisites for.

Human Rager Starting Package[edit | edit source]

Weapons: Great Ax (1D12, crit x3, two-handed, slashing), Shortbow (1D6, crit x3, range inc. 60 ft., piercing, Dagger (1D4, crit 19-20/x2, range inc. 10 ft., light piercing)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Climb 4 Str -1
Survival 4 Wis

Martial Weapon Feats Great Ax, Short Bow, Great Sword, Warhammer

Feat: Weapon Focus (Great Ax)

Bonus Feats: Weapon Focus (Short Bow)

Gear: Studed Leather (+3 AC, armor check penelty -1, speed 30, 20 lb), Backpack, Waterskin, One day's worth of trail rations, Bedroll, Sack, Flint and steel, Quiver with 20 arrows

Gold: 2D4

Campaign Information[edit | edit source]

Ragers work only for two people: Rage and themselves, in that order of importance. A Rager is nothing without Rage, as he controls wither they live or die.

Playing a Rager[edit | edit source]

Religion: Ragers worship only one person, Rage. He is their life and their god. While no one has seen him for thousands of years they know he is still real, or they would be dead. Their religion (if it could be called that)is to find and kill all Darkblades and, above all else, kill Newrok Shadowblade. They believe with him dead, Rage will return to them.

Other Classes: Ragers usually travel alone. If they have to be with companions, their first choice is always other Ragers. All good adventures hate Ragers (should they know of them). Paladins hate them above all else, believing that they are out to destroy all good in the world. They are only slightly mistaken. They will attempt to kill Darkblades on sight, regardless of number.

Combat: Ragers are mêlée fighters. It is that simple.

Advancement: Ragers ussaly stay in the "Raging Path", the few that do multi-class become either Rouges or Wizards.

Ragers in the World[edit | edit source]

Are you sure you want to make us mad?
—Rage, The First Rager

Ragers are simply there to destroy. They are not reckless unless in battle. They will not charge an army just because they are Ragers, but they will try to destroy it using other means, such as killing the Heads of State.

Daily Life: Ragers spend most of their time plotting plans to destroy things. If they are not doing that, they are either training or setting the plans into motion.

Notables: Rage

Organizations: Rage's School, a place for those chosen to be Ragers to come and train. It is headed by a unkown person in a unkown location.

NPC Reactions: Few know of a Rager, except a Darkblade and even then few have knowledge. Any that do know what a Rager is will try to kill them on sight, run in fear, or die trying to kill them.

Rager Lore[edit | edit source]

Characters with ranks in Knowledge: The Planes can research RAgers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge: The Planes
DC Result
20 Ragers want to destroy everything they can.
25 Ragers serve Rage, a entity bent on destruction.
30 Rage picks those that will become Ragers, and is never mistaken.
35 Ragers train in an unknown location from the time they are born to the time they die

Ragers in the Game[edit | edit source]

If you want someone that reminds you of the old cartoon villains that want to destroy every thing, this is you class.

Adaptation: The names of the class and Rage can easily be changed. So too can the location Rage's School. Feel free to make any tweeks for your campaigns needed.

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