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Barbarian / Monk
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<blockquote data-quote="Arkhandus" data-source="post: 3693362" data-attributes="member: 13966"><p>Neat. Also kinda fits the style of my old Rage Adept prestige class for monk/barbarian types. It might be a bit overly strong since I made it back in 2001, but I dunno, never got the chance to use it in play before.</p><p></p><p>[sblock]<u>Rage Adept</u></p><p>Deep in a lush jungle lies a hidden monastery unlike any other. It is the Rage Academy, and its students are a far cry from the monks of other monasteries. Those who train at the Rage Academy learn to harness their rage and their primal instincts to become an unstoppable fighting machine. Those who graduate from the Academy are called Rage Adepts.</p><p><strong>Hit Die:</strong> d8. </p><p><em><u>Requirements</u></em></p><p>To qualify to become an adept, a character must fulfill all the following criteria.</p><p><strong>Base Attack Bonus:</strong> +5.</p><p><strong>Concentration:</strong> 4 ranks.</p><p><strong>Alignment:</strong> Any non-lawful.</p><p><strong>Feats:</strong> Expertise, Power Attack, and Improved Bull Rush.</p><p><em><u>Class Skills</u></em></p><p>The adept’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Read Lips (Int), Spot (Wis), Swim (Str), and Tumble.</p><p><strong>Skill Points at Each Level:</strong> 2 + Int modifier.</p><p></p><p><em><u>Class Features</u></em></p><p>All of the following are class features of the Rage Adept prestige class.</p><p><strong>Weapon and Armor Proficiency:</strong> Adepts do not gain proficiency with any weapons, armor, or shields.</p><p><strong>Monk-Like AC Bonuses:</strong> The adept gains armor class bonuses like a monk. The adept adds their Wisdom modifier, if positive, to their Armor Class. They also gain a special AC bonus as they gain levels, getting a +1 AC bonus at 2nd-level and a +2 AC bonus at 5th-level. The adept loses all of these AC bonuses whenever he would lose his Dexterity bonus to AC, or when wearing armor.</p><p></p><p><strong>Unarmed Prowess:</strong> The adept fights skillfully while unarmed, like a monk, and the adept’s unarmed strikes are much more powerful than those of others who do not take any martial arts training. At 1st-level, the adept gains the benefits of the Improved Unarmed Strike feat while unarmored; thus, his unarmed strikes do not provoke attacks of opportunity.</p><p></p><p>Also, because of the adept’s martial arts training, their unarmed strikes deal normal damage rather than subdual damage; however, the adept may choose to deal subdual damage when grappling, just as a monk can. The adept’s unarmed strikes also deal more damage than before, dealing 1d6 damage at 1st-level, increasing to 1d8 damage at 3rd-level, and increasing again to 1d10 damage at 5th-level. Additionally, the adept can attack more quickly with their unarmed strikes than normal; their Unarmed Attack Bonus reflects this.</p><p></p><p>Lastly, in combat, the adept may choose to unleash a Flurry of Blows; they choose to do so at the beginning of their turn in a round, and they must be unarmed when performing a Flurry of Blows; when using the technique, the adept gains an additional attack at their highest base attack bonus; however, they then apply a -2 attack penalty to all attacks they make in that round and up to their next turn, including the extra attack and any attacks of opportunity they make; the adept must use the full-attack action to perform a Flurry of Blows.</p><p></p><p>The rage adept’s Unarmed Attack Bonus is determined as though they were a monk with Unarmed Attack Bonus equal to his total Base Attack Bonus, and consults the monk table to determine the overall bonus and number of attacks per round; the rage adept’s Unarmed Attack Bonus cannot exceed that of a 20th-level monk, however.</p><p></p><p><strong>Rage:</strong> At 1st-level, the adept gains the ability to fly into a berserker rage once per day. At 5th-level, they can rage twice per day. While in a rage, the adept gains +4 to Strength and Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. The increase in Constitution increases the adept’s hitpoints by 2 points per level, but these hit points go away at the end of the rage, and are not lost first the way temporary hitpoints are.</p><p></p><p>While raging, the adept cannot use skills or abilities that require patience or concentration. He may use any feat he has except Expertise, item creation feats, metamagic feats, and Skill Focus (if it’s tied to a skill that requires patience or concentration). The rage lasts for a number of rounds equal to 3 + the character’s newly improved Constitution modifier, though the adept may end the rage voluntarily. After raging, the adept is fatigued (-2 to Strength and Dexterity, can’t charge or run) for the duration of the encounter. The adept can fly into a rage once per encounter, and only a certain number of times each day. Entering a rage takes no time itself, but can only be done during the adept’s action.</p><p></p><p><strong>Uncanny Dodge:</strong> At 2nd-level, the adept gains an innate danger sense and henceforth retains his Dexterity bonus to Armor Class when caught flat-footed or struck by an invisible attacker. At 4th-level, this danger sense becomes more acute, and the adept can no longer be flanked, and thus cannot be sneak attacked by a rogue flanking him, except by rogues at least 4 levels higher than him.</p><p></p><p><strong>Stunning Attack:</strong> At 2nd-level, the adept gains the ability to make stunning attacks. The adept can use this ability once per round, but no more than once per level per day. The adept must declare that he is using a stunning attack before making the attack roll; thus, a missed attack ruins the attempt. The adept makes a normal unarmed strike, but if they hit, then the foe must make a Fortitude saving throw (DC 10 + the adept’s level + Wisdom modifier), in addition to receiving normal damage. If the saving throw fails, the opponent is stunned for 1 round; a stunned character can’t act and loses any Dexterity bonus to AC, while attackers gain a +2 bonus on attack rolls against a stunned opponent. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the adept’s stunning attack. This is a supernatural ability.</p><p></p><p><strong>Fast Movement:</strong> At 3rd-level, the adept’s training has made them fleet of foot. The adept’s base movement speed increases by +10 feet. At 5th-level, the adept becomes even faster still, and their base movement speed increases by +20 feet instead; this overrides the earlier speed bonus.</p><p></p><p><strong>Slow Fall:</strong> At 3rd-level, the adept learns how to slow their descent when falling. When they are falling and are within arm’s reach of a wall, they may use the wall to slow their descent. At 3rd-level, when doing so, the adept suffers damage as if the fall were 20 feet shorter than it actually is. At 5th-level, the adept’s ability to slow their fall improves, and they take damage as if the fall were 30 feet shorter than it really is.</p><p></p><p><strong>Deflect Arrows:</strong> At 4th-level, the adept gains the Deflect Arrows feat as a bonus feat.</p><p></p><p><strong>Improved Trip:</strong> At 4th-level, the adept gains the Improved Trip feat as a bonus feat.</p><p></p><p><strong>Leap of the Clouds:</strong> At 5th-level, the adept learns to jump incredibly high and far. His maximum jump distance is no longer limited by his height.</p><p></p><p><strong>Furor:</strong> At 5th-level, the adept develops the ability to make a fast and furious series of blows, using his fury to drive him to strike faster and harder. When the adept uses a Flurry of Blows, he gains two additional attacks that round instead of one additional attack, he deals +2 damage with each attack he makes until his next turn as if from a high Strength score, and the attack penalty he suffers is increased to -4.</p><p></p><p><strong>Ex-Adepts:</strong> If an adept changes to a lawful alignment, they can no longer use Rage, Flurry of Blows, or Furor, and they may not gain further levels as a Rage Adept unless they revert back to a non-lawful alignment. If a Rage Adept gains a level in another class or, if already multiclassed, raises a level in another class, they cannot advance any further as a Rage Adept.</p><p></p><p><em><u>The Rage Adept</u></em></p><p>[code][B]Class Base Fort. Ref. Will</p><p>Level Attack UAB Save Save Save Special[/B]</p><p>1 +1 +1 +2 +2 +0 Monk-Like AC Bonuses, Unarmed Prowess, Rage</p><p>2 +2 +2 +3 +3 +0 Uncanny Dodge, Stunning Attack</p><p>3 +3 +3 +3 +3 +1 Fast Movement, Slow Fall</p><p>4 +4 +4/+1 +4 +4 +1 Deflect Arrows, Improved Trip</p><p>5 +5 +5/+2 +4 +4 +1 Leap of the Clouds, Furor[/code][/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3693362, member: 13966"] Neat. Also kinda fits the style of my old Rage Adept prestige class for monk/barbarian types. It might be a bit overly strong since I made it back in 2001, but I dunno, never got the chance to use it in play before. [sblock][U]Rage Adept[/U] Deep in a lush jungle lies a hidden monastery unlike any other. It is the Rage Academy, and its students are a far cry from the monks of other monasteries. Those who train at the Rage Academy learn to harness their rage and their primal instincts to become an unstoppable fighting machine. Those who graduate from the Academy are called Rage Adepts. [B]Hit Die:[/B] d8. [I][U]Requirements[/U][/I] To qualify to become an adept, a character must fulfill all the following criteria. [B]Base Attack Bonus:[/B] +5. [B]Concentration:[/B] 4 ranks. [B]Alignment:[/B] Any non-lawful. [B]Feats:[/B] Expertise, Power Attack, and Improved Bull Rush. [I][U]Class Skills[/U][/I] The adept’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Read Lips (Int), Spot (Wis), Swim (Str), and Tumble. [B]Skill Points at Each Level:[/B] 2 + Int modifier. [I][U]Class Features[/U][/I] All of the following are class features of the Rage Adept prestige class. [B]Weapon and Armor Proficiency:[/B] Adepts do not gain proficiency with any weapons, armor, or shields. [B]Monk-Like AC Bonuses:[/B] The adept gains armor class bonuses like a monk. The adept adds their Wisdom modifier, if positive, to their Armor Class. They also gain a special AC bonus as they gain levels, getting a +1 AC bonus at 2nd-level and a +2 AC bonus at 5th-level. The adept loses all of these AC bonuses whenever he would lose his Dexterity bonus to AC, or when wearing armor. [B]Unarmed Prowess:[/B] The adept fights skillfully while unarmed, like a monk, and the adept’s unarmed strikes are much more powerful than those of others who do not take any martial arts training. At 1st-level, the adept gains the benefits of the Improved Unarmed Strike feat while unarmored; thus, his unarmed strikes do not provoke attacks of opportunity. Also, because of the adept’s martial arts training, their unarmed strikes deal normal damage rather than subdual damage; however, the adept may choose to deal subdual damage when grappling, just as a monk can. The adept’s unarmed strikes also deal more damage than before, dealing 1d6 damage at 1st-level, increasing to 1d8 damage at 3rd-level, and increasing again to 1d10 damage at 5th-level. Additionally, the adept can attack more quickly with their unarmed strikes than normal; their Unarmed Attack Bonus reflects this. Lastly, in combat, the adept may choose to unleash a Flurry of Blows; they choose to do so at the beginning of their turn in a round, and they must be unarmed when performing a Flurry of Blows; when using the technique, the adept gains an additional attack at their highest base attack bonus; however, they then apply a -2 attack penalty to all attacks they make in that round and up to their next turn, including the extra attack and any attacks of opportunity they make; the adept must use the full-attack action to perform a Flurry of Blows. The rage adept’s Unarmed Attack Bonus is determined as though they were a monk with Unarmed Attack Bonus equal to his total Base Attack Bonus, and consults the monk table to determine the overall bonus and number of attacks per round; the rage adept’s Unarmed Attack Bonus cannot exceed that of a 20th-level monk, however. [B]Rage:[/B] At 1st-level, the adept gains the ability to fly into a berserker rage once per day. At 5th-level, they can rage twice per day. While in a rage, the adept gains +4 to Strength and Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. The increase in Constitution increases the adept’s hitpoints by 2 points per level, but these hit points go away at the end of the rage, and are not lost first the way temporary hitpoints are. While raging, the adept cannot use skills or abilities that require patience or concentration. He may use any feat he has except Expertise, item creation feats, metamagic feats, and Skill Focus (if it’s tied to a skill that requires patience or concentration). The rage lasts for a number of rounds equal to 3 + the character’s newly improved Constitution modifier, though the adept may end the rage voluntarily. After raging, the adept is fatigued (-2 to Strength and Dexterity, can’t charge or run) for the duration of the encounter. The adept can fly into a rage once per encounter, and only a certain number of times each day. Entering a rage takes no time itself, but can only be done during the adept’s action. [B]Uncanny Dodge:[/B] At 2nd-level, the adept gains an innate danger sense and henceforth retains his Dexterity bonus to Armor Class when caught flat-footed or struck by an invisible attacker. At 4th-level, this danger sense becomes more acute, and the adept can no longer be flanked, and thus cannot be sneak attacked by a rogue flanking him, except by rogues at least 4 levels higher than him. [B]Stunning Attack:[/B] At 2nd-level, the adept gains the ability to make stunning attacks. The adept can use this ability once per round, but no more than once per level per day. The adept must declare that he is using a stunning attack before making the attack roll; thus, a missed attack ruins the attempt. The adept makes a normal unarmed strike, but if they hit, then the foe must make a Fortitude saving throw (DC 10 + the adept’s level + Wisdom modifier), in addition to receiving normal damage. If the saving throw fails, the opponent is stunned for 1 round; a stunned character can’t act and loses any Dexterity bonus to AC, while attackers gain a +2 bonus on attack rolls against a stunned opponent. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the adept’s stunning attack. This is a supernatural ability. [B]Fast Movement:[/B] At 3rd-level, the adept’s training has made them fleet of foot. The adept’s base movement speed increases by +10 feet. At 5th-level, the adept becomes even faster still, and their base movement speed increases by +20 feet instead; this overrides the earlier speed bonus. [B]Slow Fall:[/B] At 3rd-level, the adept learns how to slow their descent when falling. When they are falling and are within arm’s reach of a wall, they may use the wall to slow their descent. At 3rd-level, when doing so, the adept suffers damage as if the fall were 20 feet shorter than it actually is. At 5th-level, the adept’s ability to slow their fall improves, and they take damage as if the fall were 30 feet shorter than it really is. [B]Deflect Arrows:[/B] At 4th-level, the adept gains the Deflect Arrows feat as a bonus feat. [B]Improved Trip:[/B] At 4th-level, the adept gains the Improved Trip feat as a bonus feat. [B]Leap of the Clouds:[/B] At 5th-level, the adept learns to jump incredibly high and far. His maximum jump distance is no longer limited by his height. [B]Furor:[/B] At 5th-level, the adept develops the ability to make a fast and furious series of blows, using his fury to drive him to strike faster and harder. When the adept uses a Flurry of Blows, he gains two additional attacks that round instead of one additional attack, he deals +2 damage with each attack he makes until his next turn as if from a high Strength score, and the attack penalty he suffers is increased to -4. [B]Ex-Adepts:[/B] If an adept changes to a lawful alignment, they can no longer use Rage, Flurry of Blows, or Furor, and they may not gain further levels as a Rage Adept unless they revert back to a non-lawful alignment. If a Rage Adept gains a level in another class or, if already multiclassed, raises a level in another class, they cannot advance any further as a Rage Adept. [I][U]The Rage Adept[/U][/I] [code][B]Class Base Fort. Ref. Will Level Attack UAB Save Save Save Special[/B] 1 +1 +1 +2 +2 +0 Monk-Like AC Bonuses, Unarmed Prowess, Rage 2 +2 +2 +3 +3 +0 Uncanny Dodge, Stunning Attack 3 +3 +3 +3 +3 +1 Fast Movement, Slow Fall 4 +4 +4/+1 +4 +4 +1 Deflect Arrows, Improved Trip 5 +5 +5/+2 +4 +4 +1 Leap of the Clouds, Furor[/code][/sblock] [/QUOTE]
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