Ragefist (Pathfinder Class)

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Ragefist[edit]

A ragefist combines the philosophy and both the spiritual and martial teachings alike of monks with the wild, untamed nature, force of will, and sheer resiliency and endurance alike of barbarians, to create a wholly unique hybrid class that places as much emphasis on offensive martial combat as is attainably feasible, whilst completely disregarding any defenses or armor training whatsoever. Whilst seemingly off-balanced initially, a skilled ragefist foregoes traditional defensive measures, in favor of an innate unarmored defense that rivals that of heavily armored footsoldiers. Additionally, an advanced ragefist can branch off from their already complex training regimen, into the arcane arts, the art of combat, or the martial arts, depending upon their preferred weapon of choice: their fist, their weapons, or their mind, body, and inner spirit.

Making a Ragefist[edit]

Ragefists are powerful combatants, equally as strong and resilient as they are fleet-footed and skilled. Combined with their offensive combat prowess, a ragefist can channel their martial combat prowess into a rage-induced stupor that is equally parts technique and tactical combat, and parts reckless brutality and wanton destruction.

Abilities: Strength, Dexterity, Constiution, Wisdom

Races: Aasimar, Dhampir, Duergar, Gillmen, Goblin, Half-Elf, Half-Orc, Hobgoblin, Human, Ifrit, Kobold, Lizardfolk, Nagaji, Orc, Samsaran, Shabti, Strix, Suli, Tiefling, Undine, Wyrwood, Wyvaran.

Alignment: Any, except lawful or chaotic.

Starting Gold: 4d6×10 gp (average 140 gp).

Starting Age: As monk.

Table:Ragefist

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +1 +1 <-class features for this level->
2nd +2 +1 +1 +1 <-class features for this level->
3rd +3 +1 +1 +1 <-class features for this level->
4th +4 +2 +2 +2 <-class features for this level->
5th +5 +2 +2 +2 <-class features for this level->
6th +6/+1 +3 +3 +3 <-class features for this level->
7th +7/+2 +3 +3 +3 <-class features for this level->
8th +8/+3 +4 +4 +4 <-class features for this level->
9th +9/+4 +4 +4 +4 <-class features for this level->
10th +10/+5 +5 +5 +5 <-class features for this level->
11th +11/+6/+1 +5 +5 +5 <-class features for this level->
12th +12/+7/+2 +6 +6 +6 <-class features for this level->
13th +13/+8/+3 +6 +6 +6 <-class features for this level->
14th +14/+9/+4 +7 +7 +7 <-class features for this level->
15th +15/+10/+5 +7 +7 +7 <-class features for this level->
16th +16/+11/+6/+1 +8 +8 +8 <-class features for this level->
17th +17/+12/+7/+2 +8 +8 +8 <-class features for this level->
18th +18/+13/+8/+3 +9 +9 +9 <-class features for this level->
19th +19/+14/+9/+4 +9 +9 +9 <-class features for this level->
20th +20/+15/+10/+5 +9 +9 +9 <-class features for this level->

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha}, Heal(Wis), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Class Features[edit]

All of the following are class features of the Ragefist.

Weapon and Armor Proficiency: This class has no armor proficiencies nor can they use shields, but is proficient with all simple weapons, martial weapons, and monk weapons.

Power Points/Day: A ragefist’s ability to manifest powers is limited by the power points they have available. Their base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if they have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items.

Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

Ex-Ragefists[edit]

A ragefist is all about toeing the line between civilization and nature, and thus, balance between these too extremes is to be maintained, at least in some moderation, for those who wish to remain a ragefist. Whilst there are no formal penalties for becoming one extreme or the other, a ragefist that loses their balance, loses their identity entirely, and becomes more cloesly aligned with their true identity: either a monk, or a barbarian. A ragefist that becomes too invested in the laws and politics of civilization, in turn becoming extremely lawful, returns to the ways of being a monk, whereas a ragefist that becomes too reclusive and invested in the ways of the natural world order, in turn becoming extremely chaotic, returns to the ways of being a barbarian.

Regardless of whether a person is/becomes good or evil, however, they remain a ragefist, since the natural and civilized worlds do not care about good nor evil, but instead are all about either law and order or freedom and independence, for a ragefist. Since a ragefist values freedom, but also personal responsibility, and not any sense of morality, practicality, nor necessity, they are as much about the ends justifying the means as they are about the journey they are on, but can also be "either-or" in terms of the latter. In any case, good, evil, or true neutral, a ragefist only loses their identity once they become either an extremely lawful monk, or an extremely chaotic barbarian.

Epic Ragefist[edit]

Table: The Epic Ragefist

Hit Die: d10

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-... repeat.->

Bonus Feats: The epic ragefist gains a bonus feat (selected from the list of epic ragefist bonus feats) every <-number of feats per level-> levels after 20th.

Epic Ragefist Bonus Feat List: <-list of bonus epic feats->.


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