Image from Kaiser Flames.
Hit Dice: d10
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Class Features
1st|
+1
|
+2
|
+0
|
+0
|Badger Body, Powerful Build, +1 Strength, +2 Constitution
2nd|
+2
|
+3
|
+0
|
+0
|Badger Weapon, Stability +1 Strength, +1 Charisma
3rd|
+3
|
+3
|
+1
|
+1
|Grip of Death, Confident Leader, +1 Strength, +1 Wisdom
4th|
+4
|
+4
|
+1
|
+1
|Growth, +1 Strength, +2 Constitution
5th|
+5
|
+4
|
+1
|
+1
|Bloodwrath, +1 Strength, +1 Charisma
6th|
+6
|
+4
|
+2
|
+2
|Indomitable, +1 Strength, +1 Wisdom
[/table]
Skills Points at 1st Level: (4+Intelligence Modifier) x 4
Skills Points at Each Level: (4+Intelligence Modifier)
Class Skills: The Badger’s class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Intimidate (Cha), Listen (Wis), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), and Survival (Wis).
Proficiencies: The Badger gains proficiency with all simple and martial weapons, a single exotic weapon decided at first level, light and medium armor, and shields.
Class Features:
Badger Body: A badger is a medium-sized animal with a base land speed of 30'. It has low-light vision, scent, and a natural armour bonus equal to its constitution bonus. Badgers gain two slam attacks that deal 1d6+strength damage. (It may not attack with a slam on the same turn it attacks with a weapon held in that paw.)
Powerful Build: At first level, a Badger gains Powerful Build. The physical stature of Badgers lets them function in many ways as if they were one size category larger. Whenever the Badger is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Badger is treated as one size larger if doing so is advantageous to him. A Badger is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Badger can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Badger Weapon: Upon reaching 2nd level the badger has become familiar with a weapon he will most likely use for the rest of his life. Choose a weapon you are proficient with. You gain weapon focus with that weapon, and may take fighter feats that center around that weapon as if you were a fighter of your HD.
Stability: Badgers are exceptionally stable on their feet. They gain a +4 racial bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
Grip of Death: By 3rd level the badger is exceptionally skilled at wrestling foes to the ground. They receive a +4 racial bonus to all grapple checks.
Confident Leader: Badgers naturally draw the admiration of those around them, and creatures follow where they lead. Badgers, and each ally within 10 feet of them, receive a morale bonus against fear (magical or otherwise) equal to the badger's charisma modifier.
This ability functions while the Badger is conscious, but not if he is unconscious or dead.
Growth: At 4th level the Badger grows to large size (-1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/reach: 10 feet/10 feet.). It loses all benefits from Powerful Build, and its slams now deal d8 damage.
Bloodwrath: Badgers can enter a state of rage once per day, plus one additional use for every 6 HD it has. This ability is identical to a barbarian's rage, except for the following:
The bloodwrath ends after 4+the badger's constitution modifier rounds. A badger may end his bloodwrath prematurely with a DC 15 Will save.
A badger in bloodwrath must make a DC 15 will save to avoid attacking friends who get in the way of getting to the enemy.
A badger driven to 15% of its total hit points must make a DC 15 will save to avoid entering the bloodwrath involuntarily.
Indomitable: Badgers are steadfast foes who can continue fighting long after they should by rights be dead. Once per week, plus one additional use per every 10 HD, when a badger reaches 0 or less hit points he may enter a special Bloodwrath that does not cost any of his daily uses. For the duration of the Bloodwrath, the Badger acts as if he had positive hit points, and is immune to death from damage. Upon exiting the Bloodwrath, if the Badger is at zero or higher hit points, he falls unconscious until he is restored to full health, and is fatigued for 24 hours following his awakening.
If the Badger exits his Bloodwrath and has negative hitpoints equal to less than half his total hit points, he falls immediately unconscious, and dies if he is not at -10 hit points or higher on the start of his next turn. If he is at or above -10 hit points, he remains unconscious until he is restored to full health, and is fatigued for 42 hours following his awakening.
If the Badger exits his Bloodwrath and has negative hitpoints greater than half his total hit points, he immediately dies.