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    Default NotD Supplement: The Rageforged

    Nation of the Dead Supplement:
    The Rageforged


    None know what the mist is, the grey fog that seems to cover every inch of Shello's borders and several miles out to sea from it's shores. Mages, seers and scholars have wracked their brains attempting to figure it out but have not moved past step one since the beginning. The only creatures other than the walking dead that not only live in the mist but thrive there are the creatures of steel and gore and rage. They are the Rageforged.

    --

    This is a guide to the scourge of Shello known as the Rageforged for both DM's and PC's to benefit, from creating rageforged encounters, to entire rageforged-oriented campaigns to strategy against rageforged or even being a rageforged PC yourself. In this guide there will be many things to enhance encounters with these vicious automatons, including weapons, prestige classes, templates, monsters, strategy guides, NPC's and more.
    Some things, however will be left entirely to the imagination, as not all the secrets of the rageforged should be so lightly explained to everyone; Not even the gods know all there is to know about the scourge of the rageforged.
    Last edited by Krimm_Blackleaf; 2009-10-04 at 10:52 AM.
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    Default Re: NotD Supplement: The Rageforged

    Welcome To Shello


    "RAAAAAAAUUUUUGHH!!!"
    -A typical, friendly rageforged greeting.

    Shello is a place that was once a place of beauty, trees that defied normal nature and embraced the great magic of the continent, from areas of living magic to societies free-living and happy without the constrictions of rules. Unfortunately for these people, Shello was the stepping stone and the warning to the nation of Tanzen and it's people. The insane alhoon lord of Mertion lashed out against the nation of magic and almost overnight, ripped the land clean and left behind things too profane to properly explain or even perceive.
    The biggest representation of Shello having it's naturality ripped from it like a still-beating heart is the cold, unnatural killing machines known as the rageforged. They constantly roam the flat, grey lands looking for flesh to reave and blood to spill. It is constantly debated between who holds the greatest threat in the land of Shello, the rageforged or the inhabitants of the Nation of the Dead.
    Shello is constantly covered in a thick, grey mist at all times, a mist that can't be dissipated or removed by any means known to any sages or mystics. There are many stories as to what the mist is, but all know it's been there from the very night of Shello's reaving. Some say it is a powerful, magical disease, others say it is a living being all it's own and many who have met the inhabitants say it's a creation of mutation of insanity on a basic physical level. It is even said that the mist drives the rageforged mad, to become what they are.
    The rageforged themselves exist in the highest concentration in north-west Shello, likely because it is closer to the main settlement of the ragelord, Bloodsword. Few ventures into the highly concentrated rageforged land have come back alive if at all, but those that have claim that in that area is where the mist is at it's deadliest, killing people over the course of only a few days and driving warforged mad in under an hour if exposed. It is claimed by a few that killing Bloodsword will make the mist less deadly, though the factuality of this is highly debatable.
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    Default Re: NotD Supplement: The Rageforged

    Rageforged Society


    In a nutshell, rageforged don't have what someone might call a 'society'. What they do have is animalistic intuition and some manner of symbiosis between different individuals. Leadership, if that is what you must call it, is based entirely on the capability to slaughter; the better you are at shedding blood and avoiding death, the higher up the blood steel ladder you are. One distinction from this rule is respect rageforged have for their artificers slightly above their average common warrior. Artificers in a rageforged society show similarities of priests among the faithful.
    An unspoken rule, something that is not even thought about among the rageforged, is that you do not destroy your own unless provoked. Among the most barbaric creatures in the world, no 'blood' is shed between them. It is also true they will not destroy other warforged visiting their territory, as they do not distinguish themselves from common Tanzenian warforged. If there is one among a group of the living, they still will not be attacked unless the warforged attacks with it's living companions, when it will be treated as one of them, though it's death is punishment instead of the raw joy of spilling blood.
    It is possible that the very strangest thing that has been witnessed by living and dead alike is something that can only be described as rageforged art. It has never seen being made by the eyes of any but the rageforged themselves, but the abandoned pieces of work have been left here and there on Shello's landscape. Most cases they appear as twisted masses of steel and spikes with corpses and bones adorning it, all of which is randomly placed, twisted and utterly vile to look upon. Many who can stomach look upon it and can only assume it is what the rageforged make to be considered 'art'. The difference between that and the act of brutality the rageforged commit is that if the rageforged count killing as an act, it isn't possible as being art alone.
    A strange element to the rageforged society that all it's members seem to share, is an insatiable lust for silver. A rageforged loves silver. The only thing they love short of murder and torture is their lust for the look of silver. No one can tell why at all they do, but rageforged will always attack victims who carry silver on their persons if they can see it and steal it, wearing it on their own bodies. Guides on Shello who know this will make a point to hide one's silver, as those wearing silver-or even anything that looks like silver-will be attacked first and without mercy.
    As a whole, rageforged are entirely incurable of their madness and violent urges. Up to this date, there is only one warforged who has reinserted himself into Tanzenian society after years of being a rageforged. Husk(warforged martial barbarian 5/expert 2), a warforged who has somehow undone his madness works as a barber in a small town in the hills of Tanzen, though he gets few customers, as they don't trust him when he holds a blade. He is known, however, to become violent when under stress or asked far too much about his former life on Shello. He doesn't remember his life before he became a rageforged, but remembers with utter clarity every murder, every life he ever took.
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    Default Re: NotD Supplement: The Rageforged

    Crafts of Blood

    (1)Vicious pole; (2)Gutter-sword; (3)Hook-knife;
    (4)Gut-spike; (5)Blade Knuckles; (6)Cresent Axe


    "They're mad... but they're the best craftsmen in this world, and I'd be a fool to turn down a crankshaft's blade."
    Serdin Verrindoll, master blacksmith

    Rageforged value only one thing above silver, and that is weaponry. Rageforged value weapons so much, that many of them will spend every bit of their intellect on designing new weapons engineered for spilling more blood and causing more painful deaths to their victims. Despite their crude designs, rageforged weapons are among the world's most masterfully designed and built weapons; sacrificing aesthetics for raw efficiency.
    Rageforged have little else in the way of effort put into creating items, but only a rough total of 75% of all rageforged artifacts salvaged from abandoned camps are weapons, the rest are twisted designs by rageforged artificers and the rare rageforged arcanist. No religious icons have ever been found in any camps that did not belong to a victim.

    Exotic Weapons
    {table=head]Name|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type
    Light Weapons
    Gutspike|3 gp|1d2|1d3|18-20/x2|—|1/2 lb.|Piercing
    One-Handed Weapons
    Hook-Knife|5 gp|1d3|1d4|18-20/x2|—|1 lb.|Slashing
    Blade-Knuckles|10 gp|1d6|1d8|19-20/x2|—|2 lbs.|Slashing
    Two-Handed Weapons
    Cresent Axe|25 gp|1d8|2d6|19-20/x3|—|6 lbs.|Slashing and Piercing
    Gutter-Sword|19 gp|1d8|1d10|18-20/x2|—|5 lbs.|Slashing
    Vicious Pole|20 gp|1d10|2d6|x3|—|5 lbs.|Slashing or Piercing
    [/table]

    Blade-Knuckles
    Blade-knuckles are a modified longsword, with a row of sharp spikes along the hand-guard. You can make unarmed strikes or slam attacks with a hand holding blade-knuckles; the attack deals lethal piercing damage and you gain a +3 bonus on the damage roll. Rageforged treat blade-knuckles as martial weapons.

    Cresent Axe
    One of the most bizarre weapons developed by rageforged blacksmiths is the cresent-axe. It appears as a large, almost full cresent blade attached to the end of a pole, and addorned with a few spikes and saw-teeth. Rageforged treat a cresent-axe as a martial weapon.

    Gutspike
    A gutspike is a small length of steel sharpened to a point, intended to be jabbed into the entrails of an enemy. Rageforged treat the gutspike as a simple weapon.

    Gutter-Sword
    The gutter-sword is similar to a greatsword, but is slightly lighter and has a row of saw-teeth along its edge, used to gut enemies—hence the name. Rageforged treat the gutter-sword as a martial weapon.

    Hook-Knife
    A hook-knife is a dagger-like blade that is cruelly curved, ideal for disembowelment. Rageforged treat the hook-knife as a martial weapon.

    Vicious Pole
    The vicious pole is a hybrid of the longspear and greataxe. It has a long wooden shaft, topped by an axe-head that has a sharpened point coming out of the top of it. The axe-head can be used to slash down foes, while the spear-point can be used to impale them. The vicious pole is a reach weapon. Rageforged treat the vicious pole as a martial weapon.


    Magic Items

    As is expected, a vast majority of all rageforged magic items are built for bloodshed. Many other kinds of rageforged magic items include preserving the shine of silver or keeping a single corpse in it's current state of decay as to keep trophies longer.

    Reaver Bomb
    These ragged metal devices just about big enough to fit in the palm of one's hand and forged from grey metal are one of the main warfare utilities of rageforged artificers. When thrown as a standard action, a reaver bomb explodes on a point and fills a twenty-foot area with twisted blades. Each non-rageforged caught in the burst are treated as if attacked, with a +10 bonus to the attack, slashing damage equal to 2d6+5, and a 19-20/x2 critical range. Once used, the bomb is forever expended and the blades almost instantly rust and decay, becoming useless.
    Faint conjuration; CL 9th; Craft Magical Arms and Armor, whirling blade; Price 850 gp
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    Default Re: NotD Supplement: The Rageforged

    Arsenal Mage
    Created by The Demented One


    Irontooth, with his undead employer.

    The Rageforged are easily thought of as living weapons, organic machines whose only purpose or desire is to slaughter or inflict pain. The Arsenal Mages take this to a new extreme. They are warriors who have learned some degree of artifice, and use magic to reshape their bodies, becoming true war machines. Almost all Arsenal Mages are self-taught, and a sizable minority of Rageforged artificers do follow the path. While normal warforged are capable of becoming Arsenal Mages, it is much less intuitive for them—only Warforged who have actually fought true Rageforged gain the insights necessary to become living weapons.

    Hit Dice: d10

    Requirements
    To qualify to become an Arsenal Mage, you must fulfill all the following criteria.
    BAB: +5
    Race: Warforged
    Feats: Masterwork Weaponry
    Skills: Craft 8 ranks, Use Magic Device 6 ranks
    Infusions: Must be able to cast 1st-level infusions.
    Proficiency: Must be proficient with at least one martial or exotic weapon.
    Special: Must have the Rageforged feat or have fought against Rageforged.

    Class Skills: The Arsenal Mage’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Open Lock (Dex), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

    Skill Points per Level: 4 + Int modifier.

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Infusions

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Living Weapon|

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |
    |+1 level of existing infusion-using class

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Iron Arsenal|+1 level of existing infusion-using class

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Enhanced Weapon|+1 level of existing infusion-using class

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |
    |+1 level of existing infusion-using class

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Steel Arsenal|+1 level of existing infusion-using class

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |
    |+1 level of existing infusion-using class

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Perfect Weapon|+1 level of existing infusion-using class

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Adamant Arsenal|+1 level of existing infusion-using class

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |War Machine|
    [/table]

    Class Features
    All the following are class features of the Arsenal Mage prestige class.

    Weapon and Armor Proficiency: You gain no new weapon or armor proficiencies.

    Infusions: Whenever you gain a new Arsenal Mage level, except 1st and 10th, you gain new infusions per day and spells or infusions known as if you had also gained a level of Artificer. You do not, however, gain any other benefit an Artificer would have gained.

    Craft Reserve: Whenever you gain an odd Arsenal Mage level, you receive bonus XP for crafting items as if you had also gained a level of Artificer. In addition, you may add half your Arsenal Mage level, rounded down, to your Artificer level for determining the size of your craft reserve.

    Living Weapon (Su): At 1st level, you gain the ability to reshape one of your arms into a weapon. You may use this ability at will as a swift action, and it lasts until you choose to revert your arm. You must choose one of the types of weapon below to shape your arm into; this choice cannot be changed once you have made it. Regardless of which weapon you choose, it deals 1d8 damage, is treated as a one-handed martial weapon, and has a critical threat modifier of x2. You cannot be disarmed of a living weapon, and a living weapon cannot be sundered or targeted separately from you by spells. The living weapon has an enhancement bonus equal to half your class level, rounded down. You cannot use your slam attack while your arm is transformed into a living weapon. The living weapon is treated as a manufactured weapon, but it is considered a natural weapon for the effects of any Warforged feats you have (but not any other feats). The types of living weapon you may choose from are:

    Chainblade: A chainblade resembles a longsword, but it is edged with a razor-sharp, bladed chain that revolves at incredible speed, slicing through the flesh of anything it hits. A chainblade deals slashing damage and has a critical threat range of 19-20.

    Death Jaw: A death jaw is a large, toothed clamping weapon that works much like a jaw. A death jaw deals both bludgeoning and piercing damage. You gain a +2 to grapple checks made when using the death jaw.

    Living Chain: A living chain is a 5-ft. length of chain that you can fire from your arm and control like a tentacle. A living chain deals bludgeoning damage. You can make trip attacks with a living chain, and you gain a +2 bonus on opposed checks to disarm an opponent with a living chain.

    Needle Cannon: A needle cannon is a crossbow-like device that fires razor sharp needles. A needle cannon deals piercing damage. Unlike most living weapons, a needle cannon is a ranged weapon, with a range increment of 100 ft. A needle cannon generates its own ammunition, and never needs to be reloaded.

    Razor Saw: A razor saw is a circular disc with tiny blades lining its edge, which spins with great force. A razor saw deals slashing damage and has a critical hit modifier of x3.

    War Drill: A war drill is a long, iron spike that revolves rapidly, boring through foes’ armor. A war drill deals piercing damage. When you attack a foe wearing armor with a war drill, their armor bonus to AC is treated as being one less.

    Iron Arsenal (Ex): At 3rd level, the damage dealt by your living weapon increases to 1d10.

    Enhanced Weapon (Su): At 4th level, you gain the ability to enhance your living weapon with artifice. To use this ability, you must expend an infusion slot of second level or higher as a swift action. The enhancement to your living weapon lasts for a number of minutes equal to your class level. The enhancement depends upon your weapon, as below:

    Chainblade: The chainblade’s edge becomes even sharper, causing its critical threat range to increase to 17-20.

    Death Jaw: Your clamping arm-jaws become capable of locking onto an enemy. Whenever you are grappling someone, you can full full weapon damage to them with a successful grapple check.

    Living Chain: The living chain extends to a length of 10 ft., allowing it to be used as a reach weapon.

    Needle Cannon: A small scope extends from the cannon, allowing you to target foes more accurately. The needle cannon ignores any miss chances, such as from concealment.

    Razor Saw: The razor saw’s edges become jagged, cruelly maiming foes. Whenever you make a critical hit with the razor saw, the creature hit takes one point of Constitution damage.

    War Drill: The war drill becomes able to bore past damage reduction. Whenever you attack a creature with damage reduction with your war drill, you may subtract half your class level, rounded down, from the amount of that creature’s damage reduction.

    Steel Arsenal (Ex): At 6th level, the damage dealt by your living weapon increases to 2d6.

    Perfect Weapon (Su): At 8th level, you can perfect your living weapon, transforming it into the ultimate tool of war. To use this ability, you must extend an infusion slot of fourth level or higher as a swift action. The enhancement to your living weapon lasts for a number of minutes equal to your class level. When you enhance your weapon with the perfect weapon class feature, it also gains the benefits of the enhanced weapon class feature. The enhancement depends upon your weapon, as follows:

    Chainblade: Your chainblade lightens as if alloyed with mithril, allowing you to make swifter attacks with it. Whenever you make a full attack with your chainblade, you may make one additional attack at your highest base attack bonus. This does not stack with other effects that grant you additional attacks.

    Death Jaw: The teeth in your death jaw are strengthened and better able to bite right into flesh and never leave. Whenever you are in a grapple, you automatically deal weapon damage with your death jaw and if you succeed on a grapple check it is treated as a critical hit and does full possible damage.

    Living Chain: You can use your living chain like a tentacle to grapple your enemies. Whenever you hit an enemy of your own size or smaller with the living chain, you may attempt to start a grapple as a free action, without provoking an attack of opportunity.

    Needle Cannon: The needles you fire from the needle cannon split in two before they hit their target. Both needles hit the same target, but you make attack and damage rolls separately for each one.

    Razor Saw: Your saw’s blade lengthen and extrude cruel spikes, making them ideal for rending flesh. Whenever you damage a foe with your Razor Saw, they take one point of Constitution damage. One a critical hit, they instead take a point of Constitution burn, rather than damage.

    War Drill: Your drill can bore straight through armor. Each round, the first attack you make with your war drill is treated as a touch attack.

    Adamant Arsenal (Su): At 9th level, your living weapon is treated as being made of adamantine for overcoming damage reduction and sundering items.

    War Machine (Su): At 10th level, you can become a true war machine, transforming into a living behemoth. Once per day, as a full-round action, you may transform into a Warforged Titan, as the polymorph spell. You do not gain the normal natural weapons of the Titan; instead, both of your arms become living weapons of Huge size, that deal 3d6 damage each. The penalties to attack rolls if you choose to fight with both weapons are reduced to -2 for each. The transformation lasts for 10 minutes.

    ----

    Iron Berserker
    Created by The Demented One


    Rippingblade, an Iron berzerker

    The Rageforged are different in many ways from the warforged. Even on a physiological level, they are different—their armored plating is of completely different make, their bodies contain unique components allowing them to enter a state of frenzy, and so on. Because of their unique design, some Rageforged are able to develop an ability no warforged ever has. By entering a state of extreme rage, they can exceed the normal limitations of their body, gaining inhuman strength and speed, but at a cost. Exceeding normal limits causes great stress on the body of a Rageforged, and can be lethal if they are not careful. However, most Rageforged are more than willing to suffer the pain it takes to become Iron Berserkers.

    Hit Dice: d12

    Requirements
    To qualify to become an Iron Berserker, you must fulfill all the following criteria.
    BAB: +10
    Race: Warforged
    Feats: Power Attack, Rageforged, Improved Toughness
    Skills: Intimidate 12 ranks

    Class Skills: The Iron Berserker’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), and Swim (Str).

    Skill Points per Level: 2 + Int modifier.

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Iron Frenzy, Rage

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Diehard

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Mettle

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Power Surge, Unyielding Warrior

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Bloody Onslaught[/table]

    Class Features
    All the following are class features of the Iron Berserker prestige class.

    Weapon and Armor Proficiency: You gain proficiency with all simple and martial weapons.

    Iron Frenzy (Ex): At 1st level, you can push past your normal limits when you rage, entering an iron frenzy. Whenever you enter a rage, you may expend 1 hit point to make it an iron frenzy. You do not gain any temporary hp from an iron frenzy (although you still gain hp from your increased Constitution), and you lose 1 hp each round. Your bonus to Strength increases by +2, and you gain a +20 ft. enhancement bonus to your base land speed. At 3rd level, your Strength bonus instead increases by +4, and you gain a +30 ft. enhancement bonus to your speed. At 5th level, your Strength bonus increases by +6, and you gain a +40 ft. enhancement bonus to your speed.

    Rage (Ex): You gain the ability to rage as a Barbarian of your class level. If you have any Barbarian levels, your Iron Berserker levels stack with them for determining the effects of your rage ability and how many times per day you can use it.

    Diehard (Ex): At 2nd level, you gain Diehard as a bonus feat.

    Mettle (Ex): At 3rd level, your mind and body resist all attacks made on them. If you make a successful Fortitude or Will save against an effect that allows a save for half or partial effect, that effect is instead negated.

    Power Surge (Ex): At 4th level, you can act with impossible speed, though at severe cost to your body. While in an iron frenzy, you may expend 20 hp as a swift action to take an additional move or standard action that round.

    Unyielding Warrior (Ex): At 4th level, you can keep fighting long past the time you should have died. For every point of Constitution, the amount of damage past -10 that you can take before dying increases by one. For example, an Iron Berserker with a Constitution of 20 would not die until he reached -30 hp.

    Bloody Onslaught (Ex): At 5th level, whenever you make a full attack, you may make additional attacks, expending 5 hp for each additional attack. The first additional attack is made at your full base attack bonus, the second at a -5 penalty, the third at a -10 penalty, the fourth at a -15 penalty, and so on. The number of additional attacks you make cannot exceed the base amount of attacks granted to you by your base attack bonus.
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    Default Re: NotD Supplement: The Rageforged

    Feats of Rage and Iron


    Adamantine Strike [Warforged]
    Your adamantine fists cut through steel like butter.
    Requirements: Adamantine Body or Rageforged, Improved Sunder
    Benefit: Your slam attack and any other natural attacks you may have gained through other warforged feats bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

    Armored Carapace [Warforged]
    Your composite plating extrudes a thick carapace that deflects touch attack.
    Requirements: Warforged, BAB +10
    Benefit: Your armor bonus to AC from your composite plating applies against touch attacks.
    Special: You cannot take this feat if you have the Unarmored Body feat.

    Aurorum Vitality [Warforged]
    Your body contains traces of aurorum, a magical metal that can repair damage dealt to it.
    Benefit: Whenever you spend 8 hours in a state of rest or do not take any strenuous action, you regain hp equal to your character level.
    Special: This feat can only be taken at first level during character creation.

    Blood Frenzy [Warforged]
    Once you’ve drawn blood, your attacks become fiercer and fiercer.
    Requirements: Warforged, Rageforged
    Benefit: Whenever you hit an opponent with a melee attack, you gain a +1 cumulative morale bonus on all melee attacks against that opponent. The cumulative bonus cannot exceed 1 plus 1 per five character levels, rounded down. The bonus lasts until you miss that opponent with an attack, attack another creature, or the encounter ends.

    Brutal Attack [Warforged]
    You can make a devastating attack by drawing energy from your rage.
    Requirements: Rageforged, must be able to rage at least twice per day, BAB +12
    Benefit: Whenever you make an attack, before you make the attack roll, you may expend to uses of your rage ability. If you do, and the attack hits, the attack is automatically a critical hit.

    Bulwark of Steel [Warforged]
    You can unfold your composite plating to form a shield.
    Requirements: Warforged
    Benefit: You can unfold the composite plating along one of your arms into a shield as a swift action. If you have no body feats, or body feats that cause your plating to be treated as light armor, the bulwark grants you a +1 shield bonus to AC, and you can use that arm to hold items and wield weapons. If you have body feats that cause your plating to be treated as medium or heavy armor, the bulwark grants you a +2 shield bonus to AC, but you cannot use that arm to hold or wield anything. The bulwark can be retracted as a swift action. While you have the bulwark out, you take a -1 penalty to all skills that armor check penalties apply to, and your arcane spell failure chances increases by 5%. You can enchant the bulwark as if it were a normal shield.
    Special: You cannot take this feat if you have the Unarmored Body feat.

    Cruel Design [Warforged]
    Your natural weapons are designed for dealing agonizing blows to your foe’s weak spots.
    Requirements: BAB +6
    Benefit: The critical modifier of your slam attack and any other natural weapons granted to you by Warforged feats increases to x3.

    Enhanced Senses [Warforged]
    You can amplify your senses with a surge of metabolic energy.
    Requirements: Rageforged
    Benefit: You may expend a use of your rage ability to gain a bonus on Listen, Search, and Spot checks equal to your character level for 24 hours.

    Ferocious Presence
    You can break your foes’ will, demoralizing them with your ferocious wrath.
    Requirements: Intimidate 8 ranks, Rage class feature
    Benefit: Whenever you enter a rage, you can make an Intimidate check to demoralize one creature that can see you as a swift action.

    Living Artifice [Warforged]
    You can power magical items with your own life force.
    Requirements: Use Magic Device 4 ranks or must be able to cast 1st-level spells.
    Benefit: You may take one point of Constitution burn instead of expending a charge from a wand or a staff when you use it.

    Living Dynamo [Warforged]
    Your anger manifests as surges of electricity that course through your body.
    Requirements: Warforged, Rageforged or Rage class feature, BAB +5
    Benefit: Whenever you rage, electricity surges through your body. While raging, your slam attack and any other natural weapons deal +1d6 electricity damage. In addition, any creature that hits you in melee with a metal weapon, an unarmed strike, a natural weapon, or a touch attack takes 1d6 electricity damage. You gain resistance 10 to electricity while raging, and are not harmed by the electricity flowing through your body.

    Mad Insight
    Though your sanity is lacking, you occasionally have brilliant insights.
    Requirements: Wis 7 or lower.
    Benefit: Once per day, you may apply a +5 madness bonus to an Intelligence or Charisma check or to an Intelligence or Charisma-based skill check. For every 5 character levels you have, you may use this feat an additional time per day.

    Priest of Steel
    You can call upon your god to heal your ‘forged brethren.
    Requirements: Must have the Creation or Warforged domain.
    Benefit: Living constructs gain the full benefit of spells of the healing subschool that you cast on them.
    Normal: Living constructs only heal half what they normally would from spells of the healing subschool.
    Note: The Creation domain can be found in the Spell Compendium. The Warforged domain can be found in Faiths of Eberron.

    Rageborn [Vile]
    You have mutilated your body, scarring yourself and grafting bits of metal onto your body to appear like a Rageforged.
    Requirements: Willing Deformity, Chaotic Evil alignment
    Benefit: Rageforged will not attack you unless provoked, as if you were a warforged. In addition, you gain a slam attack as a secondary natural weapon that deals 1d4 damage.

    Surge of Vigor [Warforged]
    You can channel your rage to heal yourself.
    Requirements: Rageforged, Constitution 18, BAB +6
    Benefit: You may expend a use of your rage ability to gain fast healing 1, or increase any fast healing you have by 1 for a number of rounds equal to your character level.

    Undying Fury [Warforged]
    You can sustain yourself with your rage.
    Requirements: Warforged, Rageforged, BAB +6
    Benefit: Whenever you would be reduced to -10 hp, you may spend two uses of your rage ability as an immediate action. If you do, you are reduced to -9 hp instead. This ability does nothing against effects that kill you without lowering you to -10 hp, such as the disintegrate or slay living spells.
    Special: Undying Fury can be used in place of Diehard to qualify for a feat, prestige class, or other special ability. You can take both this feat and Diehard.
    Last edited by Krimm_Blackleaf; 2009-03-16 at 04:55 PM.
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    Default Re: NotD Supplement: The Rageforged

    Notables

    CR 15: Chain of Blood, Ragelord of Agony
    Of all the ragelords that dot the twisted lands of Shello, Chain of Blood is likely the most darkly cunning in the ways of craft, and especially so with his own body. Chain of Blood is usually found in abandoned cities on Shello, usually at the center of a large mass of rageforged rampaging, collecting silver and killing whatever moves and has blood. He will experiment with machinery, either the machinery that surrounds him or the mechanisms of his own body and especially his chain-blade arm, always attempting to improve the deadliness of it.

    Rageforged Barbarian 5/Artificer 1/Arsenal Mage 9
    Medium Construct (Living Construct)
    Hit Dice: 5d12+1d6+9d10+105 (188 hp)
    Initiative: +4
    Speed: 30 ft. (8 squares)
    Armor Class: 30 (+10 composite plating, +7 bulwark of steel, +3 deflection), touch 13, flatfooted 30
    Base Attack/Grapple: +14/+22
    Attack: +4 Chainblade +26 melee (2d6+12/19-20/x3)
    Full Attack: +4 Chainblade +26/+21/+16 melee (2d6+12/19-20/x2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Adamant arsenal, enhanced weapon, living weapon, perfect weapon, rage
    Special Qualities: Artificer knowledge, artisan bonus, composite plating, disable trap, fast movement, improved uncanny dodge, light fortification, living construct traits, trap sense +1
    Saves: Fort +18, Ref +9, Will +14
    Abilities: Str 26 (Base 20), Dex 10, Con 24 (Base 18), Int 14, Wis 6, Cha 6
    Skills: Climb +22, Concentration +16, Craft +20, Intimidate +15, Jump +22, Listen +6, Use Magic Device +16
    Feats: Rageforged, Power Attack, Scribe ScrollB, Masterwork Weaponry, Cruel Design*, Improved Initiative, Bulwark of Steel*
    Infusions per Day: 4/4/3/1
    Challenge Rating: 15
    Possessions: +5 composite plating, +5 bulwark of steel, gauntlets of strength +6, belt of constitution +6, ring of protection +3, vestments of resistance +5, wand of dimension door, wand sheath, five potions of repair serious damage, three potions of fly, 1,000 gp in silver jewelery.
    Alignment: Chaotic Evil

    Adamant Arsenal (Su)
    Chain of blood’s chainblade is treated as an adamantine weapon for overcoming damage reduction and for sundering.

    Enhanced Weapon (Su)
    As a swift action, Chain of blood may expend an infusion slot of 2nd level or higher to double the critical threat range of his chainblade for 8 minutes.

    Living Weapon (S)
    Chain of blood can shape his arm into a chainblade as a swift action. It has a base damage of 2d6 and a +4 enhancement bonus.

    Perfect Weapon (Su)
    As a swift action, Chain of blood may expend an infusion slot of 4th level or higher to perfect his chainblade. Whenever he makes a full attack with his chainblade, he may make one additional attack at his highest base attack bonus. This does not stack with other effects that grant additional attacks.

    Rage (Ex)
    Chain of blood can rage 3 times per day. While raging, he gains a +6 bonus to Strength and Constitution, a +2 bonus on Will saves, and a -2 penalty to AC. Chain of blood's rage lasts for 9 rounds.
    Last edited by Krimm_Blackleaf; 2009-09-07 at 05:53 PM.
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    Default Re: NotD Supplement: The Rageforged

    Okay, I don't feel like I can read all this right now, but I recognize that it is a TON of material. What I can see of it by skimming looks like a mini-sourcebook, and I can already see that a lot of thought and work went into this.
    Blue avatar by The Stoney One.


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    Default Re: NotD Supplement: The Rageforged

    Woah, did you draw the illustrations for the prestige classes? Those things are goddamn awesome!
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: NotD Supplement: The Rageforged

    Quote Originally Posted by The Demented One View Post
    Woah, did you draw the illustrations for the prestige classes? Those things are goddamn awesome!
    The Arsenal Mage's pic is in Voyage on the Golden Dragon, a published adventure. I don't know about the Iron Berserker's, but since it seems to be the same artist...

    Bulwark of Steel [Warforged]
    You can unfold your composite plating to form a shield.
    Requirements: Warforged
    Benefit: You can unfold the composite plating along one of your arms into a shield as a swift action. If you have no body feats, or body feats that cause your plating to be treated as light armor, the bulwark grants you a +1 shield bonus to AC, and you can use that arm to hold items and wield weapons. If you have body feats that cause your plating to be treated as medium or heavy armor, the bulwark grants you a +2 shield bonus to AC, but you cannot use that arm to hold or wield anything. The bulwark can be retracted as a swift action. While you have the bulwark out, you take a -1 penalty to all skills that armor check penalties apply to, and your arcane spell failure chances increases by 5%. You can enchant the bulwark as if it were a normal shield.
    Special: You cannot take this feat if you have the Unarmored Body feat.
    I would add: "If you have the Mithral Body feat, your hand is considered free."

    It makes sense they get that, as they already got the short end of the stick.
    Last edited by Guyr Adamantine; 2008-08-31 at 09:43 AM.
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    Strongarm Warrior: An actually worthwhile Monkey Grip-focused PrC!
    Guyr Adamantine Avatar by Tomb Raven.

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    Default Re: NotD Supplement: The Rageforged

    Stop being so damned awesome!
    Idiots give me indigestion.
    Don't give me indigestion.

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    Quote Originally Posted by Dragonrider View Post
    Wadledo, you dislike EVERYONE. Therefore, you don't count.
    Quote Originally Posted by Draken View Post
    Maybe this is the only true fix for spellcasting, making people scared of using it.
    Quote Originally Posted by dragonprime View Post
    There's a concept called mercy. Are you familiar with it?
    Thank ya Dr.Bath for your avataring skills.

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    Default Re: NotD Supplement: The Rageforged

    The arsenal mage makes me regret that I don't have access to artificer.

    Anyway, very good job.

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    Default Re: NotD Supplement: The Rageforged

    This is incredible, Krimm. Society, PrC's, weapons, feats, encounter, the whole she-bang. Every bit the equal of what you'd find in a professional splatbook.

    It's also asking for a joke involving 'Rage Against the Machine', if I can just find it.

    Also, credit where it's due: Demented, you created a PrC warforged packing a chainsaw for a hand. You win at D&D. This is no longer news of course.

    Next character I make is simply going to have to be a Rageforged barbarian/artificer/arsenal mage. Somehow. Even the difficulty of fitting a silver-and-murder-mad warforged into a normal group is worth it for the coolness inherent in these critters.

    EDIT: There is a typo towards the end of the Rageforged Society section: "why at all why".
    Last edited by dyslexicfaser; 2008-08-31 at 05:18 PM.
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

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