GATOR RAGER



"ROAR!"

You're a tribal warrior that prefers to fight with your jaws. There are several Lizardfolk species that train their warriors in this fighting style.

BECOMING A GATOR RAGER
Most warriors of the appropriate species qualify..

ENTRY REQUIREMENTS
Species: Gator Man, Crocodilian (Brute), Gurrash
Class Abilities: Rage (This requirement can also be met via Racial Feats)
Skills: Hide 4 ranks, Survival 4 ranks
Feats: Grab Hold, Powerful Jaws


Class Skills
The Gator Rager's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d12

Code:
   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Rage, Bonus Feat
2. +2    +3     +0     +0    Ambush
3. +3    +3     +1     +1    Grappling
4. +4    +4     +1     +1    Bonus Feat
5. +5    +4     +1     +1    Veteran
Weapon Proficiencies: A Gator Rager gains no new weapon or armor proficiencies.

Rage (Ex): Your Barbarian and Gator Rager Levels stack for determining how many times per day you can Rage.

Bonus Feat: At 1st and 4th Level you can choose any Bonus Feat from the following list that you qualify for: Extend Rage, Extra Rage, Instantaneous Rage, Mad Foam Rager, or any Racial Feat. Non-racial Feats are found in PHBII or Complete Warrior.

Ambush (Ex): At 2nd Level, if your target is denied his Dexterity Bonus to AC, your attacks do +1d6 damage. If you are also Raging at the time, that increases to +2d6 damage.

Grappling (Ex): At 3rd Level you gain use of the following Maneuvers:

Death Roll: You now do your Bite damage with a successful Grapple Check.

Improved Ambush: You gain a +2 Bonus on a Grapple Check you make if your opponent is unaware of you.

Feeding Frenzy: You ca Grapple a creature up to 2 Size Categories larger than yourself.

Veteran (Ex): At 5th Level, if you are Grappling an opponent in water, you hold them under water each round you make a successful Grapple Check, potentially drowning them.

PLAYING A GATOR RAGER
You're hungry. You're always hungry. Despite this, you're surprisingly patient. Waiting hours for the chance to kill something isn't unknown for you.
Combat: You prefer to hide under water, and leap out when prey comes close enough, before dragging it down..
Advancement: You tend to advance in whatever skillset keeps you alive and fed.
Resources: You pretty much have what you can take.

GATOR RAGERS IN THE WORLD
"Ain't nuthin' good down in the swamps son."
You spend your days submerged in water up to your eyeballs, waiting for someone, anyone, to just get close enough.
Daily Life: You live the life of a typical ambush predator, albeit one who has attained some level of early technology.
Notables: Yok (CE Gator Man/Barbarian 2/Gator Rager 3) is a typical Gator Man. In other words, he's completely insane due to the experiments performed upon him.
Organizations: Unless you're one of the odd sorts who hire out as a merc, you generally hang with your tribe.

NPC Reaction
NPC's are generally terrified of you.

GATOR RAGERS IN THE GAME
This PrC assumes the PC is of a race with a certain reputation for aggressiveness. Be sure the PC doesn't have an issue with that..
Adaptation: This is meant for a swamp based campaign, but it could probably be adapted to other terrains..
Encounters: Ragers are usually encountered when you've entered their territory.

Sample Encounter
EL15: You're walking through the swamp listening to the Bard whine about how awful this mission is, what with the mud, the skeeters, and the leeches, when all of a sudden an eight foot tall gator man bites him in the face. Where the heck did he come from?


Yok
CE Gator Man/Barbarian 2/Gator Rager 3
Init +6, Senses: Listen +2, Spot +2, 60 ft. Darkvision
Languages Lizardfolk, Common
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AC 26, touch 16, flat-footed 24 (+2 Dex, +10 Natural, +4 Deflection)
AC during Rage 24, touch 14, flat-footed 22
hp 139 (12 HD), 161 during Rage
Fort +14 (+16 during Rage), Ref +8, Will +7 (+9 during Rage)
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Speed 40 ft. (8 squares), Swim 50 ft.
Melee Bite +20 melee (2d4+12)
Bite +22 melee (2d4+15) during rage
+2 Greatsword +20/+15/+10 melee (3d6+12/19-20)
+2 Greatsword +22/+17/+12 melee 3d6+15/19-20) during rage
Ranged +2 Spear +20/+15/+10 ranged (2d6+9/x3)
+2 Spear +22/+17/+12 ranged (2d6+11/x3)
Base Atk +12, Grp +23 (+25 during Rage)
Atk Options Rage 4/day, Uncanny Dodge, Ambush, Grappling
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str 24 (28 during rage), Dex 14, Con 22 (26 during rage), Int 6, Wis 13, Cha 4
SQ Illiteracy
Feats Grab Old, Powerful Jaws, Improved Initiative, Extra Rage (Complete Warrior), Instantaneous Rage (Complete Warrior),
Skills Hide +2, Listen +2, Move Silently +4, Spot +2, Survival +5, Swim +15
Possessions +2 Amulet of Mighty Fists, +4 Ring of Protection, +2 Returning Spear, +2 Greatsword, 2 Potions of Neutralize Poison, Type I Bag of Holding, 2 Potions of Haste, 1398 GP



EPIC GATOR RAGER

Hit Die: d12
Skills Points at Each Level : 4 + int
Rage You gain one use of Rage per day every four levels after 20th
Bonus Feats: The Epic Gator Rager gains a Bonus Feat every 2 levels higher than 20th


GATOR RAGER
Originating with the Lizardfolk, this fighting style specializes in Grappling.

IMPROVED GRAPPLE
When you choose this path at 3rd level, if you successfully attack a creature with an Unarmed Strike or Bite, it is considered Grappled. On the beginning of each of your turns, if the target is still Grappled, it automatically takes your Unarmed Strike or Bite damage.

AQUATIC FIGHTING
At 6th Level you gain Advantage on all Checks made to start, end or maintain a Grapple. You also gain Advantage on Dexterity (Stealth) Checks made while in water. You can hold your breath for 5 minutes.

AMBUSH
At 10th Level you cannot have Disadvantage on any rolls against creatures who are unaware of you. You do an additional die of damage whenever you attack with Advantage.

POWERFUL CLUTCH
At 14th Level, you can Grapple a creature up to 2 Sizes larger than yourself, and if you are Grappling a creature in water, you successfully hold it under water each round you maintain the Grapple. It must hold it's breath each round it is underwater, or begin to drown.