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The latest forum updates can be spotted at our hosted site The Locus Inn. One of the more interesting issues is the fact that the captain kit has been dropped and that two new kits have been proposed, of which the Ravager is an interesting one:Ravager: Living a life of violence, the ravager is a warrior who revels in slaughter, leaving maimed and terrified opponents in his or her wake. Unlike the barbarian, who enters a berserk state to down foes with powerful blows, the ravager inflicts awful, painful wounds on an opponent with malicious glee.
Advantages:
* Ravagers are immune to the effects of fear.
* 3rd Level: Vile Wounds: When a ravager critically hits an opponent, the target must make a Fortitude save (15 DC) or suffer a bleeding wound that causes 1 point of damage per round for 10 rounds.
* 6th Level: Cruelest Cuts: After activating this ability, which lasts for 3 rounds, all of the ravager's blows have an equal chance blinding the target or reducing his or her movement by 2 points unless a Fortitude save (20 DC) is made. It can be used 3/day.
* 9th Level: Spirit Blades: Once per day, the ravager has the ability to invoke a circle of spirit blades similar in effect to the blade barrier spell. The ravager's spirit blades cause less damage (3d6), but the ravager is immune to the blades effects and can move through them without fear of personal harm.
Disadvantages:
* Ravagers start game play with two weapon proficiencies.
* Ravagers lack the focus to gain grandmastery in any weapon.
edit addition: * Ravagers only gain half the benefits from any healing effect (e.g., a healing spell normally gives back 8 hit points; the ravager only gains 4). |
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