"One does not reach enlightenment envisioning images of light,
but by making the darkness consciuos."
Role: Masters of the battlefield, darkragers unleash fearful carnage on their enemies weakened by hexes, using their combat prowess. The darkrager’s place is on the front lines, right in his enemies’ faces, supplying tremendous martial force bolstered by a trace of arcane magic.
Hit Die: d10.
Parent Classes: Barbarian and Witch
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The darkrager’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana), Knowledge (religion),(Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
1: Darkrage, Fast Movement
2: Darkrage Power, Uncanny Dodge
4: Dark Casting, Eschew Materials,
5: Improved Uncanny Dodge
6: Hex, Darkrage Power
7: Damage Reduction 1/-
8: Feral Hexes
10: Darkrage Power, Damage Reduction 2/-
11: Greater Darkrage
13: Damage Reducion 3/-
14: Darkrage Power, Indomitable Will
15: Hex, major Hex
16: Damage Reduction 4/-
17: Tireless Darkrage
18: Hex, major Hex, Great Feral Hexes
19: Damage Reduction 5/-
20: Mighty Darkrage
Darkrage: At 1st level, a darkrager can darkrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can darkrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. Lastly, the darkrager gains darkvision up to 60 feet. The increase to Constitution grants the darkrager 2 hit points per Hit Die, but these disappear when the darkrage ends and are not lost first like temporary hit points. While darkaging, a darkrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A darkrager can end his darkrage as a free action. When the darkrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the darkrage. A darkrager cannot enter a new darkrage while fatigued or exhausted, but can otherwise enter darkrage multiple times during a single encounter or combat. If a darkrager falls unconscious, his darkrage immediately ends, placing him in peril of death.
Darkrage counts as the Barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement: A darkrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the darkrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the darkrager’s land speed.
Darkrage power: as a darkrager gains levels, she learns to use her rage in new ways. Starting at 2nd level, a darkrager gains a rage power. He gains another darkrage power for every four levels of darkrager attained after 2nd level. A darkrager gains the benefits of darkrage powers only while darkraging. Unless otherwise noted, a barbarian cannot select an individual power more than once. Any darkrager who meets the powers’ prerequisites can select and use darkrage powers. Darkrage powers are listed below:
Shadow Wave: once per darkrage, the darkrager can summon a swarm of bats, rats or spiders like the one summoned with the Summon Swarm spell as a free action, and the effect last as the darkrage lasts. Prerequisite: Darkrager 10th.
Major Shadow Wave: when the darkrager uses the Shadow Wave darkrage power, he can instead choose to summon a Wasp Swarm or an Army Ant Swarm instead the swams of bats, rats or spiders. Prerequisite: Shadow Wave, Darkrager 14th
Grand Shadow Wave: when the darkrager uses the Shadow Wave darkrage power, he can instead choose to summon a Hellwasp Swarm instead the swams of bats, rats or spiders. Prerequisite: Shadow Wave, Major Shadow Wave, Darkrager 19th.
Green Light Eyes: the darkrager gains a +2 bonus on all saves against Enchantment [charm] effects and Enchantment [compulsion] effects while darkraging.
New Hex: the darkrager can select a new Hex from the list of hexes he can know. This power can be selected many times. Every time the darkrager select this power, he must chooses a different Hex.
Favourite Hex: the save DC of a Hex the darkragers know increase by 1. This power can be selected more then once, but the maximum increase for a single hex is 2. For example, if he chooses this power three times, the save DC of one hex he knows is increased by 2, and the save DC of another hex he knows in increased by 1.
Shade Attack: once per darkrage, the darkrager can substitue one attack with the highest attak bonus, with a hex he knows. Casting this hex doesn't count for the maximum limit of hexes per darkrage. Prerequisite: Darkrager 10th
Accursed Hex: the darkrager gains the Accursed Hex feat.
Deatheye: the darkrager can determine the condition of a creature near death as per the Deathwatch's spell as a free action. This power can be used a number of times per darkrage up to two times the number of darkrage power the darkrager possesses (two times at 2nd level, four times at 6th levels and so on).
Fiendish Wings: when entering a bloodrage you can choose to have bat-like wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. As soon as you gain another darkrage power, your fly speed increases to 80 feet with good maneuverability. Prerequisite: Darkrager 14th.
Uncanny Dodge: At 2nd level, a darkrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A darkrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a darkrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Hex: Darkragers learn a number of magic tricks, called hexes, that grant them powers or weaken foes while darkraging. At 1st level, a darkrager gains one hex of her choice. She gains an additional hex at 6th level and for every 3 levels attained after 3rd level, as noted on table: Darkrager. A darkrager cannot select an individual hex more than once.
A Darkrager can uses his hexes only while darkraging. Unless otherwise noted, using a hex is a free action that does not provoke an attack of opportunity. The darkrager can use up to one hex per darkrage. This number goes up to two hexes at 6th level, tree hexes at 11th level and four hexes at 16th level. The save to resist a hex is equal to 10 + 1/2 the darkrager’s level + the darkrager’s Charisma modifier. The Hexes available to the darkrager are listed here: Best of Hill Omen, Blight, Cackle*, Child Scent, City Sight, Congeal, Coven, Cursed Wound, Discord, Enemy Ground, Evil Eye, Feral Speech, Fortune, Gift of Consumption, Greater Gift of Consumption, Misfortune, Murksight, No Place Like Home, Peacebond, Poison Touch, Scar, Sink, Soothsayer, Summer's Heat, Unnerve Beasts, Ward,
Dark Casting: At 4th level, the darkrager gains the ability to cast spells even while darkraging. He can also cast these spells defensively and can make concentration checks for these spells while darkraging. While darkraging, he can cast and concentrate on only his darkrager spells (see below); spells from other classes cannot be cast during this state.
Eschew Materials: At 4th level, the darkrager gains Eschew Materials as a bonus feat.
Spells: Beginning at 4th level, a darkrager gains the ability to cast a small number of arcane spells drawn from the darkrager spell list. To learn or cast a spell, a darkrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a darkrager’s spell is 10 + the spell level + the bloodrager’s Charisma modifier.
Like other spellcasters, a darkrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Darkrager. In addition, he receives bonus spells per day if he has a high Charisma score. The darkrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn’t yet used up his allotment of spells per day for the spell’s level.
The darkrager’s selection of spells is limited. At 4th level, a darkrager knows two 1st-level spells of his choice. A darkrager gains more spells as he increases in level, as indicated on Table: Darkrager Spells Known. Unlike spells per day, the number of spells a darkrager knows is not affected by his Charisma score. At 8th level and every 3 levels thereafter, a darkrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.
Improved Uncanny Dodge: At 5th level, a darkrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the darkrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has darkrager levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
Damage Reduction: At 7th level, a darkrager gains damage reduction. Subtract 1 from the damage the darkrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.
Feral Hexes: At 8th level, the darkrager's DC for all his hexes is increased by 1.
Greater Darkrage: At 11th level, when a darkrager enters a darkrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a darkrage, the darkrager can cast a spell he knows of 2nd level or lower that inflicts a penalty to some check or any malus or that deals damage to a target as a free action. This use consumes a darkrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.
Greater darkrage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Indomitable Will: At 14th level, a darkrager gains a +4 bonus on Will saves to resist enchantment spells while darkraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his darkrage.
Tireless Darkrage: At 17th level, a darkrager no longer becomes fatigued at the end of his darkrage.
Greater Feral Hexes: At 18th level, the darkrager's DC for all hix hexes is increased by 1. This bonus stacks with the one granted by Feral Hexes.
Mighty Darkrage: At 20th level, when a darkrager enters a darkrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can cast as free actions due to the greater darkrage class feature is not limited to only spells of 2nd level or lower