Castigator
Castigator
Base
Praetorian Guardsmen, Apiostatic Jaegers, and Ballistic Operators all share one thing in common. The unwillingness to just die. Heavy fighters since the day they emerged, Castigators live for combat, live for adrenaline. With thick skin and higher highs, the Castigators excel with long duration battles with their rapidly accelerated adrenaline gain and powerful pain tolerance.
Hit Dice: d8
Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, Ballistic Armor
Melee Weapons: Heavy Melee, Ballistic Melee
Ranged Weapons: Rifles, Sidearms, Machine Guns, Ballistic Ranged, Shotguns
Saves: Strength & Constitution
Skills: Athletics (STR), Physical Intimidation (STR)
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Guns start with a full mag and enough bullets for 2 full reloads.
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(a) Lorica Vest or (b) Proto Exosuit
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(a) Slug Shotgun or (b) Ballista or (c) Gatling Gun or (d) Chambered Machine Gun
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(a) Revolver or (b) Magnum Revolver or (c) Beleaguer
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(a) Zweihander or (b) Any Heavy Melee or (c) Bola
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(a) Breach Pack or (b) Praelian Pack
Rank Acquires
| Rank | Castigator | Rage Points | Proficiency |
|---|---|---|---|
| 1 | Thick Hide + Pulverize | 1 | +2 |
| 2 | Berserker | Juggernaut | 1 | +2 |
| 3 | ASI | 2 | +3 |
| 4 | Main Feat | 2 | +3 |
| 5 | Spec 1 2 | Spec 2 2 | 2 | +4 |
| 6 | ASI | 3 | +4 |
| 7 | Main Feat | 3 | +5 |
| 8 | Spec 1 3 | Spec 2 3 | 3 | +5 |
| 9 | Ability Upgrade + ASI (2) | 4 | +6 |
Rank 1
Thick Hide
+1 AC while in Heavy Armor or Ballistic Armor, While in no armor, add CON to AC rather than DEX
Pulverize
In combat, you have the opportunity to earn Rage Points, which reset out of combat, these points may be spent on a huge list of different things, including:
- Taking the Pulp Action: 3 Action Points + 1 Rage Point, use your melee weapon's normal swing, gaining advantage to hit, additionally, double the damage dice.
- Taking the Pulverize Action: 4 Action Points + 1 Rage Point, use your melee weapon's special swing, gaining advantage to hit, additionally, double the damage dice.
- Taking the Bulwark Reaction: 1 Action Point + 1 Rage Point, gain advantage on a Death Saving Throw.
- Taking the Adrenaline Spike Reaction: 2 Action Points + 1 Rage Point, When hit by a downing blow, roll a Constitution Saving Throw with advantage. The dc of this roll is 15, and goes up by 5 each use, on a success, the blow knocks you down to 1HP. The dc increase reverses on a Medium Rest.
Methods of gaining Rage Points do not stack, if you get multiple occurrences in one moment, you merely take the higher value. You can gain Rage Points through:
- Taking a Critical Hit: 1 Rage Point
- Dealing a Critical Hit: 1 Rage Point
- Reaching 25%, 50%, or 75% HP through taking damage: 1 Rage Point per threshold
- Killing an enemy: 1 Rage Point
- Failing a Death Saving Throw: 2 Rage Points
- Succeeding a Death Saving Throw: 1 Rage Points
- Successful Melee Hit: 1 Rage Point
Rank 2
Specialty Selection
Berserker
Rage fills your lungs more than air itself in combat. You shrug off hits, and throw back your own, 2 times harder. Your only weakness is not being able to hit fast enough to kill more.
Primal Rage
As your adrenaline skyrockets, your blows begin to hit harder and your crunches get crunchier. When taking damage or losing lifeforce in various ways, you strengthen your next melee attack, in addition, a single Rage Point may be consumed to force a dice to roll maximum value when added to the extra damage pool.
- Taking damage (+1d8) (8 damage for 1 Rage Point)
- Taking a Critical Hit (+2d8) (16 damage for 1 Rage Point)
- Failing a Death Saving Throw (+2d10) (20 damage for 1 Rage Point)
- Critically Failing a Death Saving Throw (+10d10) (100 damage for 1 Rage Point)
When an ally within 30ft or yourself makes an attack, you may make the damage rolls reroll on a 2 or lower for 1 Action Point as a Reaction.
Juggernaut
Turning your anger into armor, you rely on using Adrenaline tactically, allowing this rage to fill you and keep you from going down. When killing or harming enemies you regenerate this natural shield.
Warding Fury
Being a tough nut to crack, you have now gained a permanent Tutelary Health Bar, equal to half of your maximum HP. TP (Tutelary Points) can be restored through dealing damage, and when these checks are met, you may additionally consume 1 Rage Point to double the restored dice. may be restored by:
- Killing enemies (1d8 + CON restored)
- Dealing a critical hit (2d8 + CON restored)
- Successful Melee hits (1d4 restored)
- (2 Action Points) Use a Hit Dice.
You may shield a creature within 30ft from you from taking an attack, for 1 Action Point as a Reaction, you can choose to take all of the damage from the attack yourself. If doing this, roll 2d4, subtracting the rolled number from your taken damage.
Rank 3
ASI
Stat Enhancement
2 allocatable stat points
Expertise
Choose one Expertise/Mastery (Permanent Passive Ability)
Rank 4
Ability
text
Rank 5
Specialty Upgrades
Spec1 - Ability
Ability
text
Spec2 - Ability
Ability
Methods of gaining Rage Points have strengthened for your path, while nullifying for the other.
- Taking a Critical Hit: 2 Rage Points
- Dealing a Critical Hit: 0 Rage Points
- Reaching 25%, 50%, or 75% HP through taking damage: 1 Rage Point per threshold (Stacks with taking damage)
- Taking Damage: 1 Rage Point
- Killing an enemy: 0 Rage Points
- Failing a Death Saving Throw: 3 Rage Points
- Succeeding a Death Saving Throw: 2 Rage Points
- Successful Melee Hit: 0 Rage Points
Rank 6
ASI
Stat Enhancement
2 allocatable stat points
Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)
Rank 7
Ability
text
Rank 8
Specialty Upgrades
Spec1 - Ability
Ability
text
Spec2 - Ability
Ability
text
Rank 9
Ability Upgrade - Ability
Ability
text
ASI (2)
Stat Enhancement
4 allocatable stat points
Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)