Eldritch rampagers are often born with inherent arcane talent sufficient to earn him prestige as a famous and powerful sorcerer. However, as it so often does, something in his life diverted him from mastering the arcane arts, forcing him to choose an alternate route, that of martial fury. Fortunately, the flame of that innate magic has continued to burn. By fanning that flame, the eldritch rampager has learned to harness it, allowing him strengthen and bolster his prowess in battle. (Original Concept by Cartmanbeck)
Primary Class: Barbarian.
Secondary Class: Sorcerer.
Hit Dice: d10.
Bonus Skills and Ranks: The eldritch rampager may select three sorcerer skills to add to her class skills in addition to the normal barbarian class skills. The eldritch rampager gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The eldritch rampager is proficient with all simple and martial weapons, with light armor, and with shields (except for tower shields). He can cast his bloodline spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an eldritch rampager wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.
Bloodline: An eldritch rampager’s innate magical bloodline gives him access to spellcasting and powers that other barbarians could never use. At 1st level, an eldritch rampager may choose from any of the following Wildblooded variant bloodlines: Anarchic‡, Arial‡, Bedrock‡, Brutal‡, Empyreal‡, Karmic‡, Linnorm‡, Pit-Touched‡, Primal‡, Rime-Blooded‡, Seaborn‡, or Warped‡. He gains the associated bloodline powers as if he was a sorcerer of his eldritch rampager level, but does not gain access to the associated bloodline arcana. (‡Ultimate Magic)
In addition, beginning at 4th level, whenever an eldritch rampager could normally choose a rage power, he may instead choose to learn one of his bloodline spells that a sorcerer of his level would have access to. When one of these spells is learned, he gains two spell slots of that spell level with which to cast the spell. He may choose the same spell more than once, adding two more spell slots for that spell. An eldritch rampager with a high Charisma score also gains bonus spell slots for those spells that he has learned. For example, if a 4th level eldritch rampager with a 16 Charisma score and the bedrock bloodline chooses expeditious excavation instead of a 4th level rage power, he may cast the spell three times per day; twice from normal spell slots and once from the bonus spell slot granted by his Charisma). Also, each time an eldritch rampager gains a level, he may exchange one of the bloodline spells he knows for another one that he has access to instead. This ability replaces uncanny dodge, improved uncanny dodge, and trap sense.
Spellrage (Ex): An eldritch rampager uses his primal rage and connection to his magical bloodline to cast potent magic. He may cast his bloodline spells while in rage without regard to the concentration that spellcasting normally requires. He never needs to make a concentration check when casting a bloodline spell, even after taking damage while casting. The eldritch rampager may cast bloodline spells he has access to by expending charges from a wand or staff, instead of using his own spell slots. Doing so expends a number of charges from the wand or staff equal to the bloodline spell’s level.
Reading a scroll requires too much concentration, therefore scrolls can never be used to cast a spell while in rage. Other arcane spells from the sorcerer/wizard spell list (including those cast from wands or staves) require concentration as normal, and may not be cast while in rage. Whenever an eldritch rampager casts a spell while enraged, he takes an additional –2 penalty to AC (a total of –4) until the beginning of his next turn. This ability otherwise functions as and replaces rage.
Elemental Fury (Ex): At 5th level, whenever the eldritch rampager takes an amount of energy damage (acid, cold, electric, fire, or sonic) equal to or greater than his level while raging, he replenishes his daily rounds of rage by 1, and an additional 1 for every four levels thereafter, to a maximum of 4 extra rounds per energy attack at 17th level. This ability cannot replenish the eldritch rampager's remaining rounds of rage above his total rounds per day. In addition, once per day, if the energy damage comes from a magic weapon, the eldritch rampager can choose to force the weapon to make a Will save against a targeted dispel magic effect, with a caster level equal to the eldritch rampager's level. This ability replaces fast movment and indomitable will.
Spellfury (Su): Beginning at 7th level, while enraged, an eldritch rampager can spend an additional round of rage to cast one of his bloodline spells at a +1 caster level. At 10th level, he may instead spend one extra round of rage to spontaneously add any metamagic feat with a +1 caster level modifier to a bloodline spell without increasing the casting time of the spell. At 13th level, he may spend two extra rounds of rage to add any metamagic feat (or combination of feats) that totals a +2 caster level modifier or less to the spell. At 16th level, he may spend three extra rounds of rage to add any metamagic feat (or combination of feats) that totals a +3 caster level modifier or less to the spell. At 19th level, he may spend four extra rounds of rage to add any metamagic feat (or combination of feats) that totals a +4 caster level modifier or less to the spell. Should the eldritch rampager expend his last daily round of rage on his spellfury ability, he immediately falls unconscious for 1d4 minutes. Otherwise, the eldritch rampager is fatigued when his rage ends as normal. This ability replaces damage reduction.
Table: Eldritch Rampager