TEXT: The Ravager
  (Hybrid Class)
  #64
  
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  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
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  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
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  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
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  based on original material by E. Gary Gygax.
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  based on original material by Philip Masters.
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  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
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  Player Paraphernalia #64 The Ravager (Hybrid Class) ©2016, The Knotty-Works; Author: John 
  Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not 
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  1
  Player Paraphernalia #64
  By The Knotty-Works
  Welcome to issue sixty-four of  the Player 
  Paraphernalia series, short supplements designed to 
  offer players new options for use with the Pathfinder 
  RolePlaying Game (©Paizo, Inc.).  This issue brings 
  you a new hybrid class, the Ravager.  Born and raised 
  in the wilds under superstitious and macabre rites and 
  lore, the ravager combines the supernatural beliefs 
  and abilities of  the witch with the natural skills and 
  tenacity of  the ranger.
  The Ravager
  Mysterious and deadly, nature can be both 
  nurturer and executioner.  Within the deep 
  wilds survival is more than a skill, it is a gift and 
  those that live in such isolation learn early 
  on the necessities of relying on enigmatic 
  spirits can be both a blessing and a curse.  
  The ravager is the embodiment of this pact, 
  finding the need to satiate their own desires 
  as well as the needs of the dark force he 
  serves.  However, such bindings come with 
  certain benefits including loyalty and the 
  ability to wield magics that grant some 
  measure of pleasure and power while living in 
  the isolated lands abandoned by men.
  Role  Surviving in savagery, the ravager excels 
  in martial combat with the aid of his bonded 
  animal and blessings of his master.  Although 
  not as skilled in tracking as the ranger or as 
  potent as the witch’s command of hexes and 
  spells, the ravager finds balance between 
  the two and thrives in his chosen environment 
  acting as an agent to one of the four masters 
  of destruction and desolation.
  Alignment  Any non-good
  Hit Die d10
  Parent Classes  Ranger and Witch
  Starting Wealth  4d6 X 10 gp (average 140 gp) 
  and an outfit worth 10 gp or less.
  Class Skills
  Craft (Int), Fly (Dex), Handle Animal (Cha), 
  Heal (Wis), Intimidate (Cha), Knowledge 
  (arcana) (Int), Knowledge (nature) (Int), 
  Knowledge (planes) (Int), Perception (Wis), 
  Profession (Wis), Ride (Dex), Spellcraft (Int), 
  Survival (Wis), Use Magic Device (Cha)
  Skill Ranks per Level 4 + Int Modifier
  Class Features
  Weapon and Armor Proficiencies:  The 
  ravager is proficient with all simple and martial 
  weapons.  He is also proficient with light armor 
  and may cast spells from the Witch spell list 
  while wearing light armor without incurring 
  any chance of arcane spell failure.  If he 
  is wearing heavier armor or casting spells 
  from another arcane class that may incur a 
  chance of arcane spell failure, such penalties 
  apply.  He is not proficient with any sort of 
  shield and if he uses a shield while casting 
  spells from the Witch Spell List, spells with 
  somatic actions may incur the normal chance 
  of arcane spell failure.
  Cantrips (Sp):  At 1st level, the ravager gains 
  the ability to prepare a number of cantrips 
  (0-level spells) as listed on the Ravager 
  Progression Table as long as he has an 
  Intelligence of at least 10.  The ravager 
  uses his Intelligence modifier for any DCs 
  associated with the cantrip.  When casting 
  cantrips, the ravager’s class level is his 
  effective caster level.
  The ravager may choose from cantrips 
  listed on the Witch Spell List as granted by 
  the ravager’s master through his bond (see 
  Master’s Blessing and Ravager’s Bond below).  
  If the ravager loses either class feature, he 
  may not prepare cantrips for the 
  day.  Once a cantrip is prepared 
  
  2
  he may cast it as desired with no limitation on 
  the number of uses per day.
  Master’s Blessing:  At 1st level, the ravager 
  must choose one of the four masters of 
  destruction and desolation to whom he 
  swears fealty.  The ravager’s master has its 
  own agenda and as long as the ravager does 
  not actively seek to impede that agenda the 
  master grants its blessing with little thoughts 
  or requirements for the ravager’s actions.  
  However, if the ravager’s activity actively 
  conflicts with the master’s own agenda and 
  ideals then the master may revoke its blessing.
  If the ravager loses his master’s blessing, he 
  loses the ability to cast cantrips and spells, 
  and powers associated with the blessing and 
  any benefits from the bond with the ravager’s 
  animal companion (see Ravager Bond).  The 
  ravager does retain his skills with his chosen 
  weapons (see Ravager’s Weapon) 
  and his ability to crush his enemies 
  (see Ravager’s Smite).
  Ravager Masters
  Death
  The master of death seeks the ultimate 
  destruction of all living creatures on the 
  material plane.  However, the tragedy and 
  suffering resulting from the death is just 
  important to this master than the wholesale 
  slaughter of every living thing.  Death must be 
  memorable and meaningful to others to be 
  truly worthwhile.
  If a ravager of death uses a spell or magic 
  item to return someone from death, he will 
  lose the benefits of his master until he atones 
  for the act (such as the use of the Atonement 
  spell).
  Cantrips:  Ravagers that serve Death may 
  choose from Bleed, Daze, Detect Magic, 
  Guidance, Read Magic, Spark, and Touch of 
  Fatigue.
  Ravager Progression Table
  Level
  Base Attack 
  Fort
  Ref
  Will
  Special
  Cantrips 
  Per Day
  Spells Per Day
  1st
  2nd
  3rd
  4th
  1
  +1
  +2
  +0
  +0
  Cantrips, Master’s Blessing (First 
  Blessing), Ravager’s Bond
  2
  —
  —
  —
  —
  2
  +2
  +3
  +0
  +0
  Ravaging Smite (+2),  Ravager’s Weapon
  2
  —
  —
  —
  —
  3
  +3
  +3
  +1
  +1
  Territorial Menace (1)
  2
  —
  —
  —
  —
  4
  +4
  +4
  +1
  +1
  Bonding Defense
  3
  0
  —
  —
  —
  5
  +5
  +4
  +1
  +1
  Master’s Blessing (Second Blessing)
  3
  1
  —
  —
  —
  6
  +6/+1
  +5
  +2
  +2
  Ravaging Smite (+4)
  3
  1
  —
  —
  —
  7
  +7/+2
  +5
  +2
  +2
  Woodland Stride
  4
  1
  0
  —
  —
  8
  +8/+3
  +6
  +2
  +2
  Ravager’s Weapon
  4
  1
  1
  —
  —
  9
  +9/+4
  +6
  +3
  +3
  Improved Ravager’s Bond
  4
  2
  1
  —
  —
  10
  +10/+5
  +7
  +3
  +3
  Master’s Blessing (Third Blessing), 
  Ravaging Smite (+6)
  4
  2
  1
  0
  —
  11
  +11/+6/+1
  +7
  +3
  +3
  Territorial Menace (2)
  4
  2
  1
  1
  —
  12
  +12/+7/+2
  +8
  +4
  +4
  Camouflage
  4
  2
  2
  1
  —
  13
  +13/+8/+3
  +8
  +4
  +4
  Eldritch Bond
  4
  3
  2
  1
  0
  14
  +14/+9/+4
  +9
  +4
  +4
  Ravager’s Weapon, Ravaging Smite (+8)
  4
  3
  2
  1
  1
  15
  +15/+10/+5
  +9
  +5
  +5
  Master’s Blessing (Fourth Blessing)
  4
  3
  2
  2
  1
  16
  +16/+11/+6/+1
  +10
  +5
  +5
  Hide in Plain Sight
  4
  3
  3
  2
  1
  17
  +17/+12/+7/+2
  +10
  +5
  +5
  Bonding Transpositioning
  4
  4
  3
  2
  1
  18
  +18/+13/+8/+3
  +11
  +6
  +6
  Ravaging Smite (+10)
  4
  4
  3
  2
  2
  19
  +19/+14/+9/+4
  +11
  +6
  +6
  Territorial Menace (3)
  4
  4
  3
  3
  2
  20
  +20/+15/+10/+5
  +12
  +6
  +6
  Master’s Blessing (Fifth Blessing)
  4
  4
  4
  3
  3
  
  3
  First Blessing (Su):  At 1st level, the ravager 
  may designate an attack as a deadly blow 
  when attacking with a piercing or slashing 
  weapon as a swift action.  The blessing must 
  be declared before the attack is made and 
  if successful the target suffers 1 point of bleed 
  damage in addition to the normal damage 
  of the attack.  If the target is chosen for the 
  Ravager’s Smite (see below) then it suffers 2 
  points of bleed damage per round.  Multiple 
  uses of this blessing on the same target do not 
  stack.  The ravager may call upon this blessing 
  a number of times per day equal to 3 + his 
  Charisma modifier (minimum of 0).
  Second Blessing (Ex):  At 5th level, the ravager 
  gains a +4 profane bonus versus negative 
  energy attacks, death effects, or spells or 
  spell-like abilities that cause negative level 
  damage.
  Third Blessing (Su):  At 10th level, the ravager 
  may designate one attack as a vampiric 
  while wielding a piercing or slashing weapon 
  as a swift action.  If the attack is successful 
  any damage taken by the opponent is 
  transferred to the ravager as temporary hit 
  points.  The hit points last for a number of 
  rounds equal to the ravager’s class level.  
  This blessing may only be used once per 
  an opponent in a 24 hour period and the 
  ravager may use this blessing a number 
  of times per day equal to 3 + his Charisma 
  modifier.  Creatures immune to death effects 
  do not grant the ravager the temporary hit 
  points.
  Fourth Blessing (Su):  At 15th level, the ravager 
  is treated as undead for purposes of healing 
  magics including Cure and Inflict spells or 
  positive or negative energy channeling.  
  The ravager is not subject to any effects of 
  control or compulsion versus undead or any 
  other spells, spell-like abilities, or supernatural 
  abilities that affect undead.
  Fifth Blessing (Su):  At 20th level, the ravager 
  gains  the hand of death touch that he 
  may use as a standard action.  By making a 
  successful melee touch attack the ravager 
  may instantly slay a living creature.  The 
  opponent is allowed a Fortitude saving throw 
  with a DC equal to 10 + ½ the ravager’s class 
  level + his Charisma modifier.  If 
  successful, the target is fatigued 
  for a number of rounds equal to the ravager’s 
  class level but is not subject to this blessing 
  from the ravager for a period of 24 hours.  If 
  the target fails the saving throw it is instantly 
  reduced to -1 hit points and falls unconscious 
  and continues to lose hit points unless it 
  successfully stabilizes, is healed, or dies.
  The ravager may use this blessing a number 
  of times per day equal to 3 + his Charisma 
  modifier.  This blessing is a death effect and 
  creatures immune to such effects cannot be 
  harmed by this blessing.
  Famine
  The famine master seeks solace in the want 
  and need of others.  Its agenda is one of 
  physical denial and sacrifice and that only 
  through accepting the lack of nourishment 
  and the trivialities of physical and emotional 
  pleasure can the truths of divine inspiration 
  and reality be found.
  If the ravager uses his abilities to create 
  sources of food or water or increase the 
  bounty of others regardless of type, he will 
  lose the benefits of his master until he atones 
  for the act (such as the use of the Atonement 
  spell).
  Cantrips:  Ravagers that serve Famine may 
  choose from Daze, Detect Magic, Detect 
  Poison, Guidance, Putrefy Food and Drink, 
  Read Magic, and Touch of Fatigue
  First Blessing(Ex):  At 1st level, the ravager may 
  designate an attack as a wasting blow when 
  attacking with a bludgeoning or slashing 
  weapon as a swift action.  The blessing must 
  be declared before the attack is made and 
  if successful the target becomes sickened 
  for 1 round (or 1d4 rounds if the opponent is 
  also targeted by the ravager’s smite).  If used 
  against the same opponent, the duration is 
  not cumulative, but redetermined from the 
  effects of that round.  The ravager may call 
  upon this blessing a number of times per day 
  equal to 3 + his Charisma modifier (minimum 
  of 0).  This is treated as a poison effect.
  Second Blessing(Ex):  At 5th level the ravager 
  gains a +4 profane bonus versus poisons both 
  natural and magical in nature.
  Third Blessing (Ex):  At 10th level 
  the ravager may designate a 
  
  4
  bludgeoning or slashing attack as a agonizing 
  blow as a swift action.  The blessing must be 
  declared before the attack is made and if 
  successful the target becomes nauseated for 
  1 round per four class levels of the ravager 
  (if the opponent is also targeted by the 
  ravager’s smite the duration is 1 round per 
  three class levels).  After the initial round, 
  the victim is allowed a Fortitude save at the 
  beginning of its turn to remove the effects of 
  the blessing with a DC equal to 10 + ½ the 
  ravager’s class level + his Charisma modifier.  
  If used against the same opponent, the 
  duration is not cumulative, but redetermined 
  from the effects of that round.  The ravager 
  may call upon this blessing a number of times 
  per day equal to 3 + his Charisma modifier 
  (minimum of 0).  This is treated as a poison 
  effect.
  Fourth Blessing (Su):  At 15th level, the ravager 
  may go a number of days without food or 
  water equal to his class level before suffering 
  the effects of thirst or hunger.  
  Fifth Blessing (Su):  At 20th level, the ravager 
  gains  the wasting curse touch that he may 
  use as a standard action.  By making a 
  successful melee touch attack the ravager 
  may cause one creature to begin to waste 
  away at an accelerated rate.  The opponent 
  is allowed a Fortitude saving throw with a DC 
  equal to 10 + ½ the ravager’s class level + his 
  Charisma modifier.  If successful, the target 
  is sickened for a number of rounds equal to 
  the ravager’s class level.  If the target fails 
  the saving throw it loses 1 point of Strength, 
  Dexterity, and Constitution per round until one 
  of them drops to 0 at which point the victim 
  dies.  The victim is allowed a new Fortitude 
  saving throw at the beginning of his turn each 
  round to stop the effects of the wasting curse.  
  If the victim does not die from the wasting 
  curse touch, it is not subject to the ravager’s 
  touch for a 24 hour period.
  The ravager may use this blessing a number 
  of times per day equal to 3 + his Charisma 
  modifier.  The wasting curse touch is a curse 
  effect and may be removed by the Remove 
  Curse spell.  Creatures that do not need 
  to consume for sustenance (any creature 
  without a Strength or Dexterity or Constitution 
  score) are immune to this curse.
  Plague
  The master of plagues finds beauty in 
  the infestation of any type of effect that 
  afflict the health and well beings of others.  
  Whether devastation is brought about by 
  environmental factors, animal causes, or 
  even magical means does not matter to the 
  plague master, only that desolation and ruin 
  results.
  If the ravager uses his abilities to cure any 
  type of poison or disease, he will lose the 
  benefits of his master until he atones for the 
  act (such as the use of the Atonement spell).
  Cantrips:  Ravagers that serve Plague may 
  choose from Dancing Lights, Detect Magic, 
  Guidance, Message, Putrefy Food and Drink, 
  Read Magic, and Stabilize.
  First Blessing (Ex):  At 1st level, the ravager 
  may designate an attack as a pestilence 
  blow when attacking with a bludgeoning 
  or piercing weapon as a swift action.  The 
  blessing must be declared before 
  the attack is made and if successful 
  created by Allen Morris (allenmorrisart.com)
  
  5
  the target becomes fatigued for 1 round (or 
  1d4 rounds if the opponent is also targeted by 
  the ravager’s smite).  If used against the same 
  opponent, the duration is not cumulative, but 
  redetermined from the effects of that round.  
  The ravager may call upon this blessing a 
  number of times per day equal to 3 + his 
  Charisma modifier (minimum of 0).  This attack 
  is treated as a disease effect.
  Second Blessing (Ex):  At 5th level, the ravager 
  gains a +4 profane bonus against any type of 
  disease, both natural and magical in nature.
  Third Blessing (Ex):  At 10th level, the ravager 
  may attempt an infection blow with either 
  a bludgeoning or piercing weapon as a 
  swift action.  The blessing must be declared 
  before the attack is made and if successful 
  the target becomes exhausted for 1 round 
  per four ravager class levels (or 1 round per 
  three ravager class levels if the opponent is 
  also targeted by the ravager’s smite).  After 
  the initial round, the victim is allowed a 
  Fortitude save at the beginning of its turn to 
  remove the effects of the blessing with a DC 
  equal to 10 + ½ the ravager’s class level + his 
  Charisma modifier.  If used against the same 
  opponent, the duration is not cumulative, but 
  redetermined from the effects of that round.  
  The ravager may call upon this blessing a 
  number of times per day equal to 3 + his 
  Charisma modifier (minimum of 0).  This attack 
  is treated as a disease effect.
  Fourth Blessing (Su):  At 15th level, the ravager 
  becomes immune to all natural diseases.  
  The profane bonus versus magical diseases 
  increases to +6.  In addition, the ravager 
  never suffers the effects of the exhausted 
  condition but when he would be subject to 
  exhaustion he is only fatigued.
  Fifth Blessing (Su):  At 20th level, the ravager 
  gains  the brain rot infestation touch that he 
  may use as a standard action.  By making a 
  successful melee touch attack the ravager 
  may cause the brain of one creature to break 
  down and leak through nearby orifices.  The 
  opponent is allowed a Fortitude saving throw 
  with a DC equal to 10 + ½ the ravager’s class 
  level + his Charisma modifier.  If successful, 
  the target is fatigued for a number of rounds 
  equal to the ravager’s class level.  
  If the target fails the saving throw 
  it loses 1 point of Intelligence, Wisdom, and 
  Charisma per round until one of them drops 
  to 0 at which point the victim dies.  The victim 
  is allowed a new Fortitude saving throw at 
  the beginning of his turn each round to stop 
  the effects of the brain rot infestation curse.  
  If the victim does not die from the brain 
  rot infestation touch, it is not subject to the 
  ravager’s touch for a 24 hour period.
  The ravager may use this blessing a number 
  of times per day equal to 3 + his Charisma 
  modifier.  The brain rot infestation touch is 
  a curse effect and may be removed by 
  the Remove Curse spell.  Creatures with no 
  appreciable brain (any creature with no 
  actual Intelligence or Wisdom or Charisma 
  score) are not affected by this blessing.
  War
  Strife and conflict are the bread and butter to 
  the master of war.  The cause is unimportant 
  to this master, only that it brings about two 
  or more sides to take up arms and whole 
  heartedly seek to destroy the other(s).  The 
  master of war is the antithesis of the master 
  of death, seeing no interest in the cause of 
  death, only that it occurred violently and 
  preferably enmasse, the more involved the 
  greater the satisfaction.
  If the ravager uses his abilities to find a 
  peaceful resolution to any type of conflict, 
  he will lose the benefits of his master until he 
  atones for the act (such as the use of the 
  Atonement spell).
  Cantrips:  Ravagers that serve War may 
  choose from Bleed, Daze, Detect Magic, 
  Guidance, Read Magic, Resistance, and 
  Stabilize.
  First Blessing (Ex):  At 1st level, the ravager 
  may designate an attack as a brutal blow 
  when attacking with a melee weapon, 
  natural attack, or unarmed strike as a swift 
  action.  The blessing must be declared 
  before the attack is made and if successful 
  the target is staggered for 1 round (or 1d4 
  rounds if the opponent is also targeted by the 
  ravager’s smite).  If used against the same 
  opponent, the duration is not cumulative, but 
  redetermined from the effects of 
  that round.  The ravager may call 
  
  6
  upon this blessing a number of times per day 
  equal to 3 + his Charisma modifier (minimum 
  of 0).
  Second Blessing (Ex):  At 5th level the ravager 
  gains damage reduction 1/magic.  At 10th 
  level this blessing increases to DR 3/magic, 
  and at 15th level the blessing increases to DR 
  5/magic.  Damage reduction can reduce 
  damage to 0, but not below 0.
  Third Blessing (Ex):  At 10th level the ravager 
  may attempt an crushing blow with a melee 
  weapon, natural attack, or unarmed strike as 
  a swift action.  The blessing must be declared 
  before the attack is made and if successful 
  the target becomes dazed for 1 round per 
  four ravager class levels (or 1 round per three 
  ravager class levels if the opponent is also 
  targeted by the ravager’s smite).  After the 
  initial round, the victim is allowed a Fortitude 
  save at the beginning of its turn to remove 
  the effects of the blessing with a DC equal 
  to 10 + ½ the ravager’s class level + his 
  Charisma modifier.  If used against the same 
  opponent, the duration is not cumulative, but 
  redetermined from the effects of that round.  
  The ravager may call upon this blessing a 
  number of times per day equal to 3 + his 
  Charisma modifier (minimum of 0).  This attack 
  is treated as a disease effect.
  Fourth Blessing (Ex):  At 15th level the ravager 
  may continue to fight once he is reduced 
  below 0 hit points.  When reduced to 
  negative hit points the ravager may make 
  a Fortitude save with a DC equal to 15 + the 
  hit points reduced below 0.  If successful, 
  the ravager does not fall unconscious but 
  gains the staggered condition.  If he takes 
  a standard action he loses an additional hit 
  point but does not fall unconscious.  He may 
  make another saving throw at the beginning 
  of his turn each round thereafter to remain 
  conscious.  If the ravager falls unconscious 
  he must make a Fortitude save to stabilize 
  as normal and if reduced to a number of hit 
  points below 0 equal to his Constitution score 
  he still dies.
  Fifth Blessing (Ex):  At 20th level the ravager 
  doubles the threat range of any weapon he 
  wields.  This effect does not stack with other 
  effects that expand the threat 
  range of the weapon including 
  spells, magic item special abilities, or feats.  If 
  the weapon falls within the ravager’s chosen 
  group for his Ravager’s Weapon class ability, 
  he automatically confirms a critical hit.
  Ravager’s Bond (Ex):  At 1st level, the 
  ravager gains a bond with a natural animal 
  chosen from ape, badger (wolverine), 
  black bear, boar, leopard (small cat), or 
  wolf (or shark if the ravager is based in an 
  aquatic environment).  The bonded animal 
  is loyal to the ravager and travels with and 
  accompanies the ravager as appropriate for 
  its type.
  This bond is treated as the druid’s animal 
  companion, using the ravager’s class level 
  as the effective druid level in regards to the 
  animal’s abilities, tricks, and special abilities.  
  In addition, the bonded animal gains the 
  same bonuses versus the target designated 
  by the ravager’s smite (see below) starting at 
  2nd level.
  The bonded animal also acts as the focus 
  between the ravager and his master and 
  without the animal, the ravager may not 
  choose his cantrips for the day or spells once 
  he gains access to them beginning at 4th 
  level.
  If the ravager’s bonded animal is lost, 
  released, or destroyed he seek out a new 
  bonded animal by spending 24 consecutive 
  hours in the wild to search out a new one 
  and spend time communing with his master.  
  The animal must be naturally found in the 
  environment and area where the ravager is 
  seeking the new bonded animal.
  Ravager’s Smite (Ex):  At 2nd level, the ravager 
  may designate a single target as a swift 
  action for his Smite.  Against this target, the 
  ravager—and his bonded animal—gains a 
  +2 bonus on all Bluff, Knowledge, Perception, 
  Sense Motive, and Survival skill checks as well 
  as attack and damage rolls.  The ravager 
  may make Knowledge checks untrained 
  when attempting to identify the target of his 
  smite.
  The ravager may only designate one target 
  at a time and requires a swift action to drop 
  the smite against previously selected target 
  unless the target actively flees 
  from the ravager or is destroyed, 
  
  7
  helpless, or knocked unconscious.  There is 
  no limit to the duration of the smite against a 
  particular opponent but any active smites are 
  automatically lost when the ravager rests for 8 
  hours.  The ravager is limited to use this ability 
  a total number of times per day equal to ½ his 
  class level + his Charisma modifier.
  At 6th level the ravager may either choose to 
  add a +4 bonus versus one target or choose 
  two separate targets with the +2 bonus at 
  the same time.  Every four levels thereafter 
  the ravager gains an additional +2 that he 
  may either apply to a single target or choose 
  one additional target of his smite.  These 
  additional bonuses may only be used against 
  a single target with a larger bonus or against 
  multiple targets with a +2 bonus, the ravager 
  may not designate different bonuses versus 
  separate targets.
  In addition to the bonuses to skill checks, 
  attacks, and damage those designated 
  as the target of a ravager smite may suffer 
  additional effects from the blessing of the 
  ravager’s master (see Master’s Blessing).
  Ravager’s Weapon (Ex):  At 2nd level, the 
  ravager may select may select one group of 
  weapons from the fighter’s weapon training 
  class feature.  Once this selection is made it 
  cannot be changed.  Based on the group 
  chosen, the ravager may choose a bonus 
  feat as listed below.  
  The ravager does not need to meet any 
  prerequisites for the feat but the benefits of 
  the feats only apply if the ravager is wearing 
  light or no armor.  If the ravager already 
  possesses the feat for the level listed, he gains 
  the feat at the next level.  If the ravager 
  already possesses all of the feats associated 
  by the time he reaches 14th level he may 
  choose another combat feat of his choosing, 
  though he must meet any listed prerequisites 
  for the feat.
  *If the feat requires the selection of a specific 
  weapon, the ravager must choose the 
  weapon when choosing the bonus feat.
  Axes: 2nd - Cleave, 8th - Great Cleave, 14th - 
  Dazing Assault or Improved Cleaving Finish
  Blades, Heavy: 2nd - Power Attack, 8th - Death 
  or Glory, 14th - Bull Rush Strike or 
  Sundering Strike
  Blades, Light: 2nd - Weapon Finesse, 8th - 
  Improved Feint, 14th - Break Guard or Stand 
  Still
  Bows: 2nd - Precise Shot, 8th - Deadly Aim, 14th - 
  Manyshot or Shot on the Run
  Close: 2nd - Scorpion Style or Two-Weapon 
  Fighting, 8th - Gorgon’s Fist or Improved Shield 
  Bash, 14th - Medusa’s Wrath
  Crossbows: 2nd - Rapid Reload, 8th - Far Shot 
  or Precise Shot, 14th - Crossbow Mastery or 
  Pinpoint Targeting
  Double: 2nd - Two-Weapon Fighting, 8th - 
  Double Slice, 14th - Two-Weapon Defense or 
  Two-Weapon Rend
  Firearms: 2nd - Amateur Gunslinger or 
  Gunsmithing, 8th - Deadly Aim, 14th - Impact 
  Critical Shot
  Flails: 2nd - Improved Disarm or Improved Trip, 
  8th - Disarming Strike or Tripping Strike, 14th - Bull 
  Rush Strike
  Hammers: 2nd - Bludgeoner, 8th - Break Guard 
  or Enforcer, 14th - Disarming Strike or Sundering 
  Strike
  Monk: 2nd - Improved Unarmed Strike, 8th - 
  Deflect Arrows, 14th - Elemental Fist or Stunning 
  Fist
  Natural: 2nd - Improved Natural Attack  or 
  Improved Unarmed Strike, 8th - Multiattack or 
  Perfect Strike, 14th - Rending Claws or Stunning 
  Fist
  Polearms: 2nd - Pushing Assault or Shield of 
  Swings, 8th - Improved Trip, 14th - Pin Down
  Spears: 2nd - Charging Hurler or Charge 
  Through, 8th - Far Shot or Spirited Charge, 14th - 
  Impact Critical Shot or Unseat
  Thrown: 2nd - Distance Thrower, 8th - Close-
  Quarters Thrower*, 14th - Parting Shot or Shot 
  on the Run
  Territorial Menace (Ex):  At 3rd level, 
  the ravager may choose one type of 
  environment (from the Ranger’s list of Favored 
  Terrains) and both he and his bonded animal 
  gains a +2 bonus to their initiative checks 
  as well as skill checks involving Knowledge 
  (geography), Perception, Stealth, and 
  Survival.  The ravager is considered trained 
  in Knowledge (geography) for the 
  
  8
  terrain chosen, even if he has no ranks in that 
  skill.
  While within that environment the ravager 
  and his bonded animal leave no trail and 
  cannot be tracked unless they desire to 
  do so.  If the ravager successfully attacks a 
  target that is denied it’s Dexterity modifier 
  while within the chosen environment he also 
  adds the bonus to the damage caused by 
  his attacks which stack with damage bonuses 
  granted by the Ravager’s Smite feature.
  The ravager may choose a second terrain 
  at 11th level and a third terrain at 19th level.  
  Previous terrains selected gain an additional 
  +2 bonus to initiative and skill checks as listed 
  above.  If a terrain falls into more than one of 
  the ravager’s selected category the ravager 
  gains the highest bonus granted, they do not 
  stack.
  Bonding Defense (Ex):  At 4th level, while the 
  ravager is adjacent to his bonded animal 
  neither he nor his animal companion may be 
  flanked.
  Spells:  At 4th level, the ravager gains access 
  to 1st level spells found on the Witch Spell 
  List.  He may cast witch spells as long as his 
  Intelligence is equal to or greater than 10 + 
  the level of the spell, though the ravager is 
  restricted to 4th level spells at most as listed on 
  the Ravager Progression Table.  The DC for 
  any saving throws associated with spells cast 
  by the ravager is equal to 10 + the level of the 
  spell + the ravager’s Intelligence modifier.
  The ravager gains bonus spells based on his 
  Intelligence modifier (see the Ability Modifiers 
  and Bonus Spells found within the Pathfinder 
  RPG Core Rule BookTM) and when the spells 
  per day is 0, only bonus spells are gained at 
  that level.
  The ravager must prepare his spells for the 
  day by communing with his master focused 
  through his bonded animal during an hour of 
  meditation.  He may choose any spell from 
  the Witch Spell List when preparing his spells 
  for the day.  The ravager’s effective caster 
  level when casting 1st level or higher spells 
  is equal to his class level - 3.  Although the 
  ravager may cast cantrips at 1st level, he is 
  not considered to have a caster 
  level until 4th level.
  Woodland Stride (Ex):  At 7th level, the ravager 
  and his bonded animal may move through 
  natural undergrowth at their normal speed 
  without suffering damage or any other type of 
  impediment.  Magically enchanted obstacles 
  still impair movement as normal.
  Improved Ravager’s Bond (Su):  At 9th 
  level, the ravager and his bonded animal 
  gain a telepathic link and the two may 
  communicate with each other as desired, 
  though information from the animal is still 
  limited by its intelligence and comprehension 
  of actions or events.  This communication 
  is limited to a number of miles equal to the 
  ravager’s class level.
  Camouflage (Ex):  At 12th level, the 
  ravager learns to use Stealth skill to hide 
  in any terrain—regardless of cover or 
  concealment—selected for his Territorial 
  Menace class ability.
  Eldritch Bond (Su):  A ravager of 13th level or 
  higher may direct the energies of  a touch 
  based spell to be directed at his bonded 
  animal as long as he is adjacent to the 
  animal.  This allows the bonded animal to 
  deliver the effects of the spell, using its own 
  attack bonus for the delivery.  If the ravager 
  casts another touch based spell before the 
  bonded animal has delivered the imbued 
  spell, the spell held by the bonded animal 
  immediately dissipates.  
  The bonded animal also gains spell resistance  
  equal to the ravager’s class level.
  Hide in Plain Sight (Ex):  At 16th level, the 
  ravager may use his Stealth skill to hide within 
  any terrain selected for his Territorial Menace 
  class ability even while he is being observed.
  Bonding Transpositioning (Su):  At 17th level 
  the ravager may instantly swap places with 
  his bonded animal as a swift action.  The 
  animal must be within 500 feet of the ravager 
  and within line of sight of the ravager.  The 
  effect is identical to the Teleport spell but 
  neither the ravager or animal may transport 
  others when this ability is initiated.  If the 
  animal is unconscious or dead this ability will 
  not function, nor will it function if either the 
  ravager or the bonded animal are within an 
  anti-magic field.
  
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