Rampage (3.5e Template)

Rampage


Summary::Through inherent nature or magical and scientific accident, you can transform into a giant, and uncontroled, monster. Those with the rampage template are often vexed by their nature, fearful of transforming into a monstrous beast who will run uncontroled in the streets destroying everything they hold dear. They try to suppress the inner beast, but eventually their trigger will find them, and there will be nothing left in their wake.

The properties from this template only apply when the creature is in a "rampage", except for gaining the shapechanger subtype and the ability to enter a rampage.

Creating a Rampage
This template can either be acquired (usually through magical or scientific mishap) or inherited. It may be applied to any corporeal humanoid-shaped living creature size Huge or smaller (which includes many Outsiders, Monstrous Humanoids, and similar creatures).

Size and Type
In their base form there is no size or type changes, but creatures gain the Shapechanger subtype. They do not gain any other benefit from the template until they enter a "rampage". When rampaging, their size increases by three categories (maximum Titanic).

A rampaging creature can be highly varied in appearance and look nothing at all like their base form. A human could turn into Godzilla. An elf could turn into a building-sized were-rat. An orc can turn into King Kong. Though they rarely appear anything like their original forms, their type does not actually change.

Speed
Expanded Movement: Through physical changes the creature has gained one new movement mode, chosen from below.

Burrowing: The creature gains a burrow speed equal to its land speed. It can leave behind a tunnel for others by moving at half speed. It also gains tremorsense out to 60 feet.

Climbing: The creature gains a climb speed equal to its land speed. It is not flatfooted and may continue to fight so long as one hand is holding on. It can take 10 on climb checks and gains a +8 racial bonus to climb checks.

Flying: The creature gains a fly speed equal to twice its land speed, with poor maneuverability.

Running: The creature is unusually swift, gains an additional +30 foot land speed, and gains the Run feat.

Swimming: The creature can move twice its land speed while swimming. It can take 10 on swim checks and gains a +8 racial bonus to swim checks. It may also breath water.

Armor Class
The rampaging creature gains an natural armor bonus associated with its new size, as listed below on Table: Size Changes.

Attack
Natural Weapons: The rampaging creature gains a slam attack, which deals 1d6 + Str points of damage for medium creatures. They may use it as a manufactured weapon, gaining extra attacks from having a high BAB.

They also gain a bite attack which deals 1d8 + Str damage as a secondary natural weapon.

If they are at least Huge size, their natural attacks count as siege weapons for the purpose of dealing damage to structures and buildings. They deal full damage before hardness is applied.

Special Attacks
Rampage Attacks: Rampaging creatures often have a varied background and thus a few unique powers. Select two of the powers from the list below.

Devour: The creature gains Improved Grab with their bite attack, and Swallow Whole. They may swallow a creature up to two size catagories smaller, fitting in twice as many as before for each size catagory down (for example a gargauntaun rampager can swallow one large creature, two medium creatures, four small creatures, and so forth). Inside creatures take damage equal to twice their bite damage every round, half bludgeoning and half acid. They may escape by dealing damage to the stomach wall (AC 10 + 1/2 your natural armor + your Con modifier), dealing three times your HD in damage. Muscular action closes the hole afterwards.

Energy Aura: Your body is surrounded by energy, dealing 1d6 points of damage with all your natural attacks, for anyone grappling you, or anyone hitting you with a non-reach non-ranged weapon. At 5 HD and every 5 HD after you gain another +1d6 points of damage.

You may select your aura to deal a particular type of elemental energy instead. Acid deals 1d8 damage against stone creatures. Cold reduces the speed of creatures affected by 5 feet (minimum 5 feet) for 1 round. Electrical deals 1d8 damage against metallic creatures or creatures wearing medium or heavy metal armor. Fire deals 1d8 damage all the time. Sonic deals 1d4 damage, but ignores hardness.

Energy Breath: You gain a breath weapon useable every 1d4 rounds, which deals 1d6 points of damage per HD. It may either be a line 10 feet long per HD, or a cone 5ft long per HD, with a Reflex save for half DC 10 + 1/2 HD + Con. Once chosen it cannot be changed.

You may select your aura to deal a partiular type of elemental energy instead. Acid deals 1d8 damage against stone creatures. Cold deals 1d6+1 damage per die and the saving throw is a Fortitude save. Electric has a +2 DC against metallic creatures and creatures with medium or heavy metal armor. Fire deals 1d8 damage per die. Sonic deals 1d4 damage per die, but ignores hardness.

Juggernaut: You gain the Trample ability. In addition whenever you are moving, you may attempt to sunder obstructions in your way as a free action, if successful you continue to move. You gain a +4 bonus on checks made to break objects. If you fail your movement ends there.

Stomp: You slam into the ground causing an earthquake. As a standard action you can force creatures in a 5ft radius per HD must make a Reflex save DC 10 + 1/2 HD + Str or fall prone and take 1d10 nonlethal damage, save negates prone and halves the damage. If you are within 5 feet of a creature you can stomp on the creature, and if they fail the save they take your slam damage as well plus 2d10 points of damage for every size catagory you exceed them.

Special Qualities
Damage Reduction: The rampaging creature gains DR 1/magic for every point of HD they possess.

Immune to Conventional Projectiles: Rampaging creatures are treated much like buildings. They are immune to physical ranged weapons. They take full damage from siege weapons and unusually large weapons like giant thrown rocks. It is perhaps for this reason alone that rampaging creatures are so devestating, as the common man cannot deal much damage to it without getting close.

Rampage: The key of any rampaging creature, rampages trigger their transformation from a normal humanoid being into a monstrous beast. All rampages have a trigger, often something like observing the full moon, being in the presence of a certain symbol, or ingesting a type of formula. Whatever the cause, certain things happen when exposed to their trigger condition.

The creature gains a Will save DC 15 + 1/2 HD to resist the effect, managing to look away, spit out the formula, or otherwise prevent the transformation. If they fail, which they may fail willingly, they transform gaining the rest of the benefits of the template, enlarging in size, and going berserk. They lose all sense of friend and foe and go about destroying everything they can get their hands on. In a rampage, the creature only has a vague semblance of who they were, and so they might pursue goals the character would, but in a base, beastal, id-driven manner with no morals or care. If the rampaging creature is about to perform an act grossly against their character, such as eating a team mate they like, they gain another Will save to resist the effect. This does not end the rampage, but does force them to not perform that particular act.

While in a rampage the creature is effectively in a rage, gaining the rage benefits (and penalties) of a barbarian of their HD, as well as the bonuses from increased size (see below). In addition, the creature is immune to mind-affecting effects. This does not stack with rage, nor does it count as rage for the purposes of pre-requisites.

Rampages last for as long as the triggering substance is present, and for 30 minutes afterward. If the triggering substance is no longer present, others may attempt to calm them and provoke another Will save to resist. Regardless if they were calmed down by others or it ended on its own, the creature must succeed on a Fortitude save (same DC) or become exhausted (bypassing any immunities to exhaustion) and cannot transform again until they get 8 hours of rest. On a successful save they are fatigued for 30 minutes (again bypassing immunities), and may transform again once the fatigue is lifted.

Size Increase: When a creature enters a rampage they increase three size catagories, up to a maximum of Titanic (aka Colossal+). Consult the table below for the benefits and penalties to size below. Changes are culmilative, and can never bring an ability score below 1.

For example, a medium creature would gain +8 str, -6 dex, +8 con, +7 natural armor, and take a -4 size penalty to attack and AC, not including the rage-like benefits from rampage (see above).

Vitality: When entering a rampage they gain 5 temporary hp per HD. These temporary hit points vanish when the rampage ends.

Environment
As base creature.

Organization
As base creature.

Challenge Rating
While rampaging, +3 CR.

Treasure
As base creature.

Alignment
As base creature, but typically one step more chaotic and non-good while rampaging.

Advancement
As base creature.

Level Adjustment
+Level Adjustment::3

Sanity Retained
Rarely it may be possible to find a way to retain your sanity while transformed. While the normal template removes your sense of friend and foe, if you find a way to retain your sanity you can act normally. If you retain your sanity, you lose the immunity to mind-affects, though retain the benefit to Will saves from your rage-like rampage.