Rampagers venerate a dark god of destruction. Where others seek power, wealth, or revenge, the rampager merely focuses on slaughter and mayhem. Because of their sheer destructive nature, most rampagers live short, brutal lives swathed in blood and carnage before someone puts them to the blade.
At 3rd level, a rampager radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on Constitution or Heal checks to stop bleed damage and checks to stabilize while dying. This ability functions only while the antipaladin is conscious.
This ability replaces aura of cowardice.
At 8th level, a rampager radiates an aura that causes the wounds of enemies within 10 feet to weep blood. Injured enemies in the area take 1 point of bleed damage per round. This ability functions only while the antipaladin is conscious.
This ability replaces aura of despair.
At 14th level, a rampager radiates an aura that causes the failure of healing spells, spell-like abilities, and supernatural abilities used to restore enemies within 10 feet of him. This is not an antimagic field, however, and ongoing or passive effects are not affected. Casters can overcome this ability with a successful caster level check versus the rampager’s class level + 11.
This ability replaces aura of sin.
Pathfinder Campaign Setting: Inner Sea Combat © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Compton, and Thurston Hillman.