Difference between revisions of "User:Aelaris/sandbox3"

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(Savage Mauler: Fixing things, adding some late abilities. Still need a level 19 ability and help with balance.)
(Adding a bit more, and fixing some things.)
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|14th||class="left" | +14/+9/+4 || +9 || +9 || +4
 
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4
| class="left" | [[#Predatory Focus|Predatory Focus]], [[#Predator's Advantage|Predator's Advantage]] || +50'
+
| class="left" | [[#Acute Senses|Acute Senses]], [[#Predatory Focus|Predatory Focus]], [[#Predator's Advantage|Predator's Advantage]] || +50'
 
|-
 
|-
 
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5
 
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5
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|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
 
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
| class="left" | [[#Lunge for the Throat|Lunge for the Throat]] || +60'
+
| class="left" | [[#Vitality|Vitality]], [[#Lunge for the Throat|Lunge for the Throat]] || +60'
 
|-
 
|-
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
| class="left" | [[#Predatory Focus|Predatory Focus]], [[#Wild Vigor|Wild Vigor]] || +60'
+
| class="left" | [[#Unstoppable|Unstoppable]], [[#Predatory Focus|Predatory Focus]], [[#Wild Vigor|Wild Vigor]] || +60'
 
|-
 
|-
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
| class="left" | || +70'
+
| class="left" | [[#Might|Might]] || +70'
 
|-
 
|-
 
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
 
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
| class="left" | [[#Predator's Advantage|Predator's Advantage]], [[#Lunge for the Throat|Lunge for the Throat]] || +70'
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| class="left" | [[#Undying|Undying]], [[#Predator's Advantage|Predator's Advantage]], [[#Lunge for the Throat|Lunge for the Throat]] || +70'
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
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'''{{Anchor|Acute Sense}} {{Ex}}:''' By level 14, a mauler's senses have become so acute that he gains [[SRD:Blindsight_and_Blindsense|Blindsense]] with a range of 30' and [[SRD:Blindsight_and_Blindsense|Blindsight]] with a range of 5'.
+
'''{{Anchor|Acute Senses}} {{Ex}}:''' By level 14, a mauler's senses have become so acute that he gains [[SRD:Blindsight_and_Blindsense|Blindsense]] with a range of 30' and [[SRD:Blindsight_and_Blindsense|Blindsight]] with a range of 5'.
  
  
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'''{{Anchor|Unstoppable}} {{Ex}}:''' At level 18, a mauler becomes so tough, steadfast, and resistant to magic that she gains +4 bonus to save DCs against any magical (spell, spell-like, or supernatural) ability that causes a status condition.  If the mauler is afflicted by a magic-based condition, she is able to shake it off in half the listed duration.
 
'''{{Anchor|Unstoppable}} {{Ex}}:''' At level 18, a mauler becomes so tough, steadfast, and resistant to magic that she gains +4 bonus to save DCs against any magical (spell, spell-like, or supernatural) ability that causes a status condition.  If the mauler is afflicted by a magic-based condition, she is able to shake it off in half the listed duration.
  
19???
 
  
'''{{Anchor|Undying}} {{Ex}}:''' At level 20, a mauler has become too full of life and vitality to even stay dead.  A mauler continues to heal even when dead, gaining 1 hit-point per round, as per the [#Vitality|vitality]] extraordinary ability.  A mauler with -1 to -10 hit points automatically stabilizes.  Any effect that would cause the Mauler to directly die instead reduces her to -10 hit points.  A wish or a miracle spell is necessary to make a mauler's death permanent, though continuing to deal damage to the mauler's corpse will indefinitely delay her revival.  As with most effects that return the dead to life, the mauler's soul must be able and willing to return to the body and resume life.
+
'''{{Anchor|Might}} {{Ex}}:''' At level 19, the mauler gains +5 to Strength, +5 to Dexterity, and +5 to Constitution, and additionally becomes immune to ability damage and/or ability drain.
 +
 
 +
 
 +
'''{{Anchor|Undying}} {{Ex}}:''' At level 20, a mauler has become too full of life and vitality to even stay dead.  A mauler continues to heal even when dead, gaining 1 hit-point per round, as per the [[#Vitality|vitality]] extraordinary ability.  A mauler with -1 to -10 hit points automatically stabilizes.  Any effect that would cause the Mauler to directly die instead reduces her to -10 hit points.  A wish or a miracle spell is necessary to make a mauler's death permanent, though continuing to deal damage to the mauler's corpse will indefinitely delay her revival.  As with most effects that return the dead to life, the mauler's soul must be able and willing to return to the body and resume life.
  
 
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Revision as of 16:47, 17 January 2011

Homebrew.png
Author: Aelaris (talk)
Date Created: January 7th, 2011
Status: In Progress
Editing: Yes, but ask first, please.
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Savage Mauler

Weapons are a crutch. Magic is a crutch. Nature gave you arms and legs and fingers and teeth - use them. Why do warriors wrap themselves in steel? Because they are too soft. Why do druids use magic to turn themselves into animals? Because they are too weak to fight without it.

Maulers fight with all the fury and might of the animal world. Their unarmed fighting style is not a compilation of secret martial techniques, but rather a brutal ferocity, and a willingness to do whatever is necessary to survive. Adaptation, instinct, and opportunism rule over discipline and understanding. A mauler knows that true power lies within his own body, and that civilization is but a trap for the weak.

Making a Mauler

Maulers tend to be fairly tough, and deal a good deal of damage. Their weaknesses are situations where hitting the enemy in melee is not possible, as they lack any ranged ability, and problems too subtle to be solved with large amounts of brute force.

Abilities: Strength and Constitution are key for this class, improving both attack power and defense, along with a number of special abilities. Dexterity can be useful, and Wisdom will shore up a weak Will save, but a Mauler is neither an intellectual nor a socialite.

Races: Any race can unlearn civilization and unleash their natural potency, but obviously this path appeals more to brawny races than intellectual ones.

Alignment: Any.

Starting Gold: 1d4×10 gp. (25gp)

Starting Age: "Simple"

Table: The Mauler

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Superior Movement Bonus
Fort Ref Will
1st +1 +2 +2 +0 Naturally Armored, Naturally Armed, Superior Movement +10'
2nd +2 +3 +3 +0 Pounce, Predator's Advantage, Uncanny Dodge, Instinctive Dodge +10'
3rd +3 +3 +3 +1 Wild Vigor, Rend, Endurance, Resistant Hide +10'
4th +4 +4 +4 +1 Improved Grab, Rake, Instinctive Skills +20'
5th +5 +4 +4 +1 Multiattack, Destructive Blows +20'
6th +6/+1 +5 +5 +2 Maul the Helpless, Predatory Focus, Wild Vigor, Resistant Hide +20'
7th +7/+2 +5 +5 +2 Leaping Pounce, Lunge for the Throat, Mundane Being +30'
8th +8/+3 +6 +6 +2 Grievous Wounds, Mettle, Predator's Advantage +30'
9th +9/+4 +6 +6 +3 Predator's Strike, Hunter-Gatherer, Uncanny Dodge, Wild Vigor +30'
10th +10/+5 +7 +7 +3 Shake It Off, Predatory Focus +40'
11th +11/+6/+1 +7 +7 +3 Wild Mind, Destructive Blows +40'
12th +12/+7/+2 +8 +8 +4 Hide in Plain Sight, Lunge for the Throat, Wild Vigor +40'
13th +13/+8/+3 +8 +8 +4 Baying for the Slaughter +50'
14th +14/+9/+4 +9 +9 +4 Acute Senses, Predatory Focus, Predator's Advantage +50'
15th +15/+10/+5 +9 +9 +5 Fearsome Roar, Wild Vigor +50'
16th +16/+11/+6/+1 +10 +10 +5 Heavy Blows +60'
17th +17/+12/+7/+2 +10 +10 +5 Vitality, Lunge for the Throat +60'
18th +18/+13/+8/+3 +11 +11 +6 Unstoppable, Predatory Focus, Wild Vigor +60'
19th +19/+14/+9/+4 +11 +11 +6 Might +70'
20th +20/+15/+10/+5 +12 +12 +6 Undying, Predator's Advantage, Lunge for the Throat +70'

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis) Move Silently (Dex), Ride (Dex), Search (Int), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex),

Class Features

All of the following are class features of the mauler.

Weapon and Armor Proficiency: The mauler is not proficient with any weapons or armor, save for her natural weapons.

Naturally Armored (Ex): The mauler's hide rivals steel plate, acting as natural armor for the Mauler and providing an Armor Bonus to AC equal to his Constitution modifier. If the Mauler is permitting, the Mauler's skin can be enchanted just as well as any enchanted armor. This bonus to AC does not stack with the bonus to AC granted by any other ability score, apart from the normal one granted by Dexterity, or if another ability score instead replaces Dexterity.

Naturally Armed (Ex): A mauler eschews manufactured weapons for the natural abilities of her body. Her primary natural weapons are two claw attacks, both dealing 1d8 damage (with full strength modifier, being primary natural weapons). A mauler also gains a 1d6 bite attack as a secondary natural weapon. These numbers are for medium Maulers, and may be modified by size category. If the Mauler is wearing armor, even if she is proficient in that armor, she still applies the armor's armor check penalty to attack rolls for her natural attacks. A Mauler cannot make a claw attack if she is carrying something in one hand, and cannot make both claw attacks if she has both hands full.

Superior Movement (Ex): A mauler learns to bound through the terrain of the wilderness, using his hands just as much as his feet, like any other wild animal. As such, a mauler gets +10 to his base movement speed at first level and every three levels after that (4th, 7th, 10th, etc.). Additionally, the Mauler ignores difficult terrain. Both the extra quickness and the ability to scramble through difficult terrain are lost if the Mauler wears armor, or is carrying any objects in his hands.


Pounce (Ex): From 2nd level onwards, whenever a Mauler makes a charge, it can follow with a full attack if it is only attacking with natural weapons. This includes rake attacks if the Mauler also has the rake ability.

Predator's Advantage (Ex): Starting at 2nd level, whenever a mauler makes an opposed roll or other rolls that are compared to each other, he is able to add +2 to his roll. This includes rolls for initiative, rolls for tripping, bull-rushing, some skill checks, grapple checks, etc. The mauler's instinctive edge over his competition even helps him in some social situations, to a degree. This bonus increases to +4 at level 8, and +6 at level 14, and +8 at level 20.

Uncanny Dodge (Ex): At 2nd level, a Mauler can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Mauler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Instinctive Dodge (Ex): Natural instincts warn of incoming danger a moment before it happens, and maulers can tap into this 'sixth sense' to avoid incoming attacks. As mauler learns to release her inner nature, she gains a dodge bonus to AC equal to half of her class levels as a Mauler, so long as she is wearing no armor.


Wild Vigor (Ex): The life lead by a Mauler is strenuous and brutal. Even more than other classes, the path of a mauler forces them to grow stronger, faster, and tougher. At 3rd level, 6th, and every multiple of three thereafter, the mauler increases their Strength, Dexterity, and/or Constitution by a total of three points, distributed as desired.

Rend (Ex): Starting at 3rd level, whenever a mauler hits with two consecutive claw attacks in a round, she may automatically rend the opponent for extra damage. The rend damage is equal to a claw attack, but with 1 and 1/2 times your Strength Modifier (E.g. A medium-sized level 3 Mauler with strength 18 would rend for 1d8+6).

Resistant Hide (Ex): The mauler gains damage resistance (DR/-) equal to half of his Constitution modifier at level 3. At level 6, this increases to his full constitution modifier.

Endurance (Ex): Toughened to endure more than soft, civilized folks, the mauler gains the Endurance feat as a bonus feat at third level.


Improved Grab (Ex): To use this ability, the mauler must hit with a bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, he establishes a hold and can make two rake attacks (see below). The mauler can use this against targets of any size, but otherwise ability is the same as SRD:Improved Grab.

Rake (Ex): When grappling (including a newly started grapple as part of a full attack), the mauler may make two free claw attacks each round. Note that the mauler can only use its rake attacks the same turn as starting a grapple when starting the grapple as part of a full attack (including pounces).

Instinctive Skills (Ex): By 4th level, the mauler learns to trust her instincts over her knowledge when attempting skill checks. Whenever the mauler rolls for a skill check, she may chose not to apply her skill points, but instead apply a bonus equal to half her mauler level for class skills, and a quarter of her mauler level for cross-class skills. When using her instincts this way, the mauler may class skills as trained, even if she has not put skill points into them.

Evasion (Ex): Starting at 4th level, a mauler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion cannot be used if the mauler is armor. A helpless mauler does not gain the benefit of evasion.


Multiattack (Ex): At level 5 a mauler becomes more proficient with his bite, gaining the Multiattack feat. If the mauler already has the Multiattack feat, then instead he gains the Improved Multiattack feat.

Destructive Blows (Ex): At level 5, a mauler's blows hit hard enough to shatter stone and claw through steel. All of her natural attacks are treated as adamantine weapons, bypassing hardness and some forms of damage reduction. Additionally, her attacks ignore damage reduction as if they were magical weapons. At level 11, her attacks can completely ignore any non-epic form of damage reduction.


Mundane Being (Ex): The mauler ignores damage equal to her Constitution modifier from any magical effect that deal damage. This includes spells, spell-like abilities, and non-physical supernatural abilities.

Maul the Helpless (Ex): The mauler's innate viciousness and fighting style allows her to use all of her natural weapons during a coup-de-grace: The rules are the same, save that instead of making a single melee attack, she makes two claw attacks and a bite attack, all automatically hitting, all critical hits, and each forcing a fortitude save, as per coup de grace rules. If the creature is still alive, due to hitting with two claw attacks the mauler may apply Rend damage, and due to hitting with the bite attack, the mauler may grapple via Improved Grab, and make raking attacks as usual.

Predatory Focus (Ex): The mauler is able to focus on its current target with single-minded viciousness, and take it down quickly. Once per round a free action, the mauler can designate one creature he can see as his prey. He gains +2 to hit and to damage against his prey, and his critical threat range increases by one when attacking that creature, but takes a -2 to AC against all other attackers. Additionally, the ranger gains a +2 bonus on Hide, Move Silently, Spot, and Survival checks when using these skills against his prey. When the prey dies, the mauler may immediately designate a new target. These bonuses increase every fourth level thereafter: +3 at level 10, +4 at level 14, and +5 at level 18.


Leaping Pounce (Ex): Without requiring a jump check, the mauler can jump her base movement speed any direction. As part of a charge, the mauler can jump to her target if it is within twice her base movement speed. A mauler wearing armor is not capable of this ability.

Lunge for the Throat (Ex): As a mauler releases more of her natural ferocity, she becomes more adept at targeting the weakness in her prey. At level 7 her attacks have a threat range of 19-20, then at level 12 her attacks improve to a x3 critical multiplier, and then at level 17 her attacks have a threat range of 18-20. At level 20 her attacks improve to a x4 critical multiplier.


Grievous Wounds (Ex): A mauler is easily capable of ripping into flesh, shredding muscles, crushing windpipes... By level 8, whenever a mauler deals a critical hit, he may also deal 1d6 points of ability damage to the target's Strength, Dexterity, Constitution.

Mettle (Ex): A 7th level mauler who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity.


Predator's Strike (Ex): The mauler is particularly adept at attacking foes taken by surprise. At 9th level any attacks that hit a flat-footed opponent are automatically critical threats, and may be confirmed into critical hits.

Uncanny Dodge (Ex): Starting at 8th level, a mauler retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a mauler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Hunter-Gatherer (Ex): Starting at 9th level, a mauler's exceptional attunement to the wild can easily enough find food, water, and shelter (of a primitive sort) for himself and half his level worth of companions in any environment, given an hour and a square mile of terrain to roam around.


Shake It Off (Ex): With their inordinate toughness, there comes a point (at 10th level) where maulers have too much vitality to be seriously injured by their wounds. Whenever a mauler would take damage, instead she takes non-lethal damage. A mauler can still die to a Coup De Grace, as usual.


Wild Mind (Ex): By 11th level, when in combat, the mauler's frenzied mental state gives him a +4 bonus to saves against mind-affecting effects.


Hide in Plain Sight (Ex): At 12th level, a mauler can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a mauler can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.


Baying for the Slaughter (Ex): Whenever a mauler of level 13 or higher kills a foe, as a swift action she may cry out with gruesome satisfaction as she shreds her foe. This unnerving sight causes any foe within sight with equal or less HD than the enemy she has just killed to be too afraid to attack the mauler for a round. Foes with less HD are additionally shaken for a round. This is a mind-affecting fear effect.


Acute Senses (Ex): By level 14, a mauler's senses have become so acute that he gains Blindsense with a range of 30' and Blindsight with a range of 5'.


Fearsome Roar (Ex): A level 15 mauler can produce a terrifying roar as a swift action. This ability is sonic, mind-affecting, and is a fear effect. The roar affects anyone within 20 feet plus 5' per level who believes the mauler is hostile towards them. Those affected must make a Will save of DC equal to 10+(level/2)+(Constitution Modifier), or suffer its effects. Affected creatures of HD equal to or greater than the mauler are Shaken for 2 rounds. Affected creatures with HD less than the mauler are Shaken for a number of rounds equal to the mauler's HD, and those with less than half the HD of the mauler are Frightened for a number of rounds equal to the mauler's HD. The mauler may roar as frequently as he desires, but once a creature masters its fear, it will not be affected by her roar again.


Heavy Blows (Ex): At level 16 the mauler's blows become substantially heavier, increasing the strength bonus to damage by one half. Thus bite attacks apply their full strength modifier to damage, claw attacks apply one and a half times strength modifier to damage, and Rending damage increases to a full x2 strength modifier damage.


Vitality (Ex): A level 17 mauler is immune to Fatigue and Exhaustion, and only needs 4 hours of sleep. Additionally, the mauler regains lost hit points or temporary hit points at the rate of 1 per round, so long as she is not moving faster than a walk or preforming a strenuous activity, such as biting someone's throat out.


Unstoppable (Ex): At level 18, a mauler becomes so tough, steadfast, and resistant to magic that she gains +4 bonus to save DCs against any magical (spell, spell-like, or supernatural) ability that causes a status condition. If the mauler is afflicted by a magic-based condition, she is able to shake it off in half the listed duration.


Might (Ex): At level 19, the mauler gains +5 to Strength, +5 to Dexterity, and +5 to Constitution, and additionally becomes immune to ability damage and/or ability drain.


Undying (Ex): At level 20, a mauler has become too full of life and vitality to even stay dead. A mauler continues to heal even when dead, gaining 1 hit-point per round, as per the vitality extraordinary ability. A mauler with -1 to -10 hit points automatically stabilizes. Any effect that would cause the Mauler to directly die instead reduces her to -10 hit points. A wish or a miracle spell is necessary to make a mauler's death permanent, though continuing to deal damage to the mauler's corpse will indefinitely delay her revival. As with most effects that return the dead to life, the mauler's soul must be able and willing to return to the body and resume life.




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