User:Aelaris/Mauler (3.5e Class)

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.

Race Compatibility: Due to the physical nature of the class, races with anatomies highly divergent from humans may encounter problems with compatibility. The class is working from a human base, and an Thri-kreen mauler would be easy to adapt for, but a Lantern Archon mauler would make little sense, if any. Adapting the class for bizarre anatomies is largely up to the DM and the player, and is done with no guarantees, but some thoughts on adaptation can be found here.

Alignment: Any.

Starting Gold: 1d4&times;10 gp. (25gp)

Starting Age: "Simple"

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.

 : 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.

 : A mauler eschews manufactured weapons for the natural abilities of her body. If the mauler is a humanoid, 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 the natural attacks she gains from the mauler class. If a mauler is using a hand to hold something, she cannot use that hand for a claw attack.

 : A mauler learns to bound through the terrain of the wilderness, using his hands just as much as his feet in the fashion of a wild animal. As such, a mauler gets +10 to his base land speed at first level and then +5 to his base land speed 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.

 : 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.

 : 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.

 : 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.

 : 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.

 : 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 her Strength, Dexterity, and/or Constitution by a total of three points, distributed as desired.

 : Starting at 3rd level, whenever a mauler hits a single target with two consecutive claw attacks in a round, she may automatically rend the target 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).

 : 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.

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

 : 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 the ability is the same as Improved Grab.

 : 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).

 : By 4th level, the mauler learns to trust her instincts over her knowledge when attempting skill checks. Whenever the mauler makes a skill check with a mauler class skill, she may substitute half her mauler level instead of however many ranks she possesses in that skill.

 : 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 wearing armor. A helpless mauler does not gain the benefit of evasion.

 : 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.

 : 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.

 : As a mauler improves his connection to his inner nature, he comes to expand his awareness of his surroundings, and notice things that are amiss, or disturbed. At 5th level, the mauler gains Track as a bonus feat.

 : 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.

 : 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.

 : 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 (this is in addition to Predator's Advantage). 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.

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

 : As a mauler releases more of her natural ferocity, she becomes more adept at targeting the weakness in her prey. At level 7 her natural weapon attacks have a threat range of 19-20, then at level 12 her natural weapon 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.

 : 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, or Constitution.

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

 : 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.

 : 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.

 : 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 helping companions in any environment, given an hour and a square mile of terrain to roam around. (Companions are helping with grunt work during this time: digging for worms, scraping lichen from rocks, etc.)

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

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

 : 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.

 : 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 fewer HD than the enemy she has just killed to be too afraid to attack the mauler for a round. Foes with fewer HD are additionally shaken for a round. This is a mind-affecting fear effect.

 : 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'.

 : 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 can hear it, and believes that 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 more than the mauler are Shaken for 2 rounds. Affected creatures with fewer HD than the mauler are Shaken for a number of rounds equal to the mauler's HD, and those with fewer than half the mauler's HD 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 for another 24 hours, and may gain a +2 circumstance bonus future saves, if it learns from the experience.

 : At level 16 the mauler's blows become substantially heavier, increasing the strength modifier to damage by one half, whenever the mauler chooses to hit that hard. 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. Additionally, for the purposes of feats and abilities, each claw attack is considered to be a two-handed attack.

 : A level 17 mauler is immune to fatigue and exhaustion, and only needs 4 hours of sleep per day. Additionally, the mauler heals hit points and non-lethal damage 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.

 : 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.

 : At level 19, the mauler gains +5 to Strength, +5 to Dexterity, and +5 to Constitution, and additionally becomes immune to ability damage and ability drain.

 : 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. Additionally, the mauler, whether living or dead, can regrow any lost body parts in 1d4 hours.

Mauler Lore
Characters with ranks in Knowledge (Nature) can research about maulers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Playing a Mauler
Religion: Maulers generally have little interest or knowledge in religion, particularly churches and other aspects associated with civilization. They also disdain divine magic as yet another way in which weak people avoid becoming stronger, even if they have no argument with the god in question. At most, maulers respect gods as incredibly powerful entities.

Other Classes: Anyone with the belief that not using tools or any other "crutch" probably has fairly strong views on why what he does is superior. Obviously members of any class have reasons to believe why their occupation is right for them... some maulers take this a bit far, often into the realm of disrespect. Maulers tend to size other people up, and generally have more respect for the brawny fighter than the spindly wizard. Some exceptions occur, such as the innate power of a sorcerer, or the might of a half-dragon paragon. Of course, while maulers often prove themselves superior to their opponents, in a party they are often faced with the inescapable truth of the power others wield, and drift towards a more balanced view of things.

Combat: Maulers function as fast attacking melee combatants. Between their quick movement and ability to pounce on their victims, they are good for charging into battle and wreaking one opponent after another. Abilities such as Baying for the Slaughter or Fearsome Roar keep minions away, and reward the mauler for mauling the most powerful opponents first. The ratio of power relative to toughness is heavily related to the mauler's Constitution and Dexterity scores, and depending on investment, a mauler may be an implacable tank or a glass cannon. The mauler's speed and bonuses from Predatory Focus allow the mauler to follow and chase down anyone fleeing the battlefield as an encounter draws to a close.

Advancement: As a highly idiosyncratic class, the mauler tends not to mix well with melee classes that expect a weapon or often melee paragon classes, for the same reason. However, classes that provide applicable additions to the mauler--things that don't need weapons or armor--can be very useful. Spellcasting classes do not have much to offer to a mauler, though the lack of armor avoids arcane spell failure chance.

Half-Orc Mauler Starting Package
Weapons: None.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Power Attack (or the Grimoire version: Power Attack, Grimoire)

Gear: Loincloth, leg of a stag (half-eaten).

Gold: 24.

Race Compatibility Notes
If the race has multiple arms, they get bonus claw attacks.

If the race already has a claw attack or a bite attack, the damage die for those attacks increase by one die size, and if that is larger than the Mauler's damage die, then use the larger one.

Races without a mouth may use a head-butt attack instead, and may use an improved grab with their claws once per round.

Races with less than two arms get less claw attacks... have them attack twice with a single arm?

Races with no head and no arms kinda can't work this class very well... but use your judgment?