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View Full Version : [3.5] Overrun Support (Feat and PrC: The Mangling Marauder)



Human Paragon 3
2010-03-26, 10:16 AM
This prestige class was created to fill a need in my play group. A player of mine wanted to have an overrun-based barbarian, but there is no support for overrun (the bastard step-child of power attack) in any official splatbook.

Design goals
1) Fun. Classes I design should be fun to play first. Everything else comes second.
2) Make Overrun an attractive option, reward a player for overrunning.
3) Class should be strong, but not game breaking. If it is as strong as Frenzied Berzerker, it's too strong. If it's weaker than just taking more barbarian levels, it's too weak.

It also assumes that the player will be using this homebrewed tactical feat, also based around overrun, spoilered below:

Battle Juggernaut [Tactical]
An enemy in your way is just a road bump on the path to glory.
Prerequisites:Power Attack, Improved Overrun, BAB+6
The Battle Juggernaut feat enables the use of three tactical maneuvers.
Trampling Charge:You may make an overrun attempt as part of a charge, either by overrunning one opponent to attack another, or by charging weapon-first into an opponent you overrun. To use this maneuver, you must meet all the requirements for a normal charge attack, except that an enemy in the path of the charge does not disrupt it. You may move up to double your movement, making one overrun attempt at any point in the charge, then resolving the charge attack as normal. If your overrun attempt fails, the charge is also spoiled.
Momentous Rush: You may make overrun attempts against multiple opponents in the same round. To use this maneuver, you must successfully overrun a creature. If you have movement remaining and can reach another creature's square, you may continue your movement into that square and make a second overrun attempt. You may continue moving and overrunning creatures until you run out of movement, or one of your overrun attempts fail.
Clattering Blow: You brazenly smash aside the weapons of those who attempt to defend themselves from your onrush. To use this maneuver, you must first provoke an attack of opportunity from an enemy by entering his square. If the attack of opportunity misses, you may immediately make a disarm attempt as a free action, and your enemy cannot attempt to disarm you if the attempt fails. If the attempt succeeds, the weapon is knocked 10 feet in a random direction.



Mangling Marauder
Hit Die: d12

Requirements: To qualify to become a Mangling Marauder, a character must fulfill all the following criteria.
-Base Attack Bonus: +7.
-Feats: Great Fortitude, Improved Overrun, Power Attack.
-Special: Rage or Frenzy ability.

Class skills
The Mangling Marauder's class skills (and the key ability for each skill) are Climb (str), Intimidate (cha), Jump (str), Ride (dex), and Swim (str).
Skill points at each level: 2 + int modifier

The Mangling Marauder
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Powerful Build, Rampage +2

2nd|
+2|
+3|
+0|
+0|Slam Attack

3rd|
+1|
+3|
+1|
+1|Bonus Monstrous Feat

4th|
+4|
+4|
+1|
+1|Rampage +4

5th|
+5|
+4|
+1|
+1|Mountain Rage 1/day, Trample

6th|
+6|
+5|
+2|
+2|Impervious

7th|
+7|
+5|
+2|
+2|Rampage +6

8th|
+8|
+6|
+2|
+2|Damage Reduction

9th|
+9|
+6|
+3|
+3|Bonus Monstrous Feat, Mountain Rage 2/day

10th|
+10|
+7|
+3|
+3|Rampage +8, Monstrous Transformation[/table]

Powerful Build: A first level marauder possesses larger-than-life power, able to apply their weight and strength at incredible force. This grants them the Powerful Build ability. See the Goliath ability (Races of Stone pg. 56)

Rampage (Ex): A marauder's rage is so intense that it becomes almost impossible to stand in his way. While raging or frenzying, you gain a +2 bonus to strength checks made to burst bonds or break obstacles, and to opposed checks made to bulrush or overrun an opponent. This bonus increases to +4 at level 4, +6 at level 7 and +8 at level 10.

Slam Attack: At 2nd level, you gain a natural slam attack that deals d6 damage (d8 if large, 2d6 if huge).

Bonus Monstrous Feat: Mangling marauders' strength and skill appear at times almost inhuman. At 3rd level and again at 9th level, you gain a bonus feat that must be chosen from the list of monstrous feats (see Monstrous Manual).

Trample: At 4th level, a mangling marauder is able to trample his foes into the dust. Whenever you successfully overrun an opponent, you gain one free slam attack on that opponent, made at your highest base attack bonus. You may apply the benefit of the power attack feat to the slam attack just as if it were part of your normal attack routine.

Mountain Rage: At 5th level, a Marauder can induce a state of rage so powerful that his body actually grows to immense proportions. Once per day, you may use the Mountain Rage ability (See Races of Stone pg. 152). The bonuses to strength and constitution overlaps (does not stack) with the bonuses from your rage or frenzy ability. At level 9, you may use this ability 2/day.

Impervious: A mangling marauder's immense fortitude lets him shrug off even magical attacks. At level 6, once per day when you are required to make a reflex save, you may make a fortitude save in its place. You must declare that you are using this ability before the save is rolled. If you pass the save, you are treated as if you also had Evasion for that round.

DR: At 8th level, a mangling marauder gains damage reduction. You gain an amount DR/- equal to your con modifier, if positive.

Monstrous Transformation: At 10th level, a mangling marauder's power becomes truly superhuman. Your creature type changes to monstrous humanoid, though you may still choose to be affected by spells and abilities that target humanoids if you wish. You also gain a permanent +4 inherent bonus to both strength and constitution.