Mabari Hound (3.5e Class)

From D&D Wiki

Jump to: navigation, search

Mabari Hound[edit]

A combat focused damage dealer/ protector.

Making a Mabari Hound[edit]

Good at pinning enemies and/or Killing them quickly.

Abilities: Strength and Constitution are best for this class. Charisma to Enhance your Pack Leader Ability

Races: Any Race

Alignment: Normally Chaotic

Starting Gold: 5d4 x 5.

Starting Age: Simple

Base land speed: 50'

Table: The Mabari Hound

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Bite And Claws Enhancement
Fort Ref Will
1st +1 +2 +2 +0 Mabari Form, Big Teeth/Claws, Rage, New Trick 0
2nd +2 +3 +3 +0 New Trick 0
3rd +3 +3 +3 +1 Tattoos, New Trick 1
4th +4 +4 +4 +1 Thick Fur +1 1
5th +5 +4 +4 +1 Anger 1
6th +6/+1 +5 +5 +2 New Trick 2
7th +7/+2 +5 +5 +2 Pack Leader 2
8th +8/+3 +6 +6 +2 Thick Fur +2 2
9th +9/+4 +6 +6 +3 Hatred 3
10th +10/+5 +7 +7 +3 New Trick 3
11th +11/+6/+1 +7 +7 +3 Pain 3
12th +12/+7/+2 +8 +8 +4 Thick Fur +3 4
13th +13/+8/+3 +8 +8 +4 Lick your Wounds 4
14th +14/+9/+4 +9 +9 +4 New Trick 4
15th +15/+10/+5 +9 +9 +5 Frenzy 5
16th +16/+11/+6/+1 +10 +10 +5 Thick Fur +4 5
17th +17/+12/+7/+2 +10 +10 +5 Fury 5
18th +18/+13/+8/+3 +11 +11 +6 New Trick 5
19th +19/+14/+9/+4 +11 +11 +6 Agony 5
20th +20/+15/+10/+5 +12 +12 +6 Grand Trick, Thick Fur +5 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Stealth (Dex), Swim (Str)

Class Features[edit]

All of the following are class features of the Mabari Hound

Weapon and Armor Proficiency: Natural Weapons. Light and Medium Armor

Bite and Claw Enhancement: This is how much of an enhancement you have on your claws and teeth.

Mabari Form (Ex): You take on the form of a mabari hound. getting on all fours and growing menacing teeth and claws. There is no limit to the number of times per day you can do this.

Big Teeth/Claws: A Mabari is feared for the pure killing machine it really is. It's teeth and claws are larger and more rigid than other animals. You bite attack deals 1d8 +Str Mod. Your Claws Deal 1d6+ Str mod.

Rage (Ex): You go into a bloodthirsty remorseless rage. You gain a +4 morale bonus to Str and Con. But at a -2 to AC. you can rage for a number of rounds per day equal to 4 + you con mod. And an additional 2 rounds for every level beyond the first. You are fatigued for a number of rounds equal to double the amount of rounds you spent in rage.

New Trick: You learn to enhance your abilities through training. You gain a new trick every even level.

Animalistic Fury: You can rage an additional 6 rounds per day.

Barbed Claws: Your Claws deal an additional 1d4 bleed damage. You must be at least 8th level to choose this Trick.

Barbed Teeth: Your Teeth deal an additional 1d6 bleed damage. You must be at least 8th level to choose this Trick.

Bonus Feat: You may take one of these bonus feats. You must meet the pre-requisets. Power Attack, Cleave, Greater Cleave, Weapon Focus, Improved Critical, Dodge, Fleet, Toughness, Run, Improved Natural Attack, Critical Focus, And Bleeding Critical.

Dealer of Death: You add 1 1/2 your strength mod to your bite attack. You must be at least 6th level to choose this Trick.

Eternity to kill: Your life span is doubled.

Force to be reckoned with: Your Natural Weapons are Considered one size larger for the purposes of damage.

Improved Lick your Wounds: You must be at least 14th level to take this trick. The amount healed by lick your wounds is increased by 50%.

Maul: You shove your opponent to the ground and rip out their throat. You must make a grapple check to pin your enemy and then if you succeed you make a full round attack action and then another next turn then jump off next to them. They remain Laying down and provoke attacks of opportunity when they get up. You may use this ability once per day.

Movement: Your movement speed is increased by 5 feet.

Natural Killer: You add 1 1/2 your strength mod to your claw attack. You must be at least 10 level to take this trick.

Terrifying Roar: You let loose a horrifying roar to rip through the ear drums of those who dare challenge your might. When you use this enemies within a 30 ft radius must make a will save DC 10+ 1/2 your class level + your Strength Mod. Or become shaken for 1d4 rounds. You may use this ability a number of times per day equal to your con mod.

Without Hesitation: When you deliver the killing blow to an enemy you Suddenly jump to any enemy within 5 ft of that one and bite or claw them once.

Tattoos: A mabari is colored with tattoos of power that empower his ability.

Tattoo of Rage: Instead of a +4 to str and con, you gain a +6

Tattoo of Defense: When Raging you Gain DR 3/-

Tattoo of Aid: You may use lick your wounds on other people. When raging all people within 5ft also rage.

Thick Fur: Your fur and skin is thick and effective. Every four levels you gain a +1 to your natural armor.

Anger (Ex): You claws and bite are now under the effects of Shocking, Icy, or Flaming. Once you choose you cannot change.

Pack Leader: You gain the leadership feat. But only for another Mabari hound.

Hatred: Your Anger now is a burst version of what it was before.

Pain>: You Gain DR 5 overcome by Good aligned weapons if you are evil and same vice versa.

Lick your Wounds (Ex): You heal yourslef for 1d8+ Mabari Hound level when using this ability. You can use this ability 2+ your con mod per day.

Frenzy (Ex): You go into a killing frenzy. You gain 10 str and 8 Con. This lasts untill combat ends. After it ends you must make a will save DC 10 + the number of rounds you used this ability or be forced to attack the closest thing to you. You can use this ability once per day.

Fury: In addition to being a burst weapon your claws and bite attacks are now also vicious and vampiric as well.

Agony: You now have DR 10 over come by good aligned weapons if evil and same vice versa.

Grand Trick: You learn one last amazing trick.

Frenzied Rager: you can be under the effects of rage and frenzy at the same time.

Eternal Suffering: You gain an DR 10/-

Refuse to die: You are under the effects of regeneration when you go below 1/3 of your total health pool.

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Mabari Hounds in the World[edit]

you will never know my pain. To see and smell the world for it's true nature. Seeing my brothers falling at my side... And then to go into a bloodthirsty rage only to awaken to you being the only left alive.
—Sir Wolfer, Human Mabari Hound


<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 What color their fur is.
10 What tattoos they have
15 Their Name
20 How many people he has slaughtered.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: