Mammoth Lord (Apath)

From Hastur
Jump to: navigation, search
ApathApath Logo
Unofficial rules compendium

From the inhospitable arctic wastes of the far north comes the mighty mammoth lord—a fearsome warrior who has trained one of the great beasts that wander the chilly wilds to serve as his faithful steed. Toughened by their harsh environment, mammoth lords tame their surroundings through tenacious determination and sheer force of will, fighting alongside their bestial companions to take down huge game and carve out a hard existence in the icy north.

Class Information

This is a prestige archetype. A mammoth lord is a warrior and master of a huge beast.

Publisher: Purple Duck Games.

Prestige Class: Mammoth lord from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: Cavalier.

Role: Mammoth lords bring their steeds everywhere they go, and most refuse to take even one step further. Dominant in the open, they become more timid if forced indoors or into cramped areas.

Alignment: Any. Very few mammoth lords are lawful, the largest organization most of them recognize is the tribe.

Hit Die: d10.

Class Features

The following are class features of the mammoth lord prestige archetype.

Class Skills

The mammoth lord's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Weapon and Armor Proficiency

Mammoth lords are proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields).

Born Survivor

At 1st level and 6th level, a mammoth lord gains a bonus feat from the following list:

Great Fortitude, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes. He must meet the prerequisites for these feats.

Challenge (Ex)

Once per day, a mammoth lord can challenge a foe to combat. As a swift action, the mammoth lord chooses one target within sight to challenge. The mammoth lord's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the mammoth lord's level. The mammoth lord can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires a degree of recklessness and abandon. The mammoth lord takes a –2 penalty to his Armor Class against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.

Steed (Ex)

Other than noted below, a steed functions as a druid's animal companion, replacing any animal companion or mount gained from another class. The mammoth lord's class levels stack with other classes that grant an animal companion to determine his effective druid level.

A mammoth lord can choose from among the following animal companions to serve as his loyal steed. Arsinoitherium, aurochs, baluchitherium, camel, cat (big), elk, horse, mastodon (elephant), megaloceros, rhinoceros, triceratops, wolf, or woolly mammoth (use stats for a mastodon). A GM might expand this list to include other possible steeds.

A steed must increase its size every chance it gets, and only a creature capable of Large size by level 7 is possible as a steed. A mammoth lord does not take an armor check penalty on Ride checks while riding his steed. A mammoth lord's steed does not gain the share spells special ability.

Wild Coercion (Ex)

A mammoth lord gains the wild empathy ability; this is exactly like the druid ability of the same name. For the purposes of this ability, his class level stacks with all other classes with the wild empathy ability. In addition, a mammoth lord can use his wild empathy to demoralize an animal or magical beast, or force it to be friendly to him, as if using Intimidate rather than Diplomacy. He adds his Strength modifier to these checks in addition to his Charisma modifier.

Undaunted (Ex)

At 2nd level a mammoth lord adds his Strength bonus to the DC of Intimidate checks made against him. Additionally, creatures attempting to intimidate a mammoth lord don't gain a bonus for being larger than him.

Mistrust of Magic (Ex)

At 3rd level, as long as a mammoth lord doesn't possess levels in a class that grants arcane spellcasting ability, he gains a +2 morale bonus on saving throws against arcane spells. If he has no levels in classes granting divine spellcasting ability, he gains a +2 morale bonus on saving throws against divine spells.

Expert Trainer (Ex)

At 4th level, a mammoth lord learns to train mounts with speed and unsurpassed expertise. The mammoth lord receives a bonus equal to 1/2 his mammoth lord level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.

Combined Might (Ex)

At 5th level, a mounted mammoth lord strikes with the combined power of himself and his steed. Once per round, when the mammoth lord hits with a melee attack from astride his steed during a charge, he adds half his steed's Strength modifier to the damage roll in addition to his own, provided his steed is currently capable of taking a free action.

Gigantic Steed (Ex)

At 8th level a mammoth lord's steed increases to Huge size. The creature receives a –1 penalty on attack rolls and to AC, and a –2 penalty to Dexterity (to a minimum of 1); its base damage increases by one size category; and its reach increases to 10 feet. It also gains a +2 size bonus to its Strength and Constitution. At 11th level and every three levels thereafter, the Strength bonus increases by an additional +2; the bonus to Constitution increases by an additional +2 at 14th and again at 20th level.

Rugged Steed (Ex)

At 9th level and every three levels thereafter, the natural armor bonus of a mammoth lord's steed increases by +1.

Rapid Straddle (Ex)

At 11th level, a mammoth lord can make Ride checks to fast mount or fast dismount his steed even if it's more than one size category larger than him, provided he still has a move action available that round.

Valiant Devotion (Ex)

At 12th level, a mammoth lord's steed gains a +4 morale bonus against charm, compulsion, and fear effects.

Steed's Reach (Ex)

At 14th level, the mammoth lord's steed's reach improves to 15 feet.

Pulverizing Assault (Ex)

At 17th level, if a mammoth lord is mounted on his steed and directs it to charge or use a constrict, powerful charge, or trample attack, then the first time that his steed deals damage with this attack this round, the target must make a successful Fortitude save (DC = 10 + 1/2 the steed's Hit Dice + the steed's Str modifier) or be staggered for 1d4 rounds.

Mammoth Lord (Ex)

At 20th level, a mammoth lord is unaffected by the dazed, fatigued, shaken, sickened, staggered, and stunned conditions. If he succeeds at a Fortitude or Will save against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. If a mammoth lord and his steed both successfully hit an opponent on the same initiative count, the foe must succeed at a Fortitude save (DC = 10 + 1/2 the steed's Hit Dice + the steed's Str modifier) or be stunned for 1 round. Whether or not the save is successful, an affected creature is immune to this ability for 24 hours thereafter.

Table: Mammoth Lord

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Born survivor, challenge 1/day, steed, wild coercion
2nd +2 +3 +0 +0 Undaunted
3rd +3 +3 +1 +1 Mistrust of magic
4th +4 +4 +1 +1 Challenge 2/day, expert trainer
5th +5 +4 +1 +1 Combined might
6th +6/+1 +5 +2 +2 Born survivor
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Gigantic steed (+2 Con, +2 Str)
9th +9/+4 +6 +3 +3 Rugged steed +1
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Gigantic steed (+4 Str), rapid straddle
12th +12/+7/+2 +8 +4 +4 Rugged steed +2, valiant devotion
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Gigantic steed (+4 Con, +6 Str), steed's reach
15th +15/+10/+5 +9 +5 +5 Rugged steed +3
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Gigantic steed (+8 Str), pulverizing assault
18th +18/+13/+8/+3 +11 +6 +6 Rugged steed +4
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Gigantic steed (+6 Con, +10 Str), mammoth lord

Variant Mammoth Lords

A mammoth lord can just as easily be a dinosaur lord from the deep jungles or an aquatic whale lord—what matters is that the steed is Large at level seven at the latest.

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Hastur copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Hastur administrators. Please note that images used in article may have different copyright than the text.