Author Topic: Maug  (Read 4640 times)

Offline Bloody Initiate

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Maug
« on: December 05, 2011, 04:28:08 AM »
Maug

HD:d8
Level   Bab   Fort   Ref   Will   Feature

1   +0   +0   +0   +0   Maug Body, +2 Str, +1 Dex, Rapid Repair, Gift from Acheron
2   +1   +0   +0   +0   +1 Str, +1 Dex, Pulverize, Grafts
3   +2   +1   +1   +1   +1 Str, +1 Dex, Spell Resistance, Built for War

Skills: (2 + Int per level, 4x at 1st level) The Maug's class skills are Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana), Knowledge (architecture and engineering), Listen (Wis), Profession (Wis), Spot (Wis), and Survival (Wis).

Proficiencies: Maugs are proficient with any natural weapons they possess, all simple weapons, all martial weapons, and with all armor. Maugs may treat two-bladed swords as martial weapons rather than exotic weapons.

Maug Body: The maug loses all racial traits and features, and gains the construct type and traits. These include:
-No Constitution Score
-Low-light vision
-Darkvision out to 60 feet
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
-Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
-Cannot heal damage naturally
-Not subject to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
-Immunity to any effect that requires a fortitude save (Unless the effect also works on objects, or is harmless)
-Not at risk of death from massive damage. Destroyed if reduced to 0 hit points, but can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials per HD.
-Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
-Constructs do not eat, sleep, or breathe

A maug is medium size and has a land speed of 30ft. Maugs also have a natural armor bonus equal to their Strength modifier.

A maug has two slam attacks that each deal 1d6 damage and threaten a critical hit on a natural 20. These slam attacks increases their damage one die size for every 5 HD the maug gains.

At 5 HD a maug gains +1 bonus hitpoint per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Ability Score Increases: The maug gains ability score increases as shown on the table.

Rapid Repair (Ex): A maug that rests for 1 full hour repairs 1 hit point of damage, so long as it has at least 1 hit point. The amount of hit points a maug repairs with a full hour of rest improves by 1 for every 3 HD a maug possesses.

A character can assist a maug's repair with a relevant Craft check (DC 15). If the check is successful the maug repairs an additional 1 point of damage per hour of rest. If the character assisting the maug's repair exceeds the DC 15 Craft check by 10 or more, the maug repairs an additional 1 point of damage for each 10 points by which the assisting character exceeded DC 15. So a craft check of 35 would allow a maug to repair an additional 3 points of damage. Relevant Craft skills include stonemasonry, sculpting, blacksmithing, armorsmithing, and gemcutting.

Providing assistance to the maug counts as light activity for the assisting character, and a character can only assist one maug at a time. A maug cannot aid its own repair.

Gift from Acheron (Ex): The maugs' creators knew they couldn't compel maugs to fight until death because constructs are immune to compulsions, so they designed their creations with "incentive" instead.

A maug is not destroyed when reduced to 0 hit points like other constructs. It is instead merely disabled from 0 hit points to -9 hit points, and can only take a single move or single standard action. In this mode the maug gains +1 to attack, damage, and initiative. Every time it successfully damages another creature it gains 1 hit point and another +1 to attack, damage, and initiative. The maug stops gaining hit points if it gains a positive hit point total of at least 1. The bonuses to attack, damage, and initiative remain until the end of the combat or until the maug is destroyed, whichever comes first.

Grafts: Maugs constantly modify their bodies to maximize their effectiveness. A maug can have certain maug grafts for free. At second level a maug can incorporate either a Locking Hand, a Shoving Arm, Rollers (Augment), or a Stone Spitter into its body at no cost. Additional grafts can always be purchased with the maug's own wealth and resources.

On their 3rd class level maugs learn how to build and install maug grafts with the appropriate materials and craft checks. They qualify for the Craft Magic Arms and Armor feat as if they met its prerequisites and can take the feat any time they would normally gain a feat. The maug also gains +4 racial bonuses on Craft (stonemasonry) and Knowledge (architecture and engineering).

Locking Hands replace normal hands the maug already possesses, so a maug cannot gain more locking hands than original hands. A maug can only have two Shoving Arms, two Stone Spitters, one set of Spike Stones, and one Shudder Plate from this class feature. A maug can only augment or replace its legs with rollers once, so it cannot gain the rollers graft more than once.

Pulverize (Su): Once per day per HD, a maug can touch an object as a standard action and negate its hardness for 1d4 rounds unless it succeeds on a fortitude save (DC 10 + Maug's HD + Maug's Strength modifier). A successful Fortitude save negates the effect.

Pulverize can affect an object of up to 1,000 cubic feet in volume (10 foot cube). If the object is larger, only a 10 foot cube of it is affected. Unattended non-magical objects do not receive a saving throw. If a creature holds, wears, or carries the object the maug must succeed on a melee touch attack that does not provoke an attack of opportunity. If a maug possesses the Improved Sunder feat, the save DC of this ability is increased by 4. Other feats and abilities that improve Sunder checks improve the save DC of this ability by the same amount.

A maug can affect another 1,000 cubic feet of volume (10 foot cube) for every 3 HD it possesses. Maugs also add 1 round to the duration of this ability for every 3 HD they possess.

At 6 HD Maugs can choose to use Pulverize as a move action instead of a standard action. They decide this every time they use the ability, they do not have to decide only when they reach 6 HD.

At 12 HD Maugs can use Pulverize as a move action, or a standard action, or a swift action, whichever is most practical at the time. They make this decision anew every time they use the ability, and don't have to decide only when they gain it.

At 18 HD Maugs can use Pulverize as a free action.

At 10 HD, Pulverize can mimic the disintegrate spell against objects when doing so would be superior to how Pulverize normally works. For example a 10th level maug could use Pulverize to destroy a wall of force. The maug's caster level for this ability is equal to its HD and its Strength modifier is used to calculate saves. The range is always touch though.

Spell Resistance (SR): The maug gains Spell Resistance 11 + HD. A maug can lower or raise its spell resistance as a free action at any time should it choose, it does not have to be the maug's turn for it to lower or raise its spell resistance.

Built for War (Ex): The maug increases to Large size and gains a +10 bonus to all its movement speeds.'

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Done by Bloody Initiate
« Last Edit: December 14, 2011, 02:10:11 PM by oslecamo »
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Offline bhu

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Re: Maug
« Reply #1 on: December 05, 2011, 04:28:50 AM »
Os, if it's ok, I'll get the tables in the spoilers fixed tomorrow