Mad DogBarbarian Archetype |
||
---|---|---|
Fortitude High |
Will Low |
Reflex Low |
Base Attack Bonus High |
HP per level +7 (d12) |
Skill Points +3 |
Class Initial Features |
||
Class Skills |
||
Mad dog is a Barbarian archetype in Pathfinder: Wrath of the Righteous.
Though named for the wild savages who fight alongside rabid dogs, mad dogs employ all manner of beasts as their battle brethren.
Mad dog Information
- Base Class: Barbarian
- High saves: Fortitude
- Class skills: Athletics, Mobility, Lore (Nature), Perception, Persuasion
- Proficient with all simple and martial weapons, light armor, medium armor and shields (except tower shields).
- Alignment: Any non-lawful
- Hit Die: +7
- Skill Ranks Per Level: 3.
Mad dog Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Abilities |
Level 1 | +1 | +2 | 0 | 0 | Fast movement, Barbarian Proficiencies, Animal Companion |
Level 2 | +2 | +3 | 0 | 0 | Pack Tactics |
Level 3 | +3 | +3 | +1 | +1 | Danger sense +1 |
Level 4 | +4 | +4 | +1 | +1 | Rage power, Rage |
Level 5 | +5 | +4 | +1 | +1 | Ferocious Fetch |
Level 6 | +6/+1 | +5 | +2 | +2 | Danger sense +2 |
Level 7 | +7/+2 | +5 | +2 | +2 | |
Level 8 | +8/+3 | +6 | +2 | +2 | Rage power |
Level 9 | +9/+4 | +6 | +3 | +3 | Danger sense +3 |
Level 10 | +10/+5 | +7 | +3 | +3 | Damage reduction 1/— |
Level 11 | +11/+6/+1 | +7 | +3 | +3 | Greater rage |
Level 12 | +12/+7/+2 | +8 | +4 | +4 | Rage power, Danger sense +4 |
Level 13 | +13/+8/+3 | +8 | +4 | +4 | Damage reduction 2/— |
Level 14 | +14/+9/+4 | +9 | +4 | +4 | Throat Cutter |
Level 15 | +15/+10/+5 | +9 | +5 | +5 | Danger sense +5 |
Level 16 | +16/+11/+6/+1 | +10 | +5 | +5 | Damage reduction 3/—, rage power |
Level 17 | +17/+12/+7/+2 | +10 | +5 | +5 | Tireless rage |
Level 18 | +18/+13/+8/+3 | +11 | +6 | +6 | Danger sense +6 |
Level 19 | +19/+14/+9/+4 | +11 | +6 | +6 | Damage reduction 4/— |
Level 20 | +20/+15/+10/+5 | +12 | +6 | +6 | Mighty rage, rage power |
Mad dog Abilities
Barbarian Proficiencies
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Rage Power
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Danger Sense
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
Greater Rage
At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.
Animal Companion
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.
Rage
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot cast spells.
A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Pack Tactics
At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).
Fast Movement
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
Tireless Rage
Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
Mighty Rage
At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.
Ferocious Trip
At 5th level, a mad dog's war beast gains Trip as a bonus feat. Trip: This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone.If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures - such as oozes, creatures without legs, and flying creatures - cannot be tripped.
Throat Cutter
At 14th level, whenever her war beast succeeds at a bull rush, drag, grapple, overrun, or trip combat maneuver against an opponent threatened by the mad dog, a mad dog can take an attack of opportunity against that opponent.
This ability replaces indomitable will.
Damage Reduction (Mad Dog)
At 10th level, a mad dog gains damage reduction. At 13th level and every 3 barbarian levels thereafter, this damage reduction rises by 1, to a maximum of DR 4/— at 19th level. A mad dog's war beast gains the same damage reduction as the mad dog.
Something I have been unable to locate the answer to online, but would like to know the answer without investing 10 levels into a character to find out. Does the Damage Reduction from Mad Dog stack with the Damage Reduction from the Animal Companion Bulwark archetype?
0
+10
-1