Reaping Mauler expanded to 10 levels(comments always welcome) [Archive] - Wizards Community

Post/Author/DateTimePost
Shamgi

07-20-07, 12:42 PM
So, I love the idea of grapplers, but Reaping Mauler just seemed far to short and specialized for my tastes. So here's my attempt to expand it into a 10 level class


Reaping Mauler

Hit die: d10

Class skills:
The reaping mauler’s class skills are; Climb, Craft, Escape Artist, Intimidate, Jump, Perform, Profession, Swim, and Tumble. Skill points per level are Int + 2.

Requirements
BAB + 5
Skills: Escape Artist 5 ranks, Tumble 5 ranks.
Feats: Clever Wrestling, Improved Unarmed Strike
Special: The candidate must have defeated at least three opponents one size category larger than himself with his bare hands.

Modified Class

Improved Grapple (EX) - If the Reaping Mauler is wearing light or no armor, he gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites.

Adapt Wrestling (EX) - Beginning at 1st level, a reaping mauler who is wearing light armor or no armor gains a +1 bonus to all grapple checks and opposed Dexterity or Strength checks. Every other level afterwards this bonus increases by one.

Sleeper Hold (EX) - At second level, a Reaping Mauler has learned to apply pressure in order to knock his foe out. If the Reaping Mauler pins his opponent and maintains the pin for one full round, the target must make a Fortitude save(DC 10 + ½ the Reaping Mauler’s class level + the Reaping Maulers Wisdom Modifier) or fall unconscious for 1d3 rounds. Creatures without a discernable anatomy are immune to this effect.

Mobility (EX) - If the Reaping Mauler is wearing light or no armor, he gains the benefits of the Mobility feat, even if he does not meet the prerequisites.

Counter Grapple (EX) - When grappling or pinned, a reaping mauler of 6th level or higher wearing light armor or no armor can attempt either a grapple check or an Escape Artist check opposed by his opponents grapple check to free himself as normal. If he fails the check he has chosen, he can immediately attempt the other check as a free action.

Arm Break (EX) - At 4th level, a Reaping Mauler has begun to not only grapple his foe, but disable him as well. If the Reaping Mauler pins his opponent and maintains the pin for two full rounds, the target must a Fortitude Save(DC 10 + ½ The Reaping Mauler’s class level + The Reaping Mauler’s Wisdom Modifier) or have their arm broken. Creatures with a broken arm find their arm unusable, losing the ability to attack or defend with the limb. Any weapon or shield wielded in the hand can’t be used. Creatures with a single weapon may attempt to use their off hand to attack with, but they use their off hand modifiers for any attack. Spell casters suffer as well, and must make a Concentration check (DC 10 + the spell level + the Reaping Mauler’s class level) to cast any spell with somatic components, failure results in the spell being lost. More than one arm can be broken, disabling up to three arms on any one target. If an opponent has multiple arms, the one that is broken is chosen by the Reaping Mauler. A DC 25 Heal check or 20 points of healing removes this effect. Creatures without obvious arms (obvious arms including tentacles or arm like appendages) or without a discernable anatomy are immune to this effect.

Powerful Grapple (EX) - As a Reaping Mauler engages larger and larger foes, he begins to discover the weakness and secrets of their forms. At 6th level, the Reaping Mauler may now succeed on a grapple check(no automatic failure) against an opponent up to two sizes larger than him. (A Medium creature may grapple a Huge, etc). Every other level after (8th, 10th) The Reaping Mauler can increase this by an additional size category (For a Medium, Colossal and then Gargantuan).

Leg Break (EX) - At 8th level, a Reaping Mauler begins to master leg holds and submissions, allowing him to quickly and efficiently break his opponent’s legs. If the Reaping Mauler pins his opponent and maintains the pin for three full rounds, the target must make a Fortitude save(DC 10 + ½ the Reaping Mauler’s class level + the Reaping Maulers Wisdom Modifier) or have their leg broken. Creatures with broken legs have a harder time moving, losing 10ft or ¼ their movement speed (whichever is less), and may not charge or run. If the opponent possesses more legs, they can be broken as well, subtracting an additional 5ft from their movement, up to a maximum of 25ft. If the opponent possesses wings, they may be broken instead, costing the opponent 20ft or ½ their flight speed, whichever is less, and lowering their maneuverability by one step for each broken wing. Either way, the maximum amount of breaks possible between legs and wings (four) may never be exceeded. A DC 25 Heal check or 25 points of healing removes this effect. Creatures without obvious legs (obvious legs including tentacles or leg like appendages) or without a discernable anatomy are immune to this effect.

Iron Grip (SU) - Reaping Maulers have an almost unnatural ability to hang on to their foes, even in the face of magical effects. Three times per day, when a Reaping Mauler grapples a foe that has any magical effect providing a bonus to his grapple or escape artist, the character may make a free action to attempt to dispel the effect, as the spell Greater Dispel. Use the Reaping Mauler’s character level as their caster level for this check. Magical items providing this effect (such as a ring of Freedom of Movement) are suppressed for a number of rounds equal to the Reaping Maulers character level.

Devastating Grapple (EX) - At 10th level, a Reaping Mauler has mastered the art of grappling, and can kill his opponents with just the right pressure. If the Reaping Mauler pins his opponent and maintains the pin for five full rounds, the target must make a Fortitude save(DC 10 + ½ the Reaping Mauler’s class level + the Reaping Maulers Wisdom Modifier) or die. Creatures without a discernable anatomy are immune to this effect.

Special - A Reaping Mauler may use the bonuses provided by the Clever Wrestling feat for all grapple checks.

Notes - For any creature that uses its limbs as both arms and legs (Such as the Dire Lion) arm break or leg break inflicts both the effects. The max number of breaks against these creatures is three.

BAB Fort Reflex Will Abilities
1st +1 +2 +2 +0 +1 Adapt Wrestling, Improved Grapple

2nd +2 +3 +3 +0 Sleeper Hold

3rd +3 +3 +3 +1 +2 Adapt Wrestling, Mobility

4th +4 +4 +4 +1 Arm Break

5th +5 +4 +4 +1 +3 Adapt Wrestling

6th +6 +5 +5 +2 Powerful Grapple(+2 size), Counter Grapple

7th +7 +5 +5 +2 +4 Adapt Wrestling

8th +8 +6 +6 +2 Leg Break, Powerful Grapple(+3 size)

9th +9 +6 +6 +3 +5 Adapt Wrestling, Iron Grip

10th +10 +7 +7 +3 Devastating Grapple, Powerful Grapple(+4 size)



And I guess comments here

Overall, this class is mostly meant about disabling foes, not only by keeping them in a grapple, but by removing their own attacks and skills. It can now wrestle much larger foes, and it's slew of grapple oriented abilities can be put to good use.

For anyone who notes that Arm Break seems a little powerful: While I'd agree, the fort save is rather low(even with a +10 WIS it's a DC 25 at tenth level) and the one who it hurts the most, fighter types, are almost always fort specific in their saving roll stats.
Krusk

07-20-07, 06:40 PM
For iron grip, technically freedom of movement does not give a bonus to escape grapples. Technically it makes you impossible to be grappled. Maybe a better way to word this would be to include a line about how this ability also canceles the effects of freedom of movement and similar abilities.
GhostStepper

07-20-07, 06:56 PM
You might want to check out the original 10 level reaping mauler (http://www.wakinglands.com/htm_files/prestige_classes_reaping_mauler.htm) for ideas.
Shamgi

07-20-07, 07:08 PM
For iron grip, technically freedom of movement does not give a bonus to escape grapples. Technically it makes you impossible to be grappled. Maybe a better way to word this would be to include a line about how this ability also canceles the effects of freedom of movement and similar abilities.

It notes that you simply succeed any attempt to escape from grapple in the spell effect, it's not a numerical bonus, but it seems like a buff to grapple to me. though I'll note it anyways.