Team Rampage: The Adventure Continues
Hit Die: d8
Parent Classes: Brawler and Ranger.
Starting Wealth: 2d6 × 10 gp (average 60 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The sabertooth’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Survival (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Damage||Special|
|1st||+1||+2||+2||+0||1d6||Brawler’s cunning, martial flexibility, martial training, unarmed strike, Track|
|2nd||+2||+3||+3||+0||1d6||Bonus combat feat, sabertooth’s flurry (Two-Weapon Fighting)|
|3rd||+3||+3||+3||+1||1d6||Maneuver training 1|
|4th||+4||+4||+4||+1||1d8||Fast Healing 1|
|5th||+5||+4||+4||+1||1d8||Bonus combat feat, sabertooth’s strike (magic)|
|6th||1||+5||+5||+2||1d8||Martial flexibility (swift action)|
|7th||2||+5||+5||+2||1d8||Maneuver training 2|
|8th||3||+6||+6||+2||1d10||Bonus combat feat, sabertooth’s flurry (Improved Two-Weapon Fighting), Swift Tracker|
|9th||4||+6||+6||+3||1d10||Fast Healing 2, sabertooth’s strike (cold iron and silver)|
|10th||5||+7||+7||+3||1d10||Martial flexibility (free action)|
|11th||6/+1||+7||+7||+3||1d10||Bonus combat feat, Maneuver training 3, Quarry|
|12th||7/+2||+8||+8||+4||2d6||sabertooth’s strike (alignment), martial flexibility (immediate action)|
|13th||8/+3||+8||+8||+4||2d6||Fast Healing 3|
|14th||9/+4||+9||+9||+4||2d6||Bonus combat feat|
|15th||10/+5||+9||+9||+5||2d6||sabertooth’s flurry (Greater Two-Weapon Fighting), Maneuver training 4|
|17th||12/2||+10||+10||+5||2d8||Bonus combat feat, sabertooth’s strike (adamantine)|
|18th||13/3||+11||+11||+6||2d8||Fast Healing 4|
|19th||14/4||+11||+11||+6||2d8||Maneuver training 5|
|20th||15/5||+12||+12||+6||2d10||Bonus combat feat, martial flexibility (any number), Master Hunter|
The following are the class features of the brawler.
Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.
Brawler’s Cunning (Ex)
If the sabertooth’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
A sabertooth adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Martial Flexibility (Ex)
A sabertooth can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The sabertooth must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her sabertooth level (minimum 1).
The sabertooth can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
At 6th level, a sabertooth can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a sabertooth can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a sabertooth can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a sabertooth can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex)
At 1st level, a sabertooth counts her total sabertoothr levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike: At 1st level, a sabertooth gains Improved Unarmed Strike as a bonus feat. A sabertooth may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A sabertooth applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
A sabertooth’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A sabertooth also deals more damage with her unarmed strikes and natural attacks than others, as shown on Table: sabertooth. The damage values listed on that table are for Medium brawlers. A Small sabertooth deals less damage than the amount given there with her unarmed attacks, while a Large sabertooth deals more damage; see the following table.
Table: Small or Large Sabertooth Unarmed Damage
|Level||Small Sabertooth||Large Sabertooth|
Bonus Combat Feats
At 2nd level and every 3 levels thereafter, a sabertooth gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The sabertooth must meet the prerequisites of the selected bonus combat feat. A sabertooth also gains access to the Natural Weapon combat style feats, Aspect of the Beast, Improved Natural Weapon, Rending Claws, and Weapon Focus. At 5th level, he adds Eldritch Claws and Vital Strike to the list. At 11th level, he adds Multiattack and Improved Vital Strike to the list. He can choose feats from the Natural Weapon combat style list, even if he does not have the normal prerequisites.
Sabertooth’s Flurry (Ex)
Starting at 2nd level, a sabertooth can make a sabertooth’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes and natural weapons. She does not need to use two different weapons to use this ability.
A sabertooth applies her full Strength modifier to her damage rolls for all attacks made with sabertooth’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A sabertooth can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of sabertooth’s flurry.
At 8th level, the sabertooth gains use of the Improved Two-Weapon Fighting feat when using sabertooth’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using sabertooth’s flurry.
Maneuver Training (Ex)
At 3rd level, a sabertooth can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
At 7th level and every 4 levels thereafter, the sabertooth becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a sabertooth chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)
Fast Healing (Ex)
At 4th level, a sabertooth regains hit points at an exceptional rate, 1 hit point per round. This bonus increases by 1 at 9th, 13th, and 18th levels.
Sabertooth’s Strike (Ex)
At 5th level, a sabertooth’s unarmed strikes and natural attacks are treated as magic weapons for the purpose of overcoming damage reduction.
At 9th level, those attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes and natural attacks also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.)
At 17th level, her unarmed attacks and natural attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Swift Tracker (Ex)
Beginning at 8th level, a sabertooth can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
At 11th level, a sabertooth can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a sabertooth can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A sabertooth can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the sabertooth sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Improved Quarry (Ex)
At 16th level, the sabertooth’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Hunter (Ex)
A sabertooth of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a quarry at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the sabertooth’s level + the sabertooth’s Wisdom modifier. A sabertooth can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A sabertooth can use this ability once per day against each quarry, but not against the same creature more than once in a 24-hour period.