Mammoth (3.5e Class)
From D&D Wiki
The Mammoth class is fairly similar to the Barbarian, but with a different tweak and a different purpose. Instead of the Noble Savage of the badlands, axe thrashing and teeth gnashing, the Mammoth grows. He is a man who has learned to fight with the might and the tactics of bigger beasts, and to make a bigger dent in the world. The terms Titan, Giant, Colossus, all were taken, but when the Mammoth rises, it makes a mere man cast just as great a shadow. When the city calls on one person to protect its gates against an enemy, the Mammoth rises. When the tall beast towers over the many with fire in its eyes, the Mammoth rises. When the multitudes surge on the Earth like the rage of the ocean, the Mammoth rises. And when the night is over, only the Mammoth will stand.
Making a Mammoth
The Mammoth is, with all due respect, a meat shield. As the biggest target in the dungeon, he will draw a lot of enemy fire. Then again, he will hit a lot of enemies - with extended reach, speed, strength and weapon size, he can hit more stuff good. For the sake of comparison, he's very similar to a barbarian, and can fill the role of any sort of Fighter.
Abilities: The Mammoth gains a few important things. As aforementioned, he can change size a certain number of times per day with an ability called Swell- as a Barbarian's rage of the same level. It works as something between Rage and Enlarge Person, with some of the drawbacks and benefits of each. He also has Stride, which increases his base land speed slightly - though more so when Swelling. At later levels, he gains Natural Armor to offset his size modifiers' effect on AC. He also gains Resistance to magic, which allows him to make a Fortitude save against some spells instead of a Reflex or Will save
Races: Big people want to become bigger. In the more macho of Medium-sized races, realistically any of them but elves, the most ambitious of boys and men want to fight monsters and thump their chests afterwards. Dwarves take to this class for the honor and to gain a vertical foot or two, something dwarves have always resented in the presence of tall people. Tribes and more war-based cities of men do so to prove themselves, to themselves or to the community - that is, if they live in a place with enough space to fit them. But smaller folk have an even greater reason to take on the class: a Napoleon Complex. Small-size creatures, once they've had dealings with the Big Folk, can't help bit feel belittled. Rather than resign themselves to a life or roguedom or wizardry, some deliberate to fight racial typecasting and fight like a bigger sort of man. The initial drawback is that a gnome or halfling Swelled becomes, lo and behold... a Medium-sized creature.
Starting Gold: 4d4 x 10. Average = 100 Gold.
Starting Age: As fighter.
|1st||+1||+2||+0||+0||Stride, Swell 1/day|
|3rd||+3||+3||+1||+1||Natural Armor +1|
|6th||+6/+1||+5||+2||+2||Natural Armor +2|
|9th||+9/+4||+6||+3||+3||Natural Armor +3|
|12th||+12/+7/+2||+8||+4||+4||Swell 4/day, Natural Armor +4|
|15th||+15/+10/+5||+9||+5||+5||Natural Armor +5|
|16th||+16/+11/+6/+1||+10||+5||+5||Tameless Trait, Swell 5/day|
|18th||+18/+13/+8/+3||+11||+6||+6||Natural Armor +6|
|20th||+20/+15/+10/+5||+12||+6||+6||Swell 6/day, Mighty Swell|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Mammoth.
Weapon and Armor Proficiency: A mammoth is proficient with all simple and martial weapons, and with light and medium armor and shields (except for tower shields).
STRIDE (Ex): A Mammoth gains a bonus to his base land speed equal to his reach (minimum 5 feet). Mammoths of Tiny or smaller size do not gain this bonus unless their size, and therefore their natural reach, changes.
SWELL (Ex): A Mammoth can Swell, changing his size category to the next larger one, a certain number of times per day. This instantly doubles his height and multiplies his weight by 8. He gains a +2 size bonus to Strength, a +4 size bonus to Constitution, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty to AC due to his increased size. He also takes a -1 penalty on attack and damage rolls for the same reason. (Big creatures do not normally take a penalty on damage rolls.) The increase in Constitution increases the Mammoth’s hit points by 2 points per level, but these hit points go away at the end of the Swell when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) The size change has other effects as well: he takes a -4 on Hide checks, and his carrying capacity changes accordingly. He cannot use any Dexterity-dependent feats if his lowered Dexterity would keep him from meeting its prerequisites. A Mammoth whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This changes the Mammoth’s speed in regards to his Stride ability, but otherwise does not affect his base land speed. If insufficient room is available for the desired growth, the Mammoth attains the maximum possible size and may make a Strength check (using his increased Strength) to burst any enclosures in the process. If it fails, he is constrained without harm by the materials enclosing it— the Mammoth is never crushed by increasing his size. A Swell lasts for a number of rounds equal to 3 + the Mammoth’s (newly improved) Constitution modifier. He may prematurely end his Swell, or use a second Swell to continue an ending Swell without returning to normal size.
RESISTANCE (Ex): At 2nd level, while Swelling, the Mammoth can use his physical resilience to resist magic. Once per round, when affected by a spell or spell-like ability allows a Reflex save or Will save, he can make a Fortitude saving throw instead. This ability cannot be used if the caster level is greater than the Mammoth's level in this class.
NATURAL ARMOR (Ex): By 3rd level the Mammoth's frequent stretches and contractions of his skin have made his body condensed. At 3rd level, and again at every third level thereafter, he gains a +1 Natural Armor bonus to AC. His weight also increases by 25% each time his Natural Armor does.
FRIGHTFUL PRESENCE (Ex): The Mammoth's growth and transformation strikes terror in the hearts of his enemies. At 5th level, opponents who are within 30 feet and witness Mammoth beginning a Swell must succeed on a Will saving throw or become frightened (if they have fewer than 1/2 the Mammoth's HD, rounded down) or shaken (if they have the Mammoth's HD or fewer) for the duration of the Swell. The saving throw for his Frightful Presence is DC 10 + 1/2 Mammoth's HD + 4 for each size category gained during Swell + Cha. An opponent that succeeds on the saving throw is immune to that same creature’s Frightful Presence for 24 hours.
TAMELESS TRAIT (Ex): The Mammoth can wade through the masses like a galleon through water, because he has learned the tactics of many a behemoth his size. He has wrestled with gray renders, tousled with trolls, grappled with giants, mangled minotaurs and dueled with dragons, and knows their many talents well. At 7th level, and again at every third level thereafter, the Mammoth can learn one extraordinary ability from a given list. The only restriction is size: a Mammoth of any size can learn any Tameless Trait, but must reach a certain size category, by Swell or some other means, to use it. LARGE - Improved Grab (vs 2 size cat. smaller), Rock Throwing + Catching, Rend, Trample (vs 1 size cat. smaller), HUGE - Constrict, Crush (vs 3 size cat. smaller), Powerful Charge, Snatch (3 size cat. smaller), Rend Armor, Sweeping Strike GARGANTUAN - Sweep (vs 4 size cat. smaller), Swallow Whole (vs 3 size cat. smaller)
GREATER SWELL (Ex): At 11th level, the Mammoth increases his size by two categories while Swelling. His bonuses to ability scores increase by 2 (to +4 Strength and +6 Constitution). His size penalties to AC, attack and damage rolls also increase: if Huge, to -2. A Huge Mammoth also has a space and reach of 15 feet. He takes a -2 penalty to attack rolls and Armor Class, a -4 to Hide checks and a +4 to Grapple checks. This has special effects on ammunition held by the Mammoth. Any crossbow bolts, shortbow or longbow arrows he had been carrying are now large enough to be thrown, as Javelins, Shortspears or Spears of two size categories smaller, respectively (but being ammunition, they are still considered destroyed upon impact). Crossbow bolts, Shortspears and Spears, alternately, can be picked up after beginning his Swell and loaded into a Mammoth's crossbow, shortbow or longbow, respectively (and in this form are not destroyed after being fired).
NATURAL MIGHT (Ex): At 14th level, the Mammoth permanently increases his size category by one. This does not affect his ability scores, but and grants the usual benefits: increased reach and weapon size, increased base land speed due to Stride, -1 penalty to attack rolls and Armor Class, -4 to Hide checks, +4 to Grapple checks, increased carrying capacity, etc. He also applies the size penalties to AC and attack rolls (but not damage rolls): if Large, -1. The size granted by Natural Might stacks normally with size categories gained during a Swell. Class abilities only usable during a Swell, such as Resistance, are considered continuously active, since he is in a way now permanently Swelled. A Mammoth now increased to Large size category can use Large Tameless Traits at will. If a Swell increases the Mammoth's size to Gargantuan, he has a space and reach of 20 feet, -4 to attack rolls and Armor Class, -8 to Hide checks and +8 to Grapple checks. A Halfling Mammoth with Natural Might has a +10 on Disguise checks to resemble a Half-Elf. Small Creatures with lesser resemblance have a +4 on such checks: a Gnome to resemble a Dwarf, a Goblin to resemble an Orc, a Kobold to a Slaadi or Lizardfolk, etc. Medium Mammoths also may resemble Large creatures, such as ogres, trolls and hill giants (though half-giants are the most likely), but always at a +4 if there's any resemblance at all.
MIGHTY SWELL (Ex): At 17th level, the Mammoth increases his size by three categories while Swelling. His bonuses to ability scores increase by 2 again (to +6 Strength and +8 Constitution). His size penalties to AC, attack and damage rolls also increase: if Colossal, to -8. A Colossal Mammoth has a space and reach of 30 feet. He takes a -8 penalty to attack rolls and Armor Class, a -16 to Hide checks and a +16 to Grapple checks.
INDOMITABLE (Su): At 20th level, the Mammoth snaps the shackles of domination and breaks at the hilt the sickle of death. He chooses one of two effects, as the 4th-level spells of the same name, which is now always active during his Swell. ~ Death Ward [] (as the spell) (immunity to Energy Drain, Negative Levels, Ability Decreasing Effects or Death Spells, Spell-like Abilities and Effects). ~ Freedom of Movement [] (as the spell) (move and attack normally, even vs. paralysis, solid fog, slow, web, etc, and allows escape from any Grapple).
L:Large, H:Huge, G:Gargantuan, C:Colossal
LARGE Mammoth Tameless Traits:
>Improved Grab - Non-Damaging (Grapple)
>Rock - L: 2d6, H: 2d8, G: 3d8, C: 4d8 (+Str)
>Rend - L: 2d6, H: 2d8, G: 3d8, C: 4d8 (+1 1/2 Str)
>Trample - L: 2d6, H: 2d8, G: 3d8, C: 4d8 (+1 1/2 Str)
HUGE Mammoth Tameless Traits:
>Constrict - H: 2d8, G: 4d6, C: 4d8 (+1 1/2 Str)
>Crush - H: 2d8, G: 4d6, C: 4d8 (+1 1/2 Str)
>Powerful Charge - H: 2d8, G: 4d6, C: 4d8 (+Str)
>Rend Armor - (To Armor, with HP 5xAC + Hardness 10) H/G/C: 4d6 (+2x Str)
>Snatch - Squeeze H: 1d6G: 1d8C: 2d6 (+Str) Fling H: 1d6 x 1d6 ft, G: 1d6 x 1d8 ft, C: 1d6x 1d12 ft
>Sweeping Strike - (As Weapon) (If using Bastard/Greatsword= H: 3d8, G: 4d8, C:6d8) (+1/2 Str) (Longsword= H: 3d6, G: 4d6, C:6d6)
GARGANTUAN Mammoth Tameless Traits
>Sweep - (As Weapon) (If using Bastard/Greatsword= G: 4d8C:6d8) (+1/2 Str)
>Swallow Whole - G: 2d8+8+2d8+6C: 2d8+12+2d8+6
> IMPROVED GRAB (Ex): To use this ability, a Mammoth must hit with a melee attack against opponents up to one size category larger. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. Now he can either grapple normally, or attempt to use a free hand (if he has one) to hold the creature, albeit at a -20 on those grapple checks to keep the opponent in-hand. In the latter case, the Mammoth keeps its Dex bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. The creature pulls the opponent into its space. It can even move with it, provided it can drag the opponent's weight. If it succeeds on the grapple check, it can constrict, or attempt to swallow the opponent the following round, if the Mammoth knows how to do either.
> ROCK THROWING (Ex): A Large or bigger Mammoth can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Mammoth can hurl rocks of 60 to 80 pounds (Medium objects), while a Gargantuan one can hurl Large rocks and a Colossal one can hurl Huge ones. The damage dealt by Large Mammoths is 2d6 + Str, is 2d8 + Str for Huge, 3d6 for Gargantuan and 4d6 for Colossal. The range for Large Mammoths is 120, 140 for Huge, 160 for Gargantuan and 200 for Colossal. + ROCK CATCHING (Ex): The Mammoth can also catch Small-to-Huge rocks (or projectiles of similar shape). Once per round, a Mammoth that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, 25 for a Large one and 30 for a Huge. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The Mammoth must be ready for and aware of the attack in order to make a rock catching attempt.
> REND (Ex): If a Large or bigger Mammoth hits with two melee attacks, and has at least one hand free (even if it was use for a melee attack), it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 + 1 1/2 Str points of damage, for Large Mammoths. Huge Mammoths deal 2d8 + 1 1/2 Str, Gargantuan ones deal 3d8 + 1 1/2 Str, and a Colossal one deals 4d8 + 1 1/2 Str.
> TRAMPLE (Ex): As a full-round action, the Mammoth can move at up to twice its speed and literally run over any opponents at least one size category smaller than himself. He merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Mammoth moves over all the squares it occupies. If he moves over only some of a target’s space, the target can make an attack of opportunity against him at a -4 penalty. If he accidentally ends his movement in an illegal space, he returns to the last legal position he occupied, or the closest legal position, if there’s a legal position that’s closer. A trample attack deals bludgeoning damage 2d6 + 1½ Str for a Large Mammoth, 3d6 for a Huge one, 4d6 for a Gargantuan and 4d8 for a Colossal. Opponents that do not make attacks of opportunity can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 10 + ½ creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
> CONSTRICT (Ex): A Mammoth deals damage with a successful grapple check. The damage is 2d8 for a Huge Mammoth, 4d6 + 1 1/2 Str for a Gargantuan, and 4d8 + 1 1/2 Str for a Colossal.
> CRUSH (Ex): A Huge or bigger Mammoth gets to lay on top of his opponents (all that are 3 size categories smaller), pinning all who fit under him. Each creature can make a Reflex save (DC 10 + Mammoth's HD) to avoid the pin. A Mammoth can stay there and damage them more on his next turn, after which it is treated as a Grapple. Crush damage is 2d8 + 1 1/2 Str for a Huge Mammoth, 4d6 + 1 1/2 Str for a Gargantuan, and 4d8 + 1 1/2 Str for a Colossal.
> POWERFUL CHARGE (Ex): When a Huge or bigger Mammoth makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. A Huge Mammoth deals 2d8 + Str, while a Gargantuan one deals 4d6 + Str and a Colossal deals 4d8 + Str.
> REND ARMOR (Ex): If a Mammoth hits with two melee attacks, and has at least one hand free, it pulls apart any armor worn by its foe. This attack deals 4d6 + 2x Str points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is ruined. Damaged armor may be repaired with a successful Craft (armorsmithing) check.
> SNATCH (Ex): A Huge or bigger Mammoth can choose to start a grapple when it hits with a melee attack, as though it had the Improved Grab special attack. If he gets a hold on a creature three or more sizes smaller, he squeezes each round for automatic Unarmed Strike damage. A Mammoth wearing a Gauntlet can choose to deal lethal damage with the gauntlet instead. This can be used in conjunction with his Swallow Whole ability, if he has it. The Mammoth can drop a creature he has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet and takes 1d6 points of damage per 10 feet traveled if flung by a Huge Mammoth. The creature travels 1d8 x 10 feet for a Gargantuan and 1d10 feet for a Colossal, but in both cases takes no more than 6d6 damage.
> SWEEPING STRIKE (Ex): A Mammoth of Huge or bigger size gains the ability to make great, sweeping swings with a melee weapon. On each melee attack the Mammoth makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A Mammoth can use this ability on any attack, even an attack of opportunity or a cleave attempt.
> SWEEP (Ex): A Gargantuan or Colossal Mammoth can swing a melee weapon in a wide arc as a standard action. This covers a half-circle with a radius equal to his reach: 20 feet for a Gargantuan Mammoth, 30 for a Colossal. Creatures within the swept area are affected if they are four or more size categories smaller than the Mammoth. This is treated as a single melee attack, at his highest base attack bonus, dealing melee weapon damage + 1/2 Str. Affected creatures can make Reflex saves to take half damage (DC 10 + the Mammoth's HD).
> SWALLOW WHOLE (Ex): A Mammoth can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 from his digestive juices if inside a Gargantuan Mammoth, or 2d8+12 and 2d8+6 if inside a Colossal one. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the Mammoth's digestive tract (AC 10 + the Mammoth's natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan Mammoth's gullet can hold 2 Medium, 4 Small, 16 Tiny, 64 Diminutive, or 256 Fine or smaller opponents. A Colossal Mammoth can hold 2 Large creatures and twice as many of the lower size categories. A Mammoth that reverts to normal size with opponents still in its gullet shrinks them accordingly; they return to normal size only after they exit. The Mammoth can also choose to spit out all swallowed creatures as he reverts, though this may nauseate him for 2d4 rounds (Fort save vs. DC 25).
"Shawty the Dwarf Mammoth" Starting Package
Weapons: Greataxe (1d12, crit x3, 12lb., two-handed, slashing), Heavy Mace (1d8, crit x2, 8 lb., one-handed, bludgeoning), Slingshot (1d4, crit ×2, range 50 ft., 0 lb., bludgeoning), Studded Leather armor.
Skill Selection: Pick a number of skills equal to 2 + Int modifier.
Feat: Power Attack.
Gear: Standard Adventurer's Kit, Pouch with 10 sling bullets.
Gold: 6d4 x 10.
Playing a Mammoth
Religion: Lawful Mammoths are the most drawn toward religion, as it goes with their sense of duty to fighting large bad things. Chaotic Mammoths are more drawn towards the concept of freedom and autonomy, and often pick a Traveler god.
Other Classes: Mammoths may stand out (a few times a day), but those moments make quite an impression on the company they keep. Meek, fragile characters like wizards and rogues tend to either give them a wide berth, or stay close to them at all times. Support characters like clerics have mixed feelings, as they keep them busy by soaking up damage but at least keep the other characters out of harm's way. Fighters might appreciate having a fellow tank, but each one of them harbors a secret case of Size Envy.
Advancement: Mammoths are by no means a one-class character (though class loyalty certainly has its perks). The best option would be to be a Monk, whose Flurry of Blows does splendidly well with a good Swell. Likewise, Fighters or Rangers and other fighting classes take to Mammoth-hood.
Mammoths in the World
Daily Life: Wake up. Eat breakfast. Go someplace job-ish where things need moving, scaring or hitting (just being there is enough to keep some people's hands in their pockets). Eat brunch. Eat lunch. Hit thing. Keep hitting thing. Eat dinner. Eat supper. Spend the evening some place outdoorsy. Drink like a fish. Sleep like a log.
Notables: Yamatha Zophat, who taunted his enemies' ancestors in battle.
Organizations: The most notable troupe of Mammoths is the caravan of Adventurers called "The Boot Squad." Consider them the A-Team of fighting giant monsters.
NPC Reactions: "Aaaah!"
Characters with ranks in <Knowledge (local)> [] can research Mammoths to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Mammoths in the Game
Mammoths have one of a few reasons to fit where they are in a campaign. At their simplest, they are just guards and bodyguards for smaller people who are a big deal. But when they are more than just a pawn, they have a more particular reason to be there. Evil Mammoths may be cruel, relishing their power to crush others underfoot and belittle the people below them; others just like having the power to take the cookies from the top of the fridge of life. Good Mammoths, though, use this power for a more noble thing, like honor or glory, crusading for what they care about or defending what they love. Lawful Mammoths are often an incorporated part of the community, elected to defend the people or enlisted in the battlefield or marching down their streets. Chaotic Mammoths have more of a personal motive: perhaps freedom from the danger and taunts of bigger and tougher creatures, and perhaps to stand out in a crowd of adventurers. Some such Mammoths are wanderers who choose their class to stand alone.
Adaptation: At a DM's discretion, Mammoths can be re-tooled a bit to play down their strengths. Its Base Attack Score can be brought down to 1.5 (as a rogue), Martial Weapons or Medium Armor can be revoked, Resistance can be switched out for something weaker, and Tameless Traits can be.
Sample Encounter: Mammoths are fun to fight. When you start fighting a monster, a PC who's read the books knows what the creature can do. Mammoths are big fighting things with all the versatility of people. A single one can take on a whole room. Try one out sometime. You know? Pick someone small and scrappy like a gnome who you'd never expect to get bigger. Or, as I've just thought of, have one paint himself as a massive statue whose job it is not to move.. until now.