Mad Dog is a class in Pathfinder: Kingmaker.
"Though named for the wild savages who fight alongside rabid Dogs, mad Dogs employ all manner of beasts as their battle brethren"
Mad Dog Tips & Builds
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: d12
Skill Ranks Per Level: 4 + Int modifier.
Mad Dog Abilities
Base Attack Bonus
|Level 1||+1||+2||0||0||Animal Companion, Fast Movement, Barbarian Proficiencies,|
|Level 2||+2||+3||0||0||Pack Tactics|
|Level 3||+3||+3||+1||+1||Danger Sense|
|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|
|Level 8||+8/+3||+6||+2||+2||Rage power|
|Level 9||+9/+4||+6||+3||+3||Danger Sense|
|Level 10||+10/+5||+7||+3||+3||Damage reduction|
|Level 11||+11/+6/+1||+7||+3||+3||Greater rage|
|Level 12||+12/+7/+2||+8||+4||+4||Rage power, Danger Sense|
|Level 13||+13/+8/+3||+8||+4||+4||Damage reduction|
|Level 14||+14/+9/+4||+9||+4||+4||Throat Cutter|
|Level 15||+15/+10/+5||+9||+5||+5||Danger Sense|
|Level 16||+16/+11/+6/+1||+10||+5||+5||Damage reduction, rage power|
|Level 17||+17/+12/+7/+2||+10||+5||+5||Tireless rage|
|Level 18||+18/+13/+8/+3||+11||+6||+6||Danger Sense|
|Level 19||+19/+14/+9/+4||+11||+6||+6||Damage reduction|
|Level 20||+20/+15/+10/+5||+12||+6||+6||Mighty rage, rage power|
Fast Movement (Ex)
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.
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.
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).
At 5th level, a mad dog's war beast gains Improved Trip as a bonus feat.
Improved Trip: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more that one size category larger than you.
If your attack exceeds the target's CMD, 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.
In addition, you receive a +2 bonus checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
At 14th level, whenever her war beast succeeds at a bull rush, overrun, or trip combat maneuver against an opponent threatened by the mad dog, a mad dog can take an attack of oppurtunity against that opponent.
At 3rd level, a barbarian gains +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level)
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.
Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers.
|Animal Fury||While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian’s full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian’s Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.|
|Beast Totem||While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.|
|Increased Damage Reduction||The barbarian’s damage reduction increases by 2/—. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level to select this rage power.|
|Inspire Ferocity||While in the reckless stance, the barbarian imparts the stance’s bonus and penalty to all willing allies within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power.|
|Internal Fortitude||The barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level to select this rage power.|
|Reckless Stance||The barbarian can attack with abandon at the expense of her defense. She gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This is a stance rage power.|
|Regenerative Stance||The barbarian can continually replenish her health. At the start of her turn, she regains 1 temporary hit point for every 4 levels she has (up to 5 hit points per round), but this cannot give her more than her maximum temporary hit points from rage. This is a stance rage power. A barbarian must have Renewed Vigor rage power and be at least 4th level to select this rage power.|
|Renewed Vigor||As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.|
|Swift Foot||The barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select this rage power up to three times; its effects stack.|
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds.
Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Greater Rage (Ex)
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.
Tireless Rage (Ex)
Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
Mighty Rage (Ex)
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.
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.
Mad Dog Tips & Builds