Savage Marauder (Lupurn, Slayer Archetype)

Ferocious and grizzled, the savage marauder is first and foremost a killer. However, unlike other slayers, the savage marauder focuses on his ancient wolf ancestry, developing his more savage and feral nature to enhance his hunting and tracking abilities.

Class Features
The savage marauder has the following class features.

Feral Aspect (Ex)

At 1st level, a savage marauder’s eyes become wild looking. His fur becomes grizzled, he gains darkvision out to 60 feet, and his bite damage increases by one damage die (1d4 to 1d6, 1d6 to 1d8, etc.).

Slayer Talents

A savage marauder can select from the following new slayer talents. These are restricted to the Savage marauder lupurn racial archetype.

Bloodrage (Ex): When the savage marauder takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. He cannot end this rage voluntarily.

Canine Passivism (Ex): All canines (including dire versions) do not willingly attack the savage marauder, though they can be forced to do so by magic. If the savage marauder attacks a canine, its protection against that creature ends.

Feral Grab (Ex): When a savage marauder makes a successful bite attack, he can grab a foe of up to one size category larger than himself (typically Large size). He gains a +8 racial bonus on grapple attempts rather than the normal +4 racial bonus afforded by the grab ability.

Ferocious Bite (Ex): The savage marauder’s bite attack damage is multiplied by 3 on a critical hit. The savage marauder must be at least 4th level to select this talent.

Savage Bite (Ex): Whenever a savage marauder deals a prone opponent at least 10 points of damage with his bite attack, he can savage the opponent as a swift action. The victim becomes disfigured unless it succeeds at a Fortitude save (DC = 10 + 1/2 the savage marauder’s level + the savage marauder’s Wisdom modifier). The effects of this disfigurement are identical to those of a bestow curse spell (caster level equal to the savage marauder’s level). The savage marauder must be at least 8th level to select this talent.

Savage Scent (Ex)

At 2nd level, a savage marauder’s scent ability increases to 60 feet. This range increases to 120 feet if the opponents are upwind; and decreases to 30 feet if downwind. By making a successful DC 15 Wisdom check the savage marauder can determine whether a humanoid, magical beast, or outsider is present among the opponents. This ability replaces the slayer talent gained at 2nd level.

Opportunistic Bite (Ex)

At 5th level, whenever a savage marauder makes a successful bite attack against a studied target it's flanking or that is denied its Dexterity bonus to AC, he deals 1 additional point of damage, plus one additional point of damage every four level beyond 5th. This ability replaces 2nd studied target.

Pack Tactics (Ex)

At 7th level, as a free action on his turn, a savage marauder can designate an adjacent square; his attacks are treated as coming from that square for the purposes of determining whether or not he is flanking (this applies even if that square is occupied by an object or creature). This ends at the start of the savage marauder’s next turn or if he moves. If the savage marauder is flanking a creature without using this ability, he may add his Wisdom bonus to his attack roll rather than the normal +2 flanking bonus. A savage marauder can use this ability a number of times per day equal to 3 + his Wisdom modifier. This ability replaces stalker.

Fearless (Ex)

At 10th level, a savage marauder gains immunity to the shaken and frightened conditions. This ability replaces the slayer talent gained at 10th level.

Tenacious Ferocity (Ex)

At 13th level, once per day when a savage marauder is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. At 17th level, he can use this ability twice per day. This ability replaces slayer’s advance.

Table: Savage Marauder

Attack Bonus
Fort SaveRef SaveWill SaveSpecial
1st+1+2+2+01st studied target, feral aspect, track
2nd+2+3+3+0Savage scent
3rd+3+3+3+1Sneak attack +1d6
4th+4+4+4+1Slayer talent
5th+5+4+4+1Opportunistic bite
6th+6/+1+5+5+2Slayer talent, sneak attack +2d6
7th+7/+2+5+5+2Pack tactics
8th+8/+3+6+6+2Slayer talent 
9th+9/+4+6+6+3Sneak attack +3d6
10th+10/+5+7+7+32nd studied target, fearless
11th+11/+6/+1+7+7+3Swift tracker
12th+12/+7/+2+8+8+4Advanced talents, slayer talent, sneak attack +4d6
13th+13/+8/+3+8+8+4Tenacious ferocity 1/day
14th+14/+9/+4+9+9+4Quarry, slayer talent
15th+15/+10/+5+9+9+53rd studied target, sneak attack +5d6
16th+16/+11/+6/+1+10+10+5Slayer talent
17th+17/+12/+7/+2+10+10+5Tenacious ferocity 2/day
18th+18/+3/+8/+3+11+11+6Slayer talent, sneak attack +6d6
19th+19/+14/+9/+4+11+11+6Improved quarry
20th+20/+15/+10/+5+12+12+64th studied target, master slayer, slayer talent