TSED
2009-06-04, 02:28 AM
The Savage
http://www.waynereynolds.com/Fantasythumbnails/TalesOfTheRazorCoast.jpg
A monster far more feral than civilized. Out in the wilds, these creatures embrace the animal within and become twisted vestiges of the rigours of such a life. They often show traits that few - if any - of their kin exhibit, and woe unto he who underestimates their ferocity. Though their strikes are unrefined, they wage combat as well any disciplined and instructed man. They are the Savage, and mankind cannot fathom their mindset.
Crunchy bits
These are a class for monstrous critters for DMs to use, or for making a melee brute out of an unusual race. They were balanced with kobolds in mind, so for more powerful races (ie: illithids, catfolk, etc.) you may feel the need to adjust the power (first thing I'd recommend is drop the BAB to 3/4).
They additionally fill the niche of "claws and ToB" as I don't think I've ever seen a class do that before.
Also, I've had this for days but it is IMPOSSIBLE to find a good picture for it. My google-fu has failed me.
Class Information
Alignment: Any non-lawful
Special: Must have at least one natural attack
Hit Dice: D8
Base Attack Bonus:Full BAB
Skill Points: 4 skills / level
Class Skills: Balance, climb, escape artist, hide, intimidation, jump, listen, move silently, spot, survival, swim, tumble.
Proficiencies: Automatically proficient with any natural attacks and light armour. For a savage, hide armour is considered light armour (and additionally does not decrease movement speed while in it).
Saving Throws: Fort good, ref good, will bad
Disciplines: Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw
Recovery Method: You may recover an expended maneuver as a full round action that provokes attacks of opportunity. The renewed maneuver is chosen at random, and if you take damage while performing this action you must make a will save (DC 5 + damage dealt) or be unable to renew the maneuver.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known
1st|
+1|
+2|
+2|
+0|Improved Grab, Illiteracy|
2|
2|1
2nd|
+2|
+3|
+3|
+0|Improved Initiative, Power Attack|
3|
2|1
3rd|
+3|
+3|
+3|
+1|Natural Weapon Focus|
4|
2|1
4th|
+4|
+4|
+4|
+1|Uncanny Dodge|
4|
3|2
5th|
+5|
+4|
+4|
+1|Savage Strike|
5|
3|2
6th|
+6/+1|
+5|
+5|
+2|Unusual Specimen|
5|
3|2
7th|
+7/+2|
+5|
+5|
+2|Scent|
6|
3|2
8th|
+8/+3|
+6|
+6|
+2|Multiattack, Victorious Blow|
6|
3|2
9th|
+9/+4|
+6|
+6|
+3|Unusual Specimen|
7|
3|2
10th|
+10/+5|
+7|
+7|
+3|Clawhammer|
7|
4|3
11th|
+11/+6/+1|
+7|
+7|
+3|Ravager, Feral Swiftness|
8|
4|3
12th|
+12/+7/+2|
+8|
+8|
+4|Unusual Specimen, Improved Multiattack|
8|
4|3
13th|
+13/+8/+3|
+8|
+8|
+4|Rending Claws|
9|
4|3
14th|
+14/+9/+4|
+9|
+9|
+4|Pounce|
9|
4|3
15th|
+15/+10/+5|
+9|
+9|
+5|Unusual Specimen|
10|
5|3
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Scar Armour|
10|
5|4
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Wild One|
11|
5|4
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Unusual Specimen|
11|
5|4
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Shimmerhide|
12|
5|4
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Cleaving Charge, Bonus Unusual Specimen Trait|
12|
6|4[/table]
Class Features
Improved Grab (Ex):
At first level, you gain the special ability to pull a creature into a grapple after hitting them with a natural attack. You may only use this ability on creatures up your size category. At 5th level, you may use it on creatures a size category larger. At 10th level, you may use it on creatures two size categories larger. At 15th level, you can use it on creatures three size categories larger. At 20th level, there is no limit on the size category of the target.
Illiteracy (Ex):
Like barbarians, savages are illiterate.
Improved Initiative (Ex):
You live in a world where action rules, and have adapted to act first. You gain Improved Initiative as a bonus feat at second level.
Power Attack (Ex):
Also at second level, you gain Power Attack as a bonus feat, even if you don't meet the prerequisites. If you already have Power Attack, you may select another feat from the Fighter's Bonus Feat list that you already meet the prerequisites for. Naturally, you may imbue any natural attack with this feat.
Natural Weapon Focus (Ex):
Come third level, you are considered to have the feat Weapon Focus for any natural attack you use. At sixth level, you are considered to have Weapon Specialization for any natural attack you use. At 10th level, you are considered to have Greater Weapon Focus for any natural attack you use, and at 14th level you are considered to have Greater Weapon Specialization for any natural attacks you use.
Uncanny Dodge (Ex):
You gain Uncanny Dodge as the rogue class ability at fourth level.
Savage Strike (Ex):
Your attacks strike with such tenacity that they overcome magical fortitude. Any natural attack used by you is considered magic for the purposes of damage reduction.
Unusual Specimen (Ex):
At sixth level, and once every 3 levels afterwords, you gain a Specimen ability (as denoted below).
Scent (Ex):
At seventh level, you gain the Scent ability if you didn't already have it.
Multiattack (Ex):
At eighth level, you gain the feat Multiattack as a bonus feat, even if you don't meet the prerequisites. You may not use this ability in the same round as one you have used a manufactured weapon to attack with.
Victorious Blow (Ex):
At eighth level, whenever you drop an opponent below 0 hit points, a wave of elation and victory surrounds you. You may choose one expended maneuver and recover it as a free action.
Clawhammer (Ex):
Come tenth level, any time you use a natural attack with power attack, you gain a damage return of 2 points for every point of Base Attack Bonus lost.
Ravager (Ex):
Your terrifying ferocity makes it foolish to remain close to you. Upon reaching 11th level, you gain an untyped +4 bonus to all grapple checks, and an additional +2 size bonus for every size category you are BELOW large.
Feral Swiftness (Ex):
Your terrifying ferocity lets you see far more openings in combat than a regular person. At 11th level, you may make one extra attack at your highest base attack bonus whenever you use a full attack, charge, or standard action to attack something with a natural weapon, but every attack made is at a -2 penalty. This ability does not stack with haste. Once you get Pounce, this ability does not work with it - you cannot make the extra attack on a Pounce. On a full attack with at most a 5' step movement, you can still use this. If you decide you would rather use this than pounce once you have it, you may.
Improved Multiattack (Ex):
At 12th level, you gain Improved Multiattack as a bonus feat, even if you don't meet the prerequisites.
Rending Claws (Ex):
Your natural weapons are so vicious that they can rend the strongest of metals in twain. At 13th level, your natural attacks are considered adamantine for the purpose of overcoming damage reduction and ignore the first 10 points of hardness when striking objects.
Pounce (Ex):
Your natural, lithe movements lead to an unparalleled fury on the battlefield. At 14th level, you can make full attacks on a charge. You may not make the bonus attack from Feral Swiftness on a charge, however.
Scar Armour (Ex):
Your hide is, beyond a doubt, one of the toughest that ever was. At sixteenth level, the criss-crossing scars and calluses grant you a bonus to any natural armour you have equal to your constitution modifier.
Wild One (Ex):
At seventeenth level, you are so indoctrinated to the ravages of the world that you cease to even notice. You gain a +8 racial bonus to any fortitude save caused by weather.
Shimmerhide (Su):
At nineteenth level, your stubbornness and strength of soul has begun to overpower the magic attempting to affect it. You gain spell resistance equal to your Savage level + your wisdom modifier. If you already have spell resistance, use the higher of the two.
Cleaving Charge (Ex):
At twentieth level, a Savage acquires the dread Cleaving Charge. If you drop an opponent on a charge attack, and have at least 10 feet of movement remaining, you can immediately make a new charge attack against a second foe. If you drop that foe and still have movement remaining, you can charge a third, and so on until you either fail to drop a foe, or run out of movement. All the other standard rules for a charge attack still apply, including the fact that you must have at least 10 feet of distance to make the charge.
Bonus Unusual Specimen Trait (Ex):
At twentieth level, you may choose an additional Unusual Specimen trait not subject to the standard one per three levels clause, and in addition may ignore any prerequisites it asks for.
Unusual Specimen Abilities
Abnormally Large
Your claws, teeth, tentacles, stinger, or any other harm-inflicting apparatus are larger than normal. Every time you take this ability, one natural attack of your choice is increased in damage dice by one category and you gain a cumulative +2 bonus to intimidate, but receive a -2 penalty to any dexterity related actions involved with it. You can increase the size of an attack more than once with this ability. If you have more than one of the same attack, you can choose to increase just one's size or both of them.
Lunge
With a vicious cry, you lean heavily into your strike, giving it a further range. Choose one natural weapon. It now has an additional 5' reach from what it had before. This ability can be chosen more than once, but each time it must apply to a new natural attack.
Stonetwister
Your fingers, talons, or claws can worm their way into the tiniest of cracks, and your strong muscles can support it. If you don't have a climb speed, you gain one of 10' and a +8 racial bonus to climb checks. If you already had a climb speed, it increases by 10'. This ability can be taken more than once.
Venom Glands
Prerequisite: BAB +12
Your strange body has begun growing things other members of your species cannot. Choose one natural attack. It now has an on-injury poison that you can coat it with as a free action, usable a number of times / day equal to your constitution modifier. The poison does 1d4 constitution initial and 1d6 constitution secondary, with a fortitude DC equal to 10 + Savage levels + constitution modifier. Every time you take this ability you gain another equal amount of uses per day.
Festering
Prerequisite: constitution 15+
You live in squalor, filth, and refuse. Though you do not take heed of the disease swarming about you, your enemies surely will. Your natural attacks now inflict a mild disease, selected randomly when taking this ability. The disease must be capable of infecting on injury, and the natural attack must deal damage in order to infect the target. Additionally, you gain a +4 bonus to fortitude saves made to resist disease. You are immune to the disease that you can infect others with.
Toxicity
Prerequisite: A natural poison
Your body's venom is much nastier than the norm. Every time you take this ability, a natural poison of your choice has its DC increased by +2. You can take this ability more than once.
Rake
Prequisite: At least 2 different natural attacks (2 claw, etc. attacks count)
You rip apart your foe with terrifying ease. You deal an additional 1d6 + strength modifier damage if two different natural weapons hit the target. At level 11, the damage is upgraded to 2d6 + 1.5*strength modifier damage. This extra damage does not get applied twice if you hit them with 3 or more different natural weapons, and creatures immune to critical hits are likewise immune to this.
Toughened Hide
Prerequisite: Constitution 13+
Your skin has been ravaged by the wind and blistered by sword and sun. The solidness of your being lets you shrug off blows with ease. Gain Damage Reduction 1/-. This ability can be taken more than once, and its effects stack.
Recovery
Prerequisite: BAB +12, constitution 17+
You are so tough that your wounds close even as you watch. Gain fast healing 1, or increase existing fast healing by 1. This ability can be taken more than once.
Regeneration
Prerequisite: Recovery, BAB 18+
You heal from the most greivous wounds without a worry. You gain regeneration 3, and choose two different damage types that can bypass it. You may not be immune or resistant to those damage types naturally (for example, a red dragon could not choose fire).
Fleet of Claw
Prerequisite: Dexterity 15+
You are unusually swift for your species. Choose a movement rate, and increase it by 10'. You may take this ability more than once, and its effects stack.
Wildlife
Prerequisite: Intelligence 5+
You sacrifice your reasoning to increase your capability. Take a permanent -2 reduction to your intelligence that cannot be restored by any means, and gain a +2 untyped bonus to another stat of your choice.
Clawgrinder
Prerequisite: BAB +15, wisdom 13+
With just the subtlest twists, you slip past the opponent's defenses. You may declare any attacks in a round a touch attack as a free action, and you may do this a number of times a day equal to your wisdom modifier. If your wisdom drops to 11 or below and you still had uses left, they are gone unless your wisdom is restored.
Bonus Feat
You are very experienced for your kind. You may choose an extra feat you meet the prerequisites for and gain it as a bonus feat. You can take this ability more than once.
Tentacle Growth
Two fleshy pseudopods grow from your body. They each deal either 1d6 damage or an amount of damage equal to tentacles you already have, and have 10' range (adjust damage dice size and reach if you are not medium sized). They can be severed (they have AC equal to yours + 2 size bonus - any armour / shield bonus, and hit points equal to your Savage level + constitution mod). If they are severed they grow back in [2d8 - constitution modifier] days. If your result was negative or zero, they grow back in an hour. You can take this ability more than once. Any tentacles you grow cannot be augmented with beneficial magical equipment.
http://www.waynereynolds.com/Fantasythumbnails/TalesOfTheRazorCoast.jpg
A monster far more feral than civilized. Out in the wilds, these creatures embrace the animal within and become twisted vestiges of the rigours of such a life. They often show traits that few - if any - of their kin exhibit, and woe unto he who underestimates their ferocity. Though their strikes are unrefined, they wage combat as well any disciplined and instructed man. They are the Savage, and mankind cannot fathom their mindset.
Crunchy bits
These are a class for monstrous critters for DMs to use, or for making a melee brute out of an unusual race. They were balanced with kobolds in mind, so for more powerful races (ie: illithids, catfolk, etc.) you may feel the need to adjust the power (first thing I'd recommend is drop the BAB to 3/4).
They additionally fill the niche of "claws and ToB" as I don't think I've ever seen a class do that before.
Also, I've had this for days but it is IMPOSSIBLE to find a good picture for it. My google-fu has failed me.
Class Information
Alignment: Any non-lawful
Special: Must have at least one natural attack
Hit Dice: D8
Base Attack Bonus:Full BAB
Skill Points: 4 skills / level
Class Skills: Balance, climb, escape artist, hide, intimidation, jump, listen, move silently, spot, survival, swim, tumble.
Proficiencies: Automatically proficient with any natural attacks and light armour. For a savage, hide armour is considered light armour (and additionally does not decrease movement speed while in it).
Saving Throws: Fort good, ref good, will bad
Disciplines: Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw
Recovery Method: You may recover an expended maneuver as a full round action that provokes attacks of opportunity. The renewed maneuver is chosen at random, and if you take damage while performing this action you must make a will save (DC 5 + damage dealt) or be unable to renew the maneuver.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known
1st|
+1|
+2|
+2|
+0|Improved Grab, Illiteracy|
2|
2|1
2nd|
+2|
+3|
+3|
+0|Improved Initiative, Power Attack|
3|
2|1
3rd|
+3|
+3|
+3|
+1|Natural Weapon Focus|
4|
2|1
4th|
+4|
+4|
+4|
+1|Uncanny Dodge|
4|
3|2
5th|
+5|
+4|
+4|
+1|Savage Strike|
5|
3|2
6th|
+6/+1|
+5|
+5|
+2|Unusual Specimen|
5|
3|2
7th|
+7/+2|
+5|
+5|
+2|Scent|
6|
3|2
8th|
+8/+3|
+6|
+6|
+2|Multiattack, Victorious Blow|
6|
3|2
9th|
+9/+4|
+6|
+6|
+3|Unusual Specimen|
7|
3|2
10th|
+10/+5|
+7|
+7|
+3|Clawhammer|
7|
4|3
11th|
+11/+6/+1|
+7|
+7|
+3|Ravager, Feral Swiftness|
8|
4|3
12th|
+12/+7/+2|
+8|
+8|
+4|Unusual Specimen, Improved Multiattack|
8|
4|3
13th|
+13/+8/+3|
+8|
+8|
+4|Rending Claws|
9|
4|3
14th|
+14/+9/+4|
+9|
+9|
+4|Pounce|
9|
4|3
15th|
+15/+10/+5|
+9|
+9|
+5|Unusual Specimen|
10|
5|3
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Scar Armour|
10|
5|4
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Wild One|
11|
5|4
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Unusual Specimen|
11|
5|4
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Shimmerhide|
12|
5|4
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Cleaving Charge, Bonus Unusual Specimen Trait|
12|
6|4[/table]
Class Features
Improved Grab (Ex):
At first level, you gain the special ability to pull a creature into a grapple after hitting them with a natural attack. You may only use this ability on creatures up your size category. At 5th level, you may use it on creatures a size category larger. At 10th level, you may use it on creatures two size categories larger. At 15th level, you can use it on creatures three size categories larger. At 20th level, there is no limit on the size category of the target.
Illiteracy (Ex):
Like barbarians, savages are illiterate.
Improved Initiative (Ex):
You live in a world where action rules, and have adapted to act first. You gain Improved Initiative as a bonus feat at second level.
Power Attack (Ex):
Also at second level, you gain Power Attack as a bonus feat, even if you don't meet the prerequisites. If you already have Power Attack, you may select another feat from the Fighter's Bonus Feat list that you already meet the prerequisites for. Naturally, you may imbue any natural attack with this feat.
Natural Weapon Focus (Ex):
Come third level, you are considered to have the feat Weapon Focus for any natural attack you use. At sixth level, you are considered to have Weapon Specialization for any natural attack you use. At 10th level, you are considered to have Greater Weapon Focus for any natural attack you use, and at 14th level you are considered to have Greater Weapon Specialization for any natural attacks you use.
Uncanny Dodge (Ex):
You gain Uncanny Dodge as the rogue class ability at fourth level.
Savage Strike (Ex):
Your attacks strike with such tenacity that they overcome magical fortitude. Any natural attack used by you is considered magic for the purposes of damage reduction.
Unusual Specimen (Ex):
At sixth level, and once every 3 levels afterwords, you gain a Specimen ability (as denoted below).
Scent (Ex):
At seventh level, you gain the Scent ability if you didn't already have it.
Multiattack (Ex):
At eighth level, you gain the feat Multiattack as a bonus feat, even if you don't meet the prerequisites. You may not use this ability in the same round as one you have used a manufactured weapon to attack with.
Victorious Blow (Ex):
At eighth level, whenever you drop an opponent below 0 hit points, a wave of elation and victory surrounds you. You may choose one expended maneuver and recover it as a free action.
Clawhammer (Ex):
Come tenth level, any time you use a natural attack with power attack, you gain a damage return of 2 points for every point of Base Attack Bonus lost.
Ravager (Ex):
Your terrifying ferocity makes it foolish to remain close to you. Upon reaching 11th level, you gain an untyped +4 bonus to all grapple checks, and an additional +2 size bonus for every size category you are BELOW large.
Feral Swiftness (Ex):
Your terrifying ferocity lets you see far more openings in combat than a regular person. At 11th level, you may make one extra attack at your highest base attack bonus whenever you use a full attack, charge, or standard action to attack something with a natural weapon, but every attack made is at a -2 penalty. This ability does not stack with haste. Once you get Pounce, this ability does not work with it - you cannot make the extra attack on a Pounce. On a full attack with at most a 5' step movement, you can still use this. If you decide you would rather use this than pounce once you have it, you may.
Improved Multiattack (Ex):
At 12th level, you gain Improved Multiattack as a bonus feat, even if you don't meet the prerequisites.
Rending Claws (Ex):
Your natural weapons are so vicious that they can rend the strongest of metals in twain. At 13th level, your natural attacks are considered adamantine for the purpose of overcoming damage reduction and ignore the first 10 points of hardness when striking objects.
Pounce (Ex):
Your natural, lithe movements lead to an unparalleled fury on the battlefield. At 14th level, you can make full attacks on a charge. You may not make the bonus attack from Feral Swiftness on a charge, however.
Scar Armour (Ex):
Your hide is, beyond a doubt, one of the toughest that ever was. At sixteenth level, the criss-crossing scars and calluses grant you a bonus to any natural armour you have equal to your constitution modifier.
Wild One (Ex):
At seventeenth level, you are so indoctrinated to the ravages of the world that you cease to even notice. You gain a +8 racial bonus to any fortitude save caused by weather.
Shimmerhide (Su):
At nineteenth level, your stubbornness and strength of soul has begun to overpower the magic attempting to affect it. You gain spell resistance equal to your Savage level + your wisdom modifier. If you already have spell resistance, use the higher of the two.
Cleaving Charge (Ex):
At twentieth level, a Savage acquires the dread Cleaving Charge. If you drop an opponent on a charge attack, and have at least 10 feet of movement remaining, you can immediately make a new charge attack against a second foe. If you drop that foe and still have movement remaining, you can charge a third, and so on until you either fail to drop a foe, or run out of movement. All the other standard rules for a charge attack still apply, including the fact that you must have at least 10 feet of distance to make the charge.
Bonus Unusual Specimen Trait (Ex):
At twentieth level, you may choose an additional Unusual Specimen trait not subject to the standard one per three levels clause, and in addition may ignore any prerequisites it asks for.
Unusual Specimen Abilities
Abnormally Large
Your claws, teeth, tentacles, stinger, or any other harm-inflicting apparatus are larger than normal. Every time you take this ability, one natural attack of your choice is increased in damage dice by one category and you gain a cumulative +2 bonus to intimidate, but receive a -2 penalty to any dexterity related actions involved with it. You can increase the size of an attack more than once with this ability. If you have more than one of the same attack, you can choose to increase just one's size or both of them.
Lunge
With a vicious cry, you lean heavily into your strike, giving it a further range. Choose one natural weapon. It now has an additional 5' reach from what it had before. This ability can be chosen more than once, but each time it must apply to a new natural attack.
Stonetwister
Your fingers, talons, or claws can worm their way into the tiniest of cracks, and your strong muscles can support it. If you don't have a climb speed, you gain one of 10' and a +8 racial bonus to climb checks. If you already had a climb speed, it increases by 10'. This ability can be taken more than once.
Venom Glands
Prerequisite: BAB +12
Your strange body has begun growing things other members of your species cannot. Choose one natural attack. It now has an on-injury poison that you can coat it with as a free action, usable a number of times / day equal to your constitution modifier. The poison does 1d4 constitution initial and 1d6 constitution secondary, with a fortitude DC equal to 10 + Savage levels + constitution modifier. Every time you take this ability you gain another equal amount of uses per day.
Festering
Prerequisite: constitution 15+
You live in squalor, filth, and refuse. Though you do not take heed of the disease swarming about you, your enemies surely will. Your natural attacks now inflict a mild disease, selected randomly when taking this ability. The disease must be capable of infecting on injury, and the natural attack must deal damage in order to infect the target. Additionally, you gain a +4 bonus to fortitude saves made to resist disease. You are immune to the disease that you can infect others with.
Toxicity
Prerequisite: A natural poison
Your body's venom is much nastier than the norm. Every time you take this ability, a natural poison of your choice has its DC increased by +2. You can take this ability more than once.
Rake
Prequisite: At least 2 different natural attacks (2 claw, etc. attacks count)
You rip apart your foe with terrifying ease. You deal an additional 1d6 + strength modifier damage if two different natural weapons hit the target. At level 11, the damage is upgraded to 2d6 + 1.5*strength modifier damage. This extra damage does not get applied twice if you hit them with 3 or more different natural weapons, and creatures immune to critical hits are likewise immune to this.
Toughened Hide
Prerequisite: Constitution 13+
Your skin has been ravaged by the wind and blistered by sword and sun. The solidness of your being lets you shrug off blows with ease. Gain Damage Reduction 1/-. This ability can be taken more than once, and its effects stack.
Recovery
Prerequisite: BAB +12, constitution 17+
You are so tough that your wounds close even as you watch. Gain fast healing 1, or increase existing fast healing by 1. This ability can be taken more than once.
Regeneration
Prerequisite: Recovery, BAB 18+
You heal from the most greivous wounds without a worry. You gain regeneration 3, and choose two different damage types that can bypass it. You may not be immune or resistant to those damage types naturally (for example, a red dragon could not choose fire).
Fleet of Claw
Prerequisite: Dexterity 15+
You are unusually swift for your species. Choose a movement rate, and increase it by 10'. You may take this ability more than once, and its effects stack.
Wildlife
Prerequisite: Intelligence 5+
You sacrifice your reasoning to increase your capability. Take a permanent -2 reduction to your intelligence that cannot be restored by any means, and gain a +2 untyped bonus to another stat of your choice.
Clawgrinder
Prerequisite: BAB +15, wisdom 13+
With just the subtlest twists, you slip past the opponent's defenses. You may declare any attacks in a round a touch attack as a free action, and you may do this a number of times a day equal to your wisdom modifier. If your wisdom drops to 11 or below and you still had uses left, they are gone unless your wisdom is restored.
Bonus Feat
You are very experienced for your kind. You may choose an extra feat you meet the prerequisites for and gain it as a bonus feat. You can take this ability more than once.
Tentacle Growth
Two fleshy pseudopods grow from your body. They each deal either 1d6 damage or an amount of damage equal to tentacles you already have, and have 10' range (adjust damage dice size and reach if you are not medium sized). They can be severed (they have AC equal to yours + 2 size bonus - any armour / shield bonus, and hit points equal to your Savage level + constitution mod). If they are severed they grow back in [2d8 - constitution modifier] days. If your result was negative or zero, they grow back in an hour. You can take this ability more than once. Any tentacles you grow cannot be augmented with beneficial magical equipment.