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Thread: Fighter Fix (Based on Wayfare's) [PEACH]

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Fighting Traditions
    When a fighter begins his day, he gains the abilities of a single tradition of his choice automatically. All of the abilities granted by these traditions are extraordinary unless stated otherwise. A fighter can switch between traditions with 5 minutes of meditation and weapon practice.
    Each Tradition has the following statistics:
    Class Bonus: These features are permanent enhancements that the Fighter gains upon learning the Style.
    Passive Effect: This power is only active when the Fighter is using the style.
    Level "X" Bonus: At levels 5, 10 and 15 the fighter learns a new power that he can use while this style is active.

    Standard Traditions
    Aligned Champion
    A style studied by a rare few devoted knights, this tradition demands a singular focus and strength of belief. Transforming the fighters belief into both weapon and armor, this fighting style is especially useful for fighting outsiders and elementals.

    Karmainians are the most likely to learn this style, because of their theocratic society. Fighters who adopt this style are often mistaken for paladins or crusaders, and many Aligned Champions serve as shieldmates to other exalted warriors.

    The Áedán Fáelán was a knight errant of the Karmainian army, who specialized in utilising the tradition of the Aligned Champion. While still a child, his older sister and parent were slaughtered by a devil he unknowningly entered a pact with. Ever since he had taught himself to combat fiends with training from paladin's of Dylian. Once he had attained mastery of the style he lead a single man siege on the infernal city of Hellmount and reclaimed it for North Karma.

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    • Class Bonus: The Fighter gains Knowledge (Religion) as a class skill.
    • Passive Bonus: When you activate this Style, choose one of your two Alignment components. Your attacks gain that alignment subtype.
    • 5th Level Bonus: You gain DR 5 that can only be bypassed by attacks of an opposed alignment to the one chosen when you assume this style. At 15th level and 20th level, this DR increases by 5.
    • 10th Level Bonus: You are surrounded by a Magic Circle against your opposed alignment. Caster level is equal to your Fighter level.
    • 15th Level Bonus: You may sacrifice all Strike dice to Banish an outsider of an opposed alignment. The Outsider must make a Will Save DC (10 + ½ level + Wisdom modifier) or be cast out of this plane and into its home plane. This is a Supernatural Ability.


    Arcane Knight
    This legendary hero combines raw arcane power with the combat skill only a master warrior can bring to bear. Wielding a weapon that hums with undiluted mystic energies, the Arcane Knight learns how to manipulate raw magic in simple, but impressive ways.

    This style of combat was first created by a troop of powerful warrior mages from the Sumran wastes known as the Firqá. The Firqá were so skilled and powerful during the War of Sands that the Dunesti train all their soldiers with these methods.

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    • Class Bonus: The Fighter gains Use Magic Device as a class skill.
    • Passive Effect: While this style is active, the fighter may convert all damage from Strike to Force damage.
    • 5th Level Bonus: As a move action, the Fighter can teleport across a small distance, to a location within your line of sight. This ability has a range equal to your base land speed – 10 ft. At 10th level the – 10 ft. penalty is removed. This is a Supernatural ability.
    • 10th Level Bonus: On a successful attack, you may sacrifice 2d6 Strike Damage to cast Dispel Magic on your opponent. Your caster level is equal to your Combat Mastery bonus plus Fighter level. This is a Supernatural ability. At 15th level, you can sacrifice 4d6 strike damage to cast Greater Dispel Magic in the same maner.
    • 15th Level Bonus: You gain SR 12 + Fighter level against hostile spells that you are aware of (you determine what spells are hostile when they are cast upon you). If a spell fails to overcome your SR, you gain a bonus to your next Attack and Damage roll equal to the level of the spell.


    Artful Duelist
    A form that demands incredible timing and precision, the Artful Duelist style emphasizes perfection in action. Artful Duelists do not possess the incredible speed of the Dervish, but act with such impeccable timing that their feats seem supernatural.

    This style is well represented in the Newesti culture. As warriors utilse this style to fight for pride and honour. These duels aren't regulated and often result in the combatant's getting injured or even killed.

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    • Class Bonus: The Fighter gains a +2 bonus on attack rolls to confirm a critical.
    • Passive Effect: When you hit an enemy, you gain a +1 insight bonus to AC against that enemy’s attacks for 1 round. If an enemy attacks and misses you, you gain a +1 insight bonus to attacks made against that enemy for 1 round.
      These bonuses increase by 1 at 5th level and every 5 levels thereafter.
    • 5th Level Bonus: When you are damaged, you may expend an attack of opportunity to roll damage as if you hit with an attack. You reduce the damage taken by the result of your roll.
    • 10th Level Bonus: As a free action, you may make an attack against an opponent that misses you with a melee attack. If used, it can't be used again for 1d4 rounds.
    • 15th Level Bonus: When you attain 15th level, select one of the physical ability scores (Str, Dex, and Con). When you land a critical hit, the target takes 2 points of ability damage to the selected score.


    Beast Master
    A style used by those named rangers, this Tradition focuses on mastering the wilds and training a powerful companion. With this style, a Fighter can lead a pack of wolves or a behemoth which slaughters your foes.

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    • Class Bonus: You can spend an hour with a friendly animal to make it a Beast Companion, though this requires a successful handle animal check DC (10 + Animal’s HD). This animal treats you as friendly, and will follow your instructions (though its understanding is still limited by intelligence). No matter how many times you use this ability, you can control only one CR worth of animal creatures per class level.
    • Passive Effect: While this Style is active, any time one of your Beast Companions would flank an enemy, the +2 bonus increases to +4. At 10th level this increases to +8.
    • 5th Level Bonus: All of your Beast Companions gain a +2 bonus to Strength and Dexterity. At 10th and 15th level, this bonus increases by +2.
    • 10th Level Bonus: All your Beast Companions intelligence increase to 5. This doesn’t remove their animal type, nor grant them additional skill points. At 15th level, your Beast Companions intelligence increases to 8.
    • 15th Level Bonus: All your Beast Companions gain Improved Evasion and Mettle.


    Colossus
    This legendary hero combines the force of a huge weapon with the combat skill only a master can bring to bear. Wielding a weapon that may be equal in length to his own height, the Colossus learns how to use his momentum to annihilate any foe.

    This style of combat is famously utilised by a tiefling named Brónach Blackheart, who wielded her large greatsword with a single hand and with immense finesse.

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    • Class Bonus: The penalty to attack rolls for using weapons of inappropriate size is reduced by one.
    • Passive Effect: The fighter may count as one size larger for the purpose of wielding weapons. If he can already do this, then he may count as another size larger for the purpose of wielding weapons. This stacks with similiar abilities.
    • 5th Level Bonus: While attacking with a weapon designed for creatures of a larger size category, your attacks deal an additional 1d6 points of precision damage per 5 levels.
    • 10th Level Bonus: When fighting defensively with a weapon designed for creatures of a larger size category, you gain cover.
    • 15th Level Bonus: When making a full-attack, you can sacrifice one or more of your additional attacks for a +3 bonus to attack and damage rolls per attack sacrificed.


    Deadly Sniper
    Mastering the bow in the same way a warrior masters the sword is a feat of heroic proportions – so much time and effort goes in to earning and retaining that skill that few fighters ever make the attempt.

    For those fighters that do make the attempt, the Deadly Sniper tradition grants unsurpassed power. A Deadly Sniper can make his arrows dance, piercing straight through enemies and leaving foes open to deadly follow-up attacks. At the highest levels of skill, a Deadly Sniper can darken the skies with a hail of razored steel.

    Ranx claim this tradition as their handiwork, but Shadki snipers are known to use the style to great effect while firing from above.

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    • Class Bonus: Add your Combat Mastery bonus to the damage of ranged attacks you make.
    • Passive Effect: While this style is active, the Critical Threat Range of ranged weapons increases by 1.
    • 5th Level Bonus: As a standard action, you can fire a projectile weapon that acts as a Line 30 effect. Opponents with the area of effect must make a Saving Throw DC (10 + ½ level + Dexterity modifier) or take the Weapon + Strike damage.
    • 10th Level Bonus: While this style is active, any time you damage an enemy with a ranged attack you may expend a move-action so that your next successful attack against that enemy inflicts maximum damage.
    • 15th Level Bonus: As a full action, make a single attack against a target within range with a ranged weapon. On a hit the opponent takes Weapon + Strike damage, and all enemies Within 20 feet must make a Reflex Save DC (10 + ½ level + Dexterity modifier) or take Strike damage.


    Dervish
    Striking with the speed and power of lightning, a fighter who adopts the Dervish style is a deadly threat at any range. Specializing in melee combat, the Dervish uses superior speed to deliver a deadly charge that ends with a flurry of lethal blows. Unmatched mobility allows the fighter to function easily as a scout, then switch suddenly to deadly vanguard at the first sign of trouble.

    Kobolds are known for their deadly Dervish guerrila squads, making use of natural speed and deadly weaponry to eliminate unwary foes. Ixen Aurenclaw was a Kobold hero who followed this Tradition extensively, raiding the Kourman fortresses with hit and run tactics. While Ixen was extraordinarily fast, it is said he was eventually defeated by an army of crystaline titans. The truth of the matter is that he is still running, with a group of perpetual contructs at his heel.

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    • Class Bonus: You gain a +4 competence bonus to Acrobatics when making a check to move through a threatened square without provoking an attack of opportunity.
    • Passive Effect: The Fighter gains a +5 ft. bonus to speed. This increases by 5 at 5th level and every 5 levels thereafter.
    • 5th Level Bonus: The Fighter gains the benefits of the Whirlwind Attack feat.
    • 10th Level Bonus: As a full round action, the fighter may move up to his speed and attack anyone within reach (once). Starting at level 15, the fighter may move up to twice his speed when executing this maneuver.
    • 15th Level Bonus: When making a full attack, the Fighter can make an additional attack at his highest attack bonus.


    Gritty Improvisationist
    In a fight you don't alway have the right weapon on hand. Thus some learn how to utilise their environment to survive. Many sarli learn this tradition as a form of self-defence.

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    • Class Bonus: The Fighter gains Proficiency with Improvised Weapons.
    • Passive Effect: Any Improvised Weapon you wield is counted as one size larger for the purposes of damage. At 10th level, this increases to two sizes larger.
    • 5th Level Bonus: The fighter may count as one size larger for the purpose of wielding weapons. If he can already do this, then he may count as two sizes larger for the purpose of wielding weapons.
    • 10th Level Bonus: Any improvised weapons you throw have a range increment of 30 ft. At 15th level, this increases to 50ft.
    • 15th level Bonus: When attacking with an improvised weapon, you can expend 4d6 of your strike dice so that your attack bypasses the damage reduction of the target.


    Iron Knight
    Sometimes, all that stands between victory and defeat is one man who refuses to back down. Fighters who emulate the Iron Knight seek to be that man, standing tall and strong in chaos of battle.

    The Iron Knight combines a nearly impenetrable defence with a canny offense, slipping between enemy ranks to deliver a deadly strike without abandoning a stalwart defence.

    The Aegis created these tactics and techniques during the Aliēnus War to combat the Kobolds skirmishing strategies. Utilising their immense defensive abilities, the Aegis were able to slaughter the kobolds like juggernauts.

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    • Class Bonus: Your threat range increases by 5 ft.
    • Passive Effect: Enemies treat all squares adjacent to the fighter as if they were difficult terrain. Allies within this area gain +2 AC and DR 2/-.
    • 5th Level Bonus: You gain the Mettle extraordinary ability.
    • 10th Level Bonus: When you damage an enemy, you may sacrifice 2d6 Strike damage to force your opponent to make a Fortitude Save DC (10 + ½ level + Strength Modifier) or be Staggered for 1d4 rounds.
    • 15th Level Bonus: Whenever you make an attack of oppertunity against an enemy, you gain a cover against them until your next turn.


    Jungle Runner
    A style of movement taught by warriors of the Moonshadow Jungles, this tradition requires deft feet and perfect balance. This style trains the Fighters who to move in the wild, along them to climb up cliffs and jump between the branches.

    Ranx are famous for utilsing this tradition. Allowing for their raid and hunting parties to cross huge streches of jungles with great speed, without ever touching the ground. Some have even attempted to apply the talents of this tradition to an urban setting.

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    • Class Bonus: The Fighter gains a +4 bonus on acrobatics checks.
    • Passive Bonus: The Fighter is constantly under the effects of the Branch to Branch spell.
    • 5th Level Bonus: The Fighter can run while brachiating.
    • 10th Level Bonus: The Fighter can brachiate even when not in a medium or dense forest, as long as it would be reasonable for him to do so (Such as climbing the stalactite covered ceiling of a cavern or parcour around the city).
    • 15th Level Bonus: The enchancement bonus to speed granted from Branch to Branch is increased to +30 ft.


    Masterful Captain
    A style many fighters aspire to learn, every culture has some variation of this tradition. Most fighters do not learn the secrets of tactical command until late in their careers, but some attempt to learn this style early, the better to unite their allies. Fighters who use this style create opportunities for their allies, forging a unit that is far stronger than the sum of its parts.

    Kressos Skurn was the father of the White Raven Discipline, but did not live to see his methodology codified into a martial discipline. The philosopher knight was instead a devout follower of this Tradition, and sought to create a knightly order on par with the legendary Army of Dylian. His treatises on the subject are required reading at most military academies, and some of his more philosophical ideas on small unit combat serve as the inspiration of White Raven manoeuvres.

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    • Class Bonus: The Fighter gains Negotiator as a bonus feat.
    • Passive Effect: While this Style is active, allies within 10 feet of you gain +1 to Attack, Critical Confirmation, and Damage rolls. This radius increases by 5 feet at 5th level and every 5 levels thereafter.
    • 5th Level Bonus: Allies within range of your passive effect apply your Combat Mastery bonus to combat manoeuvres they attempt.
    • 10th Level Bonus: Whenever you reduce an enemy to 0 hp or less, allies within range of your passive effect gain temporary hp equal to half your Fighter level.
    • 15th Level Bonus: Whenever an adjacent ally has to make a Saving throw, apply the highest saving throw of your allies within range of your passive effect to resist the effect.


    Rugged Survivor
    Not so much a tradition as a state of mind, the Rugged Survivor style emphasizes endurance and adaptability. Most fighters pick this style up some time in their careers, the better to resist the rigors of a soldier’s life.

    The Rugged Survivor style was extensively practiced by the Lacembra warriors of Moonshadow Archipelago, who fight with ferocity and an instinct to survive. This and their natural defences make them amazingly skilled at guerrilla warfare, being able to survive any counter-attack or attrition tactics.

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    • Class Bonus: Your Fighter hit-dice become d12s.
    • Passive Effect: While this Style is active, you gain DR x/-. Where x is equal to half your Fighter level (Minimum 1). If you already possess damage reduction, then it is instead increased by x.
    • 5th Level Bonus: You gain your choice of the Evasion, Mettle, and Uncanny Dodge extraordinary abilities. If you already possess all three, you gain the improved versions of one of them.
    • 10th Level Bonus: You don't die at -10 HP, instead you die at 0 minus fighter level and constitution modifier
    • 15th level Bonus: The x for your Damage Reduction is increased to your Fighter level. In addition you gain energy resistance 10 to acid, cold, electricity, and fire.


    Savage Slayer
    A mere step removed from animal brutality, this Tradition emphasizes ruthless attack and brutal displays of force. The goal of this style is to utterly destroy the enemy, to break their will and shatter hope. It is not a pretty style, but it certainly is effective.

    This tradition has its origins in the ancient past, as the favoured fighting style of the divine brothers Halstein and Vilmar. A powerful style against the Protogenoi, many gods decried the use of this art as savage and uncivilized. While Halstein eventually moved on to adopt a more knightly combat style, Vilmar revelled in the brutality and slaughter created by this style.

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    • Class Bonus: Once per round, you can use Intimidate to Demoralize an enemy as a Swift Action.
    • Passive Effect: While in this Style, use d8s for your Strike dice.
    • 5th Level Bonus: You become immune to Dazing, Stunning, and Fear effects while in this style.
    • 10th Level Bonus: You gain the Frightful Presence extraordinary ability. Your Frightful Presence activates whenever you reduce an enemy to 0 hp or lower. All enemies within 30 feet must make a Will Save (DC 10 + ½ level + Strength modifier) or be Shaken for 1d6 rounds.
    • 15th Level Bonus: You may sacrifice all Strike Dice to force an opponent hit by your attack to make a Fortitude Save (DC 10 + ½ level + Strength modifier) or be instantly reduced to 0 hp. An opponent who successfully saves against this attack is immune to this effect for 24 hours.


    Sly Trickster
    While not an honoured fighting tradition, this style is more widely practiced than most fighters are willing to admit to. Combining unmatched tactical versatility with the ability to capitalize upon both enemy and ally attacks, the Sly Trickster style is an asset to any fighter’s arsenal.

    Sarli are the priority users of this tradition, using it as an instinctual survival tactic.

    Valeflor was a Tiefling who aspired to knighthood, but was inclined towards deception and trickery. Eventually embracing her chaotic side, Valeflor eventually created a mercenary company that served as vanguard for some of the more…liberally minded knightly orders. No unit aided by Valeflor ever lost a fight, and to this day “Swords of the Vale” mercenary company is an ally to good knights with open minds.

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    • Class Bonus: The Fighter gains Bluff as a Class Skill.
    • Passive Bonus: While this style is active, enemies who take Strike damage from you are Flat-Footed for 1 round.
    • 5th Level Bonus: You can make an attack of opportunity against an enemy within your threat range when they are successfully damaged by an ally. You may only use this ability once per round, even if you can make multiple attacks of opportunity in a round.
    • 10th Level Bonus: You can sacrifice 1d6 Strike damage to force your opponent to make a Fortitude Save DC (10 + ½ level + Dexterity Modifier) or be Dazed for 1 round. You can instead sacrifice 2d6 Strike damage to Stun a foe or 3d6 Strike damage to Paralyze your enemy.
    • 15th Level Bonus: When an opponent within your threat range misses you with a attack, you can redirect that attack against any target within range of that attack. This attack uses the attackers attack roll to resolve this maneuver, but add your Combat Mastery as a bonus to the roll.
      You may use this ability once per round.


    Advanced Traditions
    Blackguard
    Prerequisite: Evil Subtype, or trained how to use this subtype from a Demon or Devil.
    Cost: While this Tradition is active, your alignment turns one step closer to evil.

    A tradition of evil power and strength, the style of the Blackguard was forged in the lower planes. The Infernal Legions of Abaddon are trained to specialize in this style, nearly at the exception of all others. Every now and then a devil or demon will grant the knowledge of this style to a mortal at the cost of their immortal soul.

    Note: Regardless of the number of times you change to the Blackguard Tradition, you can still only use the 10th level bonus once per day.

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    • Class Bonus: The Fighter gains Knowledge (Planes) as a Class Skill.
    • Passive Bonus: When you activate this Style, your attacks gain the evil alignment subtype, and the subtype for your alignment on the Chaotic/Lawful axis.
    • 5th Level Bonus: You gain DR 10 that can only be bypassed by good attacks. At 10th level and 15th level, this DR increases by 5.
    • 10th Level Bonus: The Fighter gains the Summon Spell-Like ability. Once per day the Fighter can automatically summon 2d10 evil outsiders with a CR of 2 or less, or 1d4 evil outsiders with a CR of 9 or less. This ability is the equivalent of a 6th-level spell. At 15th level, you also gain the ability to summon 1 evil outsider with a CR of 14 or less, though this increases the level level to 8.
    • 15th Level Bonus: You may sacrifice all Strike dice to direct fallen souls with his attack. If this attack successfully kills the target, they must make a Will Save DC (10 + ½ level + Charisma modifier) or be be sent to a lower plane of the Fighters choice as their afterlife.


    Dragon Disciple
    Prerequisite: Dragon Type, or Dragonblooded Subtype
    Cost: While this Tradition is active, you become vulnerable to an energy chosen when this style is first learnt. The energy must be one of the following: Acid, Cold, Electricity, or Fire.
    A style which emphasizes the nobility and fury of dragonkind, this tradition demands a noble bloodline. This tradition warps the Fighters soul and body, making them closer to True Draconic power.

    Dragonborn often attempt to learn this style in the aim of attaining their true power, which is sealed within their flesh.

    Daelon Silverblood was a dragonborn who prided himself on never losing a battle against a draconic foe. He aimed to use honour in every fight and eviserate his opponent by utilising only his natural talents. In ten years he had slain over a hundred vile dragons, and it was through his actions that Sventar justified annihilating The Ruins.

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    • Class Bonus: The Fighter gains Knowledge (Arcana) as a class skill.
    • Passive Bonus: When you activate this Style, choose one of the elemental energies (Acid, Cold, Electricity, Fire, Positive, Negative). The damage type of your strike damage changes to the selected energy. You cannot choose the energy type of your vulnerability.
    • 5th Level Bonus: You gain a +2 bonus to natural armour. At 10th level, and every 5 levels thereafter, this bonus increases by another +2.
    • 10th Level Bonus: All the Natural attacks you possess increase in damage as if you were one size larger.
    • 15th Level Bonus: When making a full-attack, your strike damage bypasses any form of energy resistance. If a target has an immunity to the energy type of the strike dice, it deals half damage instead of none.


    Eternal Blade
    Prerequisite: Access to level 1 Chronoshifts.
    Cost: The first check you succeed with after activating this tradition must be rerolled.
    A style which rends reality with each strike, this tradition requires the eldritch power to manipulate time. This tradition utilises the Fighter's chronokinetic talents to eviserate his foes with even greater skill.

    Erin Tenant is a thrall of sanguine who has been tainted with the power of the monolith. As such she is forced to eternally guard the shards of sanguine, her only payment is the gift to manipulate time. Thus she remains at sanguines tomb, slaying any who near it with her blade.

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    • Class Bonus: The Fighter can expend an Shift Point when attacking, to gain a +1 bonus to the attack and damage roll.
    • Passive Bonus: As long as this style is active, whenever you miss with an attack you can expend a Shift Point to reroll the attack roll.
    • 5th Level Bonus: Whenever you would make an attack, you can expend 3 Shift Points as a free action to make the attack a touch attack.
    • 10th Level Bonus: Whenever you make a rushed step you gain two 5 ft. steps instead of one.
    • 15th Level Bonus: Whenever you make a rushed step you may make an additional move-action that doesn't provoke attacks of oppertunity, instead of 5 ft. steps.


    Sanguine Hunter
    Prerequisite: Vampire Template.
    Cost: While this Tradition is active, your intelligence score is lowered by 2.
    A style which emphasizes the grim hunger of vampires, this tradition requires an undead form. This tradition utilises the Fighters bloodlust, to increase his hunting skill.

    Muirne Brigid is a vampire who tries to subdue her lust for suffering and blood, making sure that she remains an exalted individual. But when she enters combat her repressed impulses immerge, forcing her into a vile hunter of mortals.

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    • Class Bonus: The damage of the Fighter's bite attack increases as if they were one size larger.
    • Passive Bonus: As long as this style is active, you gain a +10 ft. Bonus to your speed when charging or running. At 5th level and every 5 levels thereafter, this bonus increases by +5 ft.
    • 5th Level Bonus: When using the Blood Drain ability, they are dealt an additional 1d4 points of constitution damage per round.
    • 10th Level Bonus: Instead of being rendered Catontic at zero hit points, you are rendered Catontic at -10. At 15th and 20th level, the amount of health at which you enter Catontic state is lowered by -10.
    • 15th Level Bonus: When making a charge attack, you can sacrifice 2d6 strike dice to gain Improved Grab as an Extraordinary ability for one round. You can also expend an additional 2d6 Strike Dice to gain Pounce as an Extraordinary ability for one round.


    Stained Soul
    Prerequisite: Possess the Shredded Soul Template.
    Cost: While this Tradition is active, your lose 1 hit point every 1d6 rounds.
    When an Ouroboros kills a creature, its soul is torn apart and assimiliated into the beast. Unfortunately if your survive the attack of an Ouroboros your soul is also torn apart and assimiliated into the abomination.

    But a strange gift is also granted to these cursed souls. They may attempt to repair their souls, by devouring the essence of others. This tradition focuses these talents empowering them.

    This Traditional of combat was utilised by a tiefling named Brónach Blackheart, who hungered after the creator of the Ouroboros, attempting to regain her lost life.

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    • Class Bonus: As a swift action you can gain two primary claw attacks, each dealing 1d12 points of bludgeon, piercing, and slashing damage.
    • Passive Bonus: When you make a full-attack, you may use your Soul Eater ability as you a free action.
    • 5th Level Bonus: As long as this style is active, you may choose to not deal additional damage when using your Soul Eater ability, instead calculating how much health you regain from your Strike Dice.
    • 10th Level Bonus: As long as this style is active, you gain Pounce as an extraordinary ability.
    • 15th Level Bonus: If you kill a target with an attack while Soul Eater is active, you can expend a move-action to immediately gain the benefits of a Heal spell (caster level is equal to your fighter level) and the target can't be resurrected (even with a Wish spell)
    Last edited by Milo v3; 2013-02-05 at 03:39 AM.
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