Black Blood Cultist
(Champions of Ruin variant, p. 44)
Black Blood cultists are savage fighters whose natural attacks become more fearsome as they increase in level.
Requirements
Alignment: Chaotic evil, chaotic neutral, or neutral evil
Skills: Knowledge (nature) 2 ranks , Survival 8 ranks
Feats: Improved Unarmed Strike , Track
Special: Ability to rage.
Hit die
d12
Skill points
4 + Int
Class Features
Feral Rage (Ex): Black Blood cultist class levels stack with barbarian levels for purposes of determining your rage ability. Thus, an 8th-level barbarian/4th-level Black Blood cultist can use greater rage four times per day, just as a 12th-level barbarian could.
Black Blood cultists strengthen their fingers and toughen their nails with special training. As a result, when raging, you gain two claw attacks at your highest base attack bonus. Each claw deals 1d6 points of damage plus your Strength modifier. You can use a one-handed weapon and a claw, but when doing so the claw counts as a secondary weapon (adding only half your Strength bonus to damage, and with a —5 modifier on the attack roll).
At 3rd level, you gain a bite attack when raging in addition to your two claw attacks. The claws are still your primary weapons and the bite is your secondary weapon. The bite deals 1d4 points of damage plus half your Strength modifier. You can use a two-handed weapon with your bite as a secondary attack, or you can use a one-handed weapon with your claw and bite as secondary attacks.
At 6th level and higher, whenever you hit with both of your claw attacks during a rage, you rend your opponent's flesh, automatically dealing double claw damage in addition to normal damage.
Improved Grapple: At 2nd level, you gain the Improved Grapple feat even if you do not meet the prerequisites for it.
Damage Reduction (Ex): At 4th level and at 9th level, you gain damage reduction, which stacks with damage reduction from other sources. Silvered weapons ignore the damage reduction granted by levels in this prestige class.
Scent (Ex): At 4th level, you gain the scent ability.
Stranglehold: At 5th level, you learn to snap the necks of fallen enemies, allowing you to administer a coup de grace with your bite attack as a move action.
Improved Natural Attacks: At 7th level, your natural attacks become even more deadly. Your claw attacks now deal 1d8 points of damage and your bite attack deals 1d6 points.
Savage Grapple: Starting at 8th level, you deal damage as if you had hit with all your natural weapons (including rend, if you are raging) on a successful grapple check.
Feral Form: By 10th level, you have gained great control over your bestial nature. You can now use your claw, bite, and rend attacks even when you are not raging.
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +0 | +2 | +2 | +0 | Feral rage (claws), damage reduction 1/silver |
2nd | +1 | +3 | +3 | +0 | Improved grapple |
3rd | +2 | +3 | +3 | +1 | Feral rage (bite) |
4th | +3 | +4 | +4 | +1 | Scent, DR 3/silver |
5th | +3 | +4 | +4 | +1 | Stranglehold |
6th | +4 | +5 | +5 | +2 | Feral rage (rend) |
7th | +5 | +5 | +5 | +2 | Improved natural attacks |
8th | +6 | +6 | +6 | +2 | Savage grapple |
9th | +6 | +6 | +6 | +3 | DR 5/silver |
10th | +7 | +7 | +7 | +3 | Feral form |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Climb | STR | ||
Handle Animal | CHA | ||
Hide | DEX | ||
Intimidate | CHA | ||
Jump | STR | ||
Knowledge (nature) | INT | ||
Listen | WIS | ||
Move Silently | DEX | ||
Search | INT | ||
Spot | WIS | ||
Survival | WIS | ||
Swim | STR |