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Black Beast
Fierce anger, blind madness, no mercy; invoke all of your rage to devour your enemies. Weapons associated with the Black Beast school are unarmed strikes, natural weapons (especially biting and clawing), daggers/knives, and axes.
Black Beast's primary ability score is constitution, and its skill is survival.
Certain techniques, such as blackflame techniques, allow you to take hit point burn in place of spending inspiration. If you choose to do so, you must pay the entire cost in hit point burn, but in return, your spending limit is instead equal to your high scaling bonus instead of your inspiration limit.
1st
- Blackflame Blade – Strike – You sheath your weapon in blackflame, and make a melee attack against one foe within reach. If successful, your attack deals +2d6 fire damage; regardless if you hit or not, your weapons deal bonus fire damage equal to your low scaling bonus for 3 turns. For every inspiration point spent on this technique, the bonus fire damage increases by +1d6; if three inspiration points are spent, the fire damage from the secondary effect is equal to your medium scaling bonus. If five inspiration points are spent, the fire damage from the secondary effect is equal to your high scaling bonus. You may take HP burn in place of spending inspiration when augmenting this technique, and doing so increases the duration of the secondary effect by 2 rounds.
- Rekindled Fury – Counter – When struck by an attack, you may make an attack of opportunity against the foe that struck you, even if you have already made your maximum allotment of attacks of opportunity this round.
- Resist and Bite – Boost – Until the start of your next turn, you gain a +2 morale bonus to damage rolls, armor class, and will saving throws. You may spend inspiration on this technique, doing so adds your low scaling bonus to the morale bonus provided, and for every inspiration point spent on this technique, the duration increases by 1 round.
- Unrelenting Pursuit – Stance – While in this stance, you do not need to make saves against a forced march and your overland speed (not your base speed) increases by +30 feet. In addition, if a creature moves out of an area you threaten, you may take a 5 foot step as a free action. You may only take this extra step once per round.
2nd
- Blackflame Orb – Strike – You create a burst of blackflame within close range, dealing 2d8 points of fire damage, plus bludgeoning damage equal to your high scaling bonus, in a 5 foot radius (a successful reflex save halves the fire damage, but not the bludgeoning damage). For every inspiration point spent on this technique, the damage increases by +1d8 fire damage. You may take HP burn in place of spending inspiration when augmenting this technique.
- Spiteful Bile – Counter – When struck by an attack, unleash a wave of acid at the foe that struck you, dealing 4d6 acid damage. For every additional inspiration point you spend, you deal an additional +2d6 acid damage.
3rd
- Crying Warmonger – Stance – While in this stance, you gain temporary hit points equal to your current HP burn at the start of your turn each round. In addition, you gain a morale bonus to attack and damage based on your missing hit points. If you are below your maximum hit points but above 50% of your maximum hit points, you gain a +2 morale bonus to attack and damage; the morale bonus is +4 if your hit points are between 25% and 50% of your maximum hit points, and +6 if you are below 25% of your maximum hit points.
- Hateful Warcry – Strike –
4th
- Blackflame Rush – Boost – With an explosion of blackflame, you launch yourself forward, plowing through lesser foes. As part of this technique, you may move up to 60 feet in a straight line, gaining a free bull rush attempt against every foe whose space you move through. You deal 4d6 points of fire damage to each foe you make a bull rush attempt against (they take no damage if they choose to avoid you), dealing half damage and ending your movement if your attempt fails. For every inspiration point spent on this technique, you gain a +2 bonus to bull rush checks made while using this technique, and increase the damage dealt by +2d6. You may take HP burn in place of spending inspiration when augmenting this technique.
5th
- Fist of Seven Stars – Strike – As a single standard action, you may make seven attacks at your highest base attack bonus against a target within reach; do not roll damage normally. Instead, the damage is equal to 2d6 per success, adding your strength bonus once, plus additional damage based on the number of attacks that succeed. If 1-3 attacks succeed, add your low scaling bonus to the total damage dealt; if 4-5 attacks succeed, add your medium scaling bonus; if 6-7 attacks succeed, add your high scaling bonus. If any of the attacks confirm a critical, add an additional +2d6 damage for each.
6th
- Beast in Black – Stance –
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