strawberryman
2010-04-22, 05:50 PM
This is a little project I'm working on (I have project ADD, deal with it :smalltongue:) to convert the advanced classes (4 from each main class, 4 main classes each, plus Priest, which will likely be indefinitely on hold anyway, so 16 total) from Dungeon Fighter Online (http://dungeonfighter.nexon.net/) into Prestige Classes. Naturally, as such, they may be ridiculously strong, so input is appreciated. I'll also throw in a few feats or other features with the PrCs as necessary.
Now, onto the classes.
Slayer Sub-Classes
Demon-Bound Arm [General]
Req: Humanoid.
Benefit: One of your arms has been possessed by a demon; the flesh of that arm is either abnormally colored, shaped, or has some other kind of defining feature. You gain a +2 bonus to melee attack and damage rolls when using that arm. However, you suffer for the demonic possession by being easier to sway to do evil; you take a -2 penalty to Will saves against compulsions that would force you to commit an evil act.
Blademaster
http://img339.imageshack.us/img339/106/slayerweapon.png
The Blade Master is a warrior cursed with a demonic arm, who continues his vigilant training in swordsmanship in spite of the demon's interference.
Hit Die: d10
Requirements
BAB: +6
Skills: Concentration 4 ranks, Martial Lore 8 ranks.
Feats: Demon-Bound Arm, Power Attack, Quick Draw.
Maneuvers: Ability to use 3rd level maneuvers, including one strike and one stance.
The Blademaster
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (the planes), Martial Lore, Ride, Swim.
Skill-points per level: 2+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Tempered Blade, Quick Sheathe
2nd|
+2|
+3|
+0|
+3|Weapon Mastery +1
3rd|
+3|
+3|
+1|
+3|Weapon Focus
4th|
+4|
+4|
+1|
+4|Overdrive
5th|
+5|
+4|
+1|
+4|Draw Weapon
6th|
+6|
+5|
+2|
+5|Weapon Mastery +2, Weapon Focus
7th|
+7|
+5|
+2|
+5|Iron Will
8th|
+8|
+6|
+2|
+6|Raging Dragon Slash
9th|
+9|
+6|
+3|
+6|Weapon Focus
10th|
+10|
+7|
+3|
+7|Sword Storm, Weapon Mastery +3[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|1|0
3rd|1|0|0
4th|0|0|0
5th|1|1|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|1|0|0
10th|0|0|0[/table]
Weapon and Armor Proficiency: The Blademaster is proficient with all simple and martial melee weapons, but no armors or shields. At every level, the Blademaster gains proficiency in one Exotic weapon.
Maneuvers: At each odd level, the Blademaster gains new maneuvers from the Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, or Tiger Claw disciplines. They must meet a maneuver's prerequisite to learn it. They add their full Blademaster levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 2nd, 5th, and 8th levels, the Blademaster gains additional maneuvers readied per encounter.
Stances Known: At 1st and 6th levels, the Blademaster learns a new stance from the Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.
Tempered Blade (Ex)
The Blademaster has an extraordinary finesse towards keeping their weapons in perfect shape; they add half their class level to the hardness of the weapon they are currently wielding. In addition, the Blademaster has a damage pool that applies before any damage is dealt to their weapons by sundering or other means: This pool is equal to their ranks in Concentration, and is renewed at the start of every encounter.
Quick Sheathe: At 1st level, the Blademaster gains the ability to quickly sheathe weapons as fast as they can draw them. As a free action once per round, the Blademaster can replace a weapon on their person (in a sheathe, or other appropriate place).
Weapon Mastery (Ex)
The Blademaster is a master of using several weapons; whenever a situation may call for a club instead of a blade, they always have the necessary weapon handy. As such, their mastery stretches into the realm of the nearly supernatural, duplicating the efficiency and skill of magical enhancements at their basest benefit. At 2nd level, the Blademaster gains a +1 Enhancement Bonus to attack and damage rolls to any weapon they have the Weapon Focus feat for. If the weapon already has an Enhancement bonus, however, use the greater of the two values. At 6th, and 10th levels, this bonus increases by +1, to a maximum of +3. The enhancement bonus applies as if the weapon were innately magical, overcoming magical Damage Reduction, and having a 50% chance to hit Incorporeal beings.
(Example: Kyou the Blademaster has a number of weapons; A +2 Bastard Sword, and a Masterwork Greatclub among them. Upon gaining Blademaster level 2, when wielding her Greatclub, which she has the Weapon Focus feat for, she treats that weapon as if it were a +1 magic weapon. However, when wielding her +2 Bastard sword, it gains no benefit from this special, as it already has an Enhancement bonus greater than +1.)
Weapon Focus: At 3rd, 6th, and 9th levels, the Blademaster gains a bonus feat from the Weapon Focus tree (Weapon Focus, Weapon Specialization, Greater Weapon Focus, so on). Their Blademaster levels count and stack as Fighter levels for the purposes of qualifying for any of these feats.
Overdrive (Ex)
At 4th level, a Blademaster can enter a stance that allows them to deal powerful damage with melee strikes by over-stressing their weapon. As a swift action, the Blademaster may lose the benefits of any other stance they're in to gain the benefits of this stance. While in the Overdrive stance, the Blademaster gains a +1d6 to all damage rolls with any weapon they have the Weapon Focus feat in. In addition, they can allow their weapon to take 1 damage (first applying to the Blademaster's Tempered Blade pool) to deal an additional +1d6 damage. The Blademaster can choose to take 1 more damage to add another 1d6 damage, to a maximum of half of their Blademaster level.
Draw Weapon (Ex)
At 5th level, a Blademaster can time the drawing of one of their weapons seamlessly with an attack, surprising the opponent with their swift change. In any round a Blademaster utilizes the use of their Quick Draw feat, they deal an extra amount of damage on their next melee attack equal to the base weapon damage.
(Example: Kyou uses Quick draw to draw her Bastard sword in the same round that she uses it to attack an opponent. She uses a full attack, dealing +1d10 damage for her first attack, but dealing normal damage for the next two attacks.)
Iron Will: At 7th level, the Blademaster gains the Iron Will feat as a bonus feat.
Raging Dragon Slash (Ex)
At 8th level, the Blademaster gains a unique Martial strike that allows them to charge into the fray of a battle multiple times. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a full-round action, the Blademaster may perform a full attack, however, for each attack they may perform a charging attack (the -2 to AC only applies once). Alternatively, they may also gain a free Overrun or Bull Rush attempt against an adjacent opponent, provided they also spend one of the attacks in their full attack action on the intended target.
Any special, feat, or otherwise, that grants the ability to perform a full attack at the end of a charge doesn't apply to this strike; however, other features that function on a charge work as normal. This is considered an 8th level strike.
Sword Storm (Ex) (http://www.youtube.com/watch?v=BS_GGfCP0MA)
The Ultimate Blademaster skill, this ability allows a Blademaster to strike with every weapon on their person in a wide area, dealing massive damage to those who are unlucky enough to be in range. Once per encounter as a full-round action, the Blademaster may deal 1d6 damage per light weapon, 2d6 damage per one-handed weapon, and/or 3d6 damage per two-handed weapon they have on their person (to a maximum number of die equal to twice their character level) in a 30' radius burst centered on themselves. Naturally, they may exclude allies from the damage.
The damage is physical, and creatures caught in the area may attempt a Reflex save (DC 20 + the Blademaster's Strength modifier) for half damage. If any of the creatures affected has damage reduction, that can apply, unless any one weapon possessed by the Blademaster would overcome that damage reduction.
(Example: Kyou (Warblade 6/Blademaster 10) uses the Sword Storm technique with 2 Bastard Swords (one-handed), a Greatclub (two-handed), 10 daggers (light), 2 short swords (light), and an adamantine longsword (one-handed). In total, that's 12 light weapons (12d6), 3 one-handed weapons (6d6), and one two-handed weapon (3d6). This totals out for 21d6 damage, which overcomes magic, bludgeoning, slashing, piercing, and adamantine damage reduction.)
((Creators note: The base DC 20 comes from Base 10 + Level 10 Blademaster. That is all. :smalltongue:))
Soul Bender
http://img202.imageshack.us/img202/7115/slayersoul.png
The Soul Bender is a Slayer who learns how to better manipulate the dark energies within him by studying the nature of his demon parasites.
Hit Die: d6
Requirements
Alignment: Any nongood.
BAB: +3.
Skills: Psicraft 6 ranks, Knowledge (the planes) 2 ranks.
Feats: Demon-Bound Arm, Ectopic Form (any).
Powers: Must be able to manifest the astral construct (http://www.d20srd.org/srd/psionic/powers/astralConstruct.htm) power.
Maneuvers: Ability to use 2nd-level maneuvers.
The Soul Bender
Class Skills: Autohypnosis, Balance, Concentration, Craft, Hide, Jump, Knowledge (psionics), Knowledge (the planes), Move Silently, Psicraft, Sense Motive, Use Psionic Device.
Skill-Points per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Manifest Demon|--
2nd|
+1|
+0|
+0|
+3|Unshackle|+1 level of existing manifesting class
3rd|
+2|
+1|
+1|
+3|Manifest Demon|--
4th|
+3|
+1|
+1|
+4|Ghost Step|+1 level of existing manifesting class
5th|
+3|
+1|
+1|
+4|Manifest Demon|--
6th|
+4|
+2|
+2|
+5|Phantasmal Slayer|+1 level of existing manifesting class
7th|
+5|
+2|
+2|
+5|Manifest Demon|--
8th|
+6|
+2|
+2|
+6|Tombstone Drive|+1 level of existing manifesting class
9th|
+6|
+3|
+3|
+6|Manifest Demon|--
10th|
+7|
+3|
+3|
+7|Furious Blache|+1 level of existing manifesting class [/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|0|0
3rd|0|1|0
4th|1|0|0
5th|0|0|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|0|0|0
10th|1|0|0[/table]
Weapon and Armor Proficiency: The Soul Bender gains no weapon or armor proficiencies.
Manifesting: At every even level, the Soul Bender gains new power points per day and an increase in manifester level (and powers known, if applicable) as if they had also gained a level in a manifesting class to which they belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained. If they had more than one manifesting class before becoming a Soul Bender, they must decide which class to add each level for the purpose of determining power points per day, manifester level, and powers known.
Maneuvers: At 1st level, and every three levels thereafter, the Soul Bender gains new maneuvers known from the Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon or Tiger Claw disciplines. They add their full Soul Bender levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 3rd and 8th levels, the Soul Bender gains additional maneuvers readied per encounter.
Stances Known: At 1st and 6th levels, the Soul Bender learns a new stance from the Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.
Manifest Demon (Su)
The Soul Bender by and large uses their demonic powers to "summon" demons that provide various effects on a battlefield. A little known fact is that the Soul Bender actually uses the same ectoplasmic substance to create astral constructs as they do to summon their demonic allies. At 1st level, and every odd level thereafter, the Soul Bender can choose a unique "template" that they will be able to apply to any one Astral Construct they create; they can still choose an ability from whichever list(s) they are entitled to choose. Any Astral Construct created with a Demonic form gain the Evil subtype.
Hazy-Eyed Bremen (http://www.youtube.com/watch?v=Y703SmLv2Fc)
This demon manifestation can only be taken at 5th level or higher.
An Astral Construct created in Bremen's image inflicts blindness for 1 round upon a successful slam attack (Fortitude negates; DC 10 + 1/2 Construct's HD).
Unshackled Stance: Enemies within 20 feet of Bremen take a -2 to all saves, and a -4 to Spell Resistance as long as they stay within that area.
Ice Saya (http://www.youtube.com/watch?v=wf4IxIFpeTo)
An Astral Construct created in Saya's image gains the (cold) subtype, and its slam attacks deal an additional 1d6 cold damage.
Unshackled Stance: Enemies that enter or begin their turn within 20 feet of Saya take 2d6 cold damage, and take a -10' penalty to their base land speed for 1 round.
Kalla of the Dark Flame
This demon manifestation can only be taken at 5th level or higher.
An Astral Construct created in Kalla's image gains the (fire) subtype, and deals 2d6 hellfire damage (one half fire, one half evil (unresistable)) with a successful slam attack, on top of normal damage.
Unshackled Stance: Enemies that enter or begin their turn within 30 feet of Kalla take 4d6 hellfire (as above) damage. Additionally, enemies still take 2d6 damage at the beginning of their turn for 1d4 rounds even after leaving this area.
Kazan, the Corrupter (http://www.youtube.com/watch?v=HXP85YSndjs)
An Astral Construct created in Kazan's image is imbued with a +4 bonus to Strength.
Unshackled Stance: Kazan emanates an aura that grants a +2 bonus to all damage rolls of allies within 20 feet of it.
Kegan, the Afterimage
This demon manifestation can only be taken at 3rd level or higher.
An Astral Construct created in Kegan's image has concealment (20% miss chance) for one round after moving at least 10 feet.
Unshackled Stance: Kegan grants 10% miss chance to all allies within 20 feet.
Rhasa of the Plague (http://www.youtube.com/watch?v=nnQjI9XR3gI)
This demon manifestation can only be taken at 5th level or higher.
An Astral Construct created in Rhasa's image inflicts plague upon a successful slam attack; creatures hit suffer 1 constitution damage (Fortitude negates; DC 10 + 1/2 Construct's HD). Creatures immune to disease are immune to this effect.
Unshackled Stance: Enemies that enter or begin their turn within 20 feet of Rhasa take 2d6 acid damage, and take a -3 penalty to AC for 1 round.
Unshackle (Su)
The cornerstone of Soul Bender's full potential, this stance unseals a portion of the demonic energy stored in their arms to allow greater control of the Astral Constructs they create, or even further corruption. As a swift action, the Soul Bender may lose the benefits of any other stance they're in to gain the benefits of this stance. While in this stance, Astral Constructs created with any of the Demon Manifestation forms gain an aura as described in their entries. This lasts for as long as they are summoned, or until the Soul Bender enters another stance. In addition, once per encounter, a Soul Bender may apply the fiendish template to any non-demon manifestation Astral Construct they create by spending 2 pp (limited by manifester level as normal) extra when manifesting the power.
Ghost Step (Su)
At 4th level, the Soul Bender's demonic parasites allow them the ability to fade between the worlds as they move, making them as nearly impossible to strike as a ghost. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a boost, this ability is used as a swift action: For the Soul Bender's next move or double-move action (within 1 round of use), they are considered incorporeal, until they reach their end point. They may pass through solid objects and people, and while they still provoke attacks of opportunity, they have all the benefits of being incorporeal (50% chance of missing with magical weapons).
This boost cannot be used in conjunction with the Spring Attack, Shot on the Run, or Fly-By Attack feats; after the first attack, the Soul Bender is no longer considered incorporeal.
This is considered a 5th-level boost.
Phantasmal Slayer (Su)
At 6th level, the demonic parasites in the Soul Bender's arm refine the ability to cross between worlds, allowing them to combine their Ghost Step with a deadly charge. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a full-round action, the Soul Bender makes a charge attack, moving double their speed. They are allowed to attack anything along that line, with all the benefits of being a charge, aside from the ability to perform a full attack action. If they have yet to reach the end of their movement speed, they pass directly through the opponent, provoking an attack of opportunity as normal, however they have all the benefits of being incorporeal.
This only affects the Soul Bender; this strike gains no benefit if the Soul Bender is mounted.
This is considered a 7th-level strike.
Tombstone Drive (Su)
At 8th level, by sacrificing one of their Demonic Astral Constructs (as detailed above), the Soul Bender can summon a hail of ectoplasmic tombstones that bludgeon opponents in a small area, and inflict them with a demonic curse. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, the Soul Bender can prematurely end the duration of one of their Manifested Demon Astral Constructs to deal 1d8 damage per round of duration they had left, plus 1d4 unholy damage for every initiator level the Soul Bender possess (max 10d4) in a 20 foot radius. Creatures caught in the area may attempt a Reflex save (DC 18 + the Soul Bender's Charisma modifier) for half damage. In addition, any creature damaged must succeed at a Will save (same DC) or be Cursed (as Bestow Curse) for a number of rounds equal to the Soul Bender's class levels.
This is considered a 8th-level maneuver.
Furious Blache (Su) (http://www.youtube.com/watch?v=fE5uQBThMIM)
At 10th level, the Soul Bender reaches the pinnacle of their ability to create demonic Astral Constructs. To enter this stance, the Soul Bender needs to have created at least 2 Demonic Manifestations. As a swift action, the Soul Bender may lose the benefits of any other stance they're in to gain the benefits of this stance. When entering this stance, all Demonic Manifestations the Soul Bender has created are destroyed. In their place, a new demonic manifestation Astral Construct is created. Unless otherwise noted, use the stat block of a 9th level Astral Construct.
Gargantuan size: increase strength as normal. (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases)
Has the Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Template applied.
Enemies within 30 feet of Blache suffer a -4 penalty to attack rolls, and their speed is halved.
As long as this stance is adopted, the Soul Bender can't create any more Astral Constructs with their Demon Manifestations. Additionally, the Soul Bender may only adopt this stance a number of rounds equal to their initiator level each day. This need not be used all at once, however entering the stance always requires 2 Demonic Manifestation Constructs.
When the Soul Bender leaves this Stance, Blache immediately disappears, as if it had been dismissed normally.
This is considered a 9th-level stance.
Berserker (Hellbenter)
http://img135.imageshack.us/img135/841/slayerberserker.png
The Berserker, yielding to demonic possession, taps into an otherworldly rage. He is capable of a wide range of vicious attacks, including Frenzy, which unleashes furious bloodshed on threatening foes.
Hit Die: d12
Requirements:
Alignment: Any chaotic, and non-good.
BAB: +6.
Feats: Demon-Bound Arm, Extend Rage.
Maneuvers: Ability to use 3rd level maneuvers, including one strike and one stance.
Special: Rage ability.
The Berserker
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (the planes), Martial Lore, Swim.
Skill-points per level: 2+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bloody Cross, Enraged
2nd|
+2|
+3|
+0|
+0|Gore Cross
3rd|
+3|
+3|
+1|
+1|Fast Healing 1
4th|
+4|
+4|
+1|
+1|Sacrifice
5th|
+5|
+4|
+1|
+1|Frenzied Strikes
6th|
+6|
+5|
+2|
+2|Fast Healing 2
7th|
+7|
+5|
+2|
+2|Bloody Twister
8th|
+8|
+6|
+2|
+2|Raging Fury
9th|
+9|
+6|
+3|
+3|Fast Healing 3
10th|
+10|
+7|
+3|
+3|Extreme Overkill[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|1|0
3rd|1|0|0
4th|0|0|0
5th|1|1|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|1|0|0
10th|0|0|0[/table]
Weapon and Armor Proficiencies: The Berserker is proficient with all simple and martial melee weapons, but no armors or shields.
Maneuvers: At each odd level, the Berserker gains new maneuvers from the Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), Iron Heart, Stone Dragon, or Tiger Claw disciplines. They must meet a maneuver's prerequisite to learn it. They add their full Berserker levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 2nd, 5th, and 8th levels, the Berserker gains additional maneuvers readied per encounter.
Stances Known: At 1st and 6th levels, the Berserker learns a new stance from the Dread Crown, Iron Heart, Stone Dragon or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.
Bloody Cross (Ex)
The Berserker revels in bloodshed, even their own, and as they get closer and closer to death, the ferocity with which they fight increases. This encompasses several benefits; first, the Berserker is able to fight without penalty while between -1 and -9 hit points. In addition, as their hit points decrease from maximum, they gain a profane bonus to their Strength score, and a Dodge Bonus to AC that lasts until they are healed.
{table="head"]Hit point %|Strength Bonus|Dodge Bonus
100%|+0|+0
<75%|+2|+2
<50%|+4|+4
<25%|+6|+6
<0% (-1 to -9)|+8|+8[/table]
Enraged: Berserker levels stack as Barbarian levels for the purposes of Rage uses per day and improvements to Rage. However, for every level of Berserker the character takes, they suffer a -1 penalty to Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, and Perform checks, as they become less connected to normal, sane beings (and animals).
Gore Cross (Ex)
At 2nd level, the Berserker learns the secret of using their own blood in conjunction with their attacks to deal extra damage, and create deeper wounds for the unfortunate target. As a swift action, a Berserker can sacrifice 2 hit points to deal an additional 1d6 damage on their next melee attack. They can sacrifice an additional 2 hp for another 1d6 damage, to a maximum number of dice equal to their Berserker level. In addition, the target takes half the damage inflicted by the bonus damage (minimum 1d6) at the beginning of their next turn, for a number of rounds equal to the Berserker's class level, unless they receive a heal check (DC 10 + Berserker level + the Berserker's Strength mod) or magical healing.
This can be used in conjunction with a martial strike as long as it encompasses one or more melee attacks; however, the bonus damage only applies to the first successful attack. It can also be used before a full attack, with the same restriction.
(Example: Nukari (Barbarian 1/Warblade 5/Berserker 2) uses Bloody cross, taking 4 hit point damage. He uses the Steel Wind maneuver. He hits with his first attack, dealing an additional 2d6 damage to that opponent. He hits with his second attack as well, but receives no bonus damage, since it was already expended. The first target takes 1d6 damage at the beginning of their next two turns, unless they receive magical healing, or a DC16 Heal check to stifle the bleeding.)
Fast Healing (Su)
At 3rd level, the Berserker's demon parasite provides them the ability to more quickly recover from wounds. They gain Fast Healing 1, which stacks with any existing source. At 6th, and 9th levels, this Fast Healing increases by 1.
Sacrifice (Su)
At 4th level, the Berserker gains the ability to sacrifice some of their blood to share their strength with an ally. As a standard action, the Berserker can sacrifice 10 hit points to heal an ally within 30 feet for 5 hit points; additionally, they gain a +2 to Strength, and a +5' to their movement speed for 1 minute. The Berserker can sacrifice an additional 10 hit points, up to their Berserker level x 10. For every 10 hp sacrificed, the ally regains 5 hp; additionally, as the amount of hp sacrificed goes up, they gain additional benefits, as below:
{table="head"]Hit Points Sacrificed|Hit Points Healed|Strength Bonus|Movement Bonus|Duration
10|5|+2|+5'|1 minute
20|10|+2|+5'|1 minute
30|15|+2|+5'|1 minute
40|20|+2|+10'|1 minute
50|25|+4|+10'|1 minute
60|30|+4|+10'|2 minutes
70|35|+4|+15'|2 minutes
80|40|+4|+15'|2 minutes
90|45|+6|+15'|2 minutes
100|50|+6|+20'|2 minutes[/table]
Frenzied Strikes (Ex)
At 5th level, the Berserker can enter a greater state of rage, striking with their demonic arm in tandem with their weapon strikes to create a furious rain of blows. As a swift action, the Berserker may lose the benefits of any other stance they're in to gain the benefits of this stance; additionally, this stance can only be used when the Berserker is raging; when they leave rage, this stance ends, as well. When in this stance, the Berserker loses 2 hp every round, however, they gain multiple benefits:
Profane Bonus to Attack and Damage rolls equal to 1/2 their Berserker level.
The Berserker gains a +20' bonus to speed.
Their demonic arm gains a claw attack that they may use as if they possessed the Two-Weapon Fighting feat and the natural weapon were actually a manufactured weapon; however, they can always make at least one additional attack with their claw, even if not using a full attack action. The claw attack deals 1d8 + 1/2 the Berserker's Str mod for a medium creature. Additionally, it causes bleeding (equal to the damage it deals on a normal attack) for a number of rounds equal to one half the Berserker's class level, unless treated by a heal check (DC 17 + the Berserker's Strength mod).
At 10th level, the Berserker gains the effect of the Improved Two-Weapon fighting feat; as such, with a full attack action, the Berserker can make two claw attacks.
When the Berserker reduces a foe to -10 hp or less, they gain a number of temporary hit points equal to twice the HD of the slain foe.
This is considered a 7th level stance.
Bloody Twister (Su)
At 7th level, the Berserker can use their blood to create a vortex that brings a foe closer to them. As a standard action, the Berserker can sacrifice 8 hit points to bring an opponent within 60 feet 10 feet closer to the Berserker. The Berserker can sacrifice 8 additional hit points for every 2 Berserker levels they possess to bring the affected foe 10 feet closer. If the Berserker brings the opponent into melee range with this special, they are allowed a free melee attack against the foe (with a claw attack, if they're in the Frenzied Strikes stance, as above).
This special has no effect on creatures that are 2 or more sizes larger than the Berserker.
Raging Fury (Su)
At 8th level, with a mighty roar, the Berserker can unleash a wave of destructive energy upon their immediate area. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, the Berserker can deal 1d6 damage per initiator level they possess (maximum 15d6) in a 20' burst centered on themselves. By sacrificing 3 hp, they can deal an additional 1d6 damage; they can sacrifice 3 hp for every 2 Berserker levels they possess.
Creatures within the area can attempt a Reflex save (DC 18 + the Berserker's Strength mod) for half damage. Those who fail are knocked prone.
This is considered an 8th-level maneuver.
Extreme Overkill (Su) (http://www.youtube.com/watch?v=PZzsS7HpX8g)
At 10th level, the Berserker learns their ultimate technique; using the blood they reap from the foes they strike, the Berserker is able to summon a sword of carnage that they can then use to create a wave of destructive energy. As a swift action, the Berserker may lose the benefits of any other stance they're in to gain the benefits of this stance; additionally, this stance can only be used when the Berserker is raging; when they leave rage, this stance ends, as well. When in this stance, the Berserker stores all of the damage they deal to living opponents (not undead or constructs). For every 20 points of damage stored, they gain a +1 profane bonus to attack and damage rolls for the duration of this stance. When this stance ends, either by the Berserker leaving it of their own free will, or their Rage ending, the Berserker releases all of the blood stored in the phantasmal blade, as below:
{table="table"]Damage Stored|Damage Dealt|Attack Area
>=50|10d6|30 foot cone
60|12d6|35 foot cone
70|14d6|40 foot cone
80|16d6|45 foot cone
90|18d6|50 foot cone
100|20d6|55 foot cone
+20|+2d6|+5 feet[/table]
Creatures in the area can make a Reflex save (DC 20 + The Berserker's Strength modifier) for half damage.
This is considered a 9th-level stance.
Asura
http://img219.imageshack.us/img219/7149/slayerasura.png
The Asura is a Slayer who strikes a chilling bargain with the demon in their arm and sacrificing his eyes to gain great power. Though blind, the Asura can master magical attacks and defensive techniques, and sharpen skills that utilize waves and long-range weapons.
HD: d8
Requirements
BAB: +4.
Skills: Concentration 8 ranks, Spellcraft 8 ranks.
Feats: Demon-Bound Arm, Combat Casting, Blind Fight.
Invocations: Ability to use least invocations.
Maneuvers: Ability to use 2nd-level maneuvers.
Special: Cannot already be blind; upon entering this class, the character becomes blind, as detailed below.
The Asura
Class Skills: Balance, Concentration, Craft, Hide, Jump, Knowledge (arcana), Knowledge (the planes), Listen, Martial Lore, Move Silently, Sense Motive, Spellcraft, Tumble.
Skill-points per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+2|
+0|
+0|Armored Mage (Medium), Blindness, Blindsense 10', Lifesense|+1 level of existing Invocation-using class
2nd|
+1|
+3|
+0|
+0|Wave Manifestation Brand|+1 level of existing Invocation-using class
3rd|
+2|
+3|
+1|
+1|Blindsense 20'|+1 level of existing Invocation-using class
4th|
+3|
+4|
+1|
+1|--|+1 level of existing Invocation-using class
5th|
+3|
+4|
+1|
+1|Wave of the Gods|+1 level of existing Invocation-using class
6th|
+4|
+5|
+2|
+2|Armored Mage (Heavy)|+1 level of existing Invocation-using class
7th|
+5|
+5|
+2|
+2|Blindsense 30', Blindsight 15'|+1 level of existing Invocation-using class
8th|
+6|
+6|
+2|
+2|Wave Radiation|+1 level of existing Invocation-using class
9th|
+6|
+6|
+3|
+3|--|+1 level of existing Invocation-using class
10th|
+7|
+7|
+3|
+3|Blindsense 40', Blindsight 20', Wave Eye|+1 level of existing Invocation-using class[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|0|0
3rd|0|1|0
4th|1|0|0
5th|0|0|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|0|0|0
10th|1|0|0[/table]
Weapon and Armor Proficiency: The Asura gains no weapon proficiencies. They gain proficiency with heavy armors, but no shields.
Invocations: At each level, the Asura gains new invocations known and an increase in caster level as if they had also gained a level in an invocation-using class to which they belonged before adding the prestige class level (This includes eldritch blast). The Asura does not, however, gain any other benefit a character of that class would have gained. If they had more than one invocation-using class before becoming an Asura, they must decide to which class to add each level for the purpose of determining caster level and invocations known.
Asura Invocations:
Agni Pentacle
Dark; 8th
This Invocation requires the Asura to be using the Wave Manifestation Brand stance. The Asura can convert one or more of the magic orbs into greater magical energy, dealing 3d6 damage per orb sacrificed within 30 feet; opponents are also knocked back 1d4 x 10 feet. A successful Reflex save halves the damage and distance traveled (round down by 5).
Deadly Enticer
Greater; 6th
This Invocation requires the Asura to be using the Wave of the Gods or Wave Eye stance. All opponents within 60' of the Asura must succeed at a Reflex save or take 4d6 force damage and be pulled towards the Asura 10 feet.
Fire Wave Sword
Greater; 5th
The Asura imbues their weapon with fiery energy; the next melee attack they make is considered fire damage, and deals an equal amount of damage to opponents within 5 feet of the original target.
Ghost Orb
Lesser; 3rd
This invocation requires the Asura to be using the Wave Manifestation Brand stance. You can convert one or more magic orbs into pure magical energy, dealing 2d6 damage per orb sacrificed as a ranged touch attack to an opponent within 60 feet.
Ground Quaker
Dark; 7th
The Asura imbues their weapon with earth energy; their next melee attack is considered force damage, and the opponent must succeed at a Fortitude save or be Stunned for 1 round.
Ice Wave Sword
Lesser; 4th
The Asura imbues their weapon with cold energy; the next melee attack they make is considered cold damage, and has a reach 5' greater than normal for that weapon.
Neutral Wave Sword
Least; 2nd
The Asura imbues their weapon with magical energy that allows them to make a melee strike at range; the next melee attack they make has a range of 60'.
Spirit Crescent
Greater; 6th
The Asura imbues their weapon with greater magical energy. The next melee attack they make may be used in a 30' line.
Maneuvers: At 1st level, and every three levels thereafter, the Asura gains new maneuvers known from the Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, or Stone Dragon disciplines. They add their full Asura levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 3rd and 8th levels, the Asura gains additional maneuvers readied per encounter.
Stances Known: At 1st and 6th levels, the Asura learns a new stance from the Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, or Stone Dragon disciplines. They must meet a stance's prerequisites to learn it.
Armored Mage (Ex)
Asura learn early that giving up their eyesight is fairly costly to their defense, so they learn to fight in armor. As such, their mastery allows them to ignore the Arcane Spell Failure of Medium armor when using Invocations.
At 6th level, the Asura can use Invocations in heavy armor without Arcane Spell Failure.
Blindness: At 1st level, the Asura strikes a deal with the demon in their arm; by giving up their eyesight permanently, they are able to gain the greater arcane power granted by this class. As such, the Asura always fails checks and activities that rely on vision, and all enemies are considered as having total concealment against them (however, the abilities of the Asura can make up for this, see below).
Blinsense and Blindsight (Ex)
Although Asura give up their sight, they learn to get a sense of their surroundings by using their other senses. At 1st level, the Asura gains Blinsense 10'. At 3rd, 7th, and 10th level, the range of this ability increases by 10' (to a maximum of 40' at level 10).
At 7th level, the Asura gains Blindsight with a radius of half of their Blindsense.
Lifesense (Su)
In addition to their other senses compensating for their lack of sight, the Asura gains the supernatural ability to "see" living beings. This functions as the Lifesense feat (Libris Mortis) in all purposes, in essence granting the Asura to "see" within a certain radius of living beings. However, nonliving beings, of course, grant no light source.
Wave Manifestation Brand (Su)
The cornerstone of the Asura's ability to seamlessly go from performing melee strikes to casting invocations, this stance grants greater power to the Asura's "casting" ability after using martial maneuvers. The Asura gains this ability at 2nd level; as a swift action, the Asura may lose the benefits of any other stance they're in to gain the benefits of this stance. While in this stance, magical orbs with runes float around the Asura for every martial strike they use. They can have a maximum of one-half their Asura level at any one time (minimum 1). They may expend an orb at any time to:
1 Orb: Add 1d6 damage to the next Invocation they cast.
2 Orbs: Gain a +2 bonus to checks against spell resistance for the next Invocation they cast.
3 Orbs: Add +2 to the DC of the next Invocation they cast.
4 Orbs: Apply the effects of any Spell-like "Metamagic" feat to the next Invocation they cast.
They can combine the effects of as many orbs as they possess at the time; the effects of multiple orbs stack. Using orbs is a free action.
In addition, the Asura gains a +4 bonus on Concentration checks when casting defensively (this stacks with the benefit from Combat Casting).
This is considered a 3rd level stance.
Wave of the Gods (Su)
At 5th level, the Asura can radiate magical energy, dealing damage to enemies within a certain radius of themselves. As a swift action, the Asura may lose the benefits of any other stance they're in to gain the benefits of this stance. An enemy who begins their turn within 10 feet of the Asura takes 2d6 force damage, and suffers a -5 penalty to their Spell Resistance for 1 round.
This is considered a 5th level stance.
Wave Radiation (Su)
At 8th level, the Asura can radiate a more forceful wave of magical energy, striking out at one opponent and knocking them over. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, the Asura can deal 1d4 force damage per initiator level they possess (maximum 15d4) to a single opponent within 30 feet. In addition, the target is pushed back 1d4 x 5 feet, and must succeed at a Fortitude save (DC 17 + the Asura's Wisdom modifier) or be knocked prone.
This is considered a 7th level strike.
Wave Eye (Su) (http://www.youtube.com/watch?v=Ct_gAzR9OBc)
At 10th level, the Asura's magical prowess reaches its ultimate level, in the form of the Wave Eye technique. As a swift action, the Asura may lose the benefits of any other stance they're in to gain the benefits of this stance. In this stance, all weapon attacks the Asura performs are considered magical in nature and deal force damage. Opponents that begin their turn in or enter within 60 feet of the Asura take a -2 to all attack rolls, weapon damage rolls, saves, and skill checks, take 4d6 force damage, and take a -6 penalty to their Spell Resistance for 1 turn.
This is considered a 9th level stance.
Now, onto the classes.
Slayer Sub-Classes
Demon-Bound Arm [General]
Req: Humanoid.
Benefit: One of your arms has been possessed by a demon; the flesh of that arm is either abnormally colored, shaped, or has some other kind of defining feature. You gain a +2 bonus to melee attack and damage rolls when using that arm. However, you suffer for the demonic possession by being easier to sway to do evil; you take a -2 penalty to Will saves against compulsions that would force you to commit an evil act.
Blademaster
http://img339.imageshack.us/img339/106/slayerweapon.png
The Blade Master is a warrior cursed with a demonic arm, who continues his vigilant training in swordsmanship in spite of the demon's interference.
Hit Die: d10
Requirements
BAB: +6
Skills: Concentration 4 ranks, Martial Lore 8 ranks.
Feats: Demon-Bound Arm, Power Attack, Quick Draw.
Maneuvers: Ability to use 3rd level maneuvers, including one strike and one stance.
The Blademaster
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (the planes), Martial Lore, Ride, Swim.
Skill-points per level: 2+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Tempered Blade, Quick Sheathe
2nd|
+2|
+3|
+0|
+3|Weapon Mastery +1
3rd|
+3|
+3|
+1|
+3|Weapon Focus
4th|
+4|
+4|
+1|
+4|Overdrive
5th|
+5|
+4|
+1|
+4|Draw Weapon
6th|
+6|
+5|
+2|
+5|Weapon Mastery +2, Weapon Focus
7th|
+7|
+5|
+2|
+5|Iron Will
8th|
+8|
+6|
+2|
+6|Raging Dragon Slash
9th|
+9|
+6|
+3|
+6|Weapon Focus
10th|
+10|
+7|
+3|
+7|Sword Storm, Weapon Mastery +3[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|1|0
3rd|1|0|0
4th|0|0|0
5th|1|1|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|1|0|0
10th|0|0|0[/table]
Weapon and Armor Proficiency: The Blademaster is proficient with all simple and martial melee weapons, but no armors or shields. At every level, the Blademaster gains proficiency in one Exotic weapon.
Maneuvers: At each odd level, the Blademaster gains new maneuvers from the Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, or Tiger Claw disciplines. They must meet a maneuver's prerequisite to learn it. They add their full Blademaster levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 2nd, 5th, and 8th levels, the Blademaster gains additional maneuvers readied per encounter.
Stances Known: At 1st and 6th levels, the Blademaster learns a new stance from the Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.
Tempered Blade (Ex)
The Blademaster has an extraordinary finesse towards keeping their weapons in perfect shape; they add half their class level to the hardness of the weapon they are currently wielding. In addition, the Blademaster has a damage pool that applies before any damage is dealt to their weapons by sundering or other means: This pool is equal to their ranks in Concentration, and is renewed at the start of every encounter.
Quick Sheathe: At 1st level, the Blademaster gains the ability to quickly sheathe weapons as fast as they can draw them. As a free action once per round, the Blademaster can replace a weapon on their person (in a sheathe, or other appropriate place).
Weapon Mastery (Ex)
The Blademaster is a master of using several weapons; whenever a situation may call for a club instead of a blade, they always have the necessary weapon handy. As such, their mastery stretches into the realm of the nearly supernatural, duplicating the efficiency and skill of magical enhancements at their basest benefit. At 2nd level, the Blademaster gains a +1 Enhancement Bonus to attack and damage rolls to any weapon they have the Weapon Focus feat for. If the weapon already has an Enhancement bonus, however, use the greater of the two values. At 6th, and 10th levels, this bonus increases by +1, to a maximum of +3. The enhancement bonus applies as if the weapon were innately magical, overcoming magical Damage Reduction, and having a 50% chance to hit Incorporeal beings.
(Example: Kyou the Blademaster has a number of weapons; A +2 Bastard Sword, and a Masterwork Greatclub among them. Upon gaining Blademaster level 2, when wielding her Greatclub, which she has the Weapon Focus feat for, she treats that weapon as if it were a +1 magic weapon. However, when wielding her +2 Bastard sword, it gains no benefit from this special, as it already has an Enhancement bonus greater than +1.)
Weapon Focus: At 3rd, 6th, and 9th levels, the Blademaster gains a bonus feat from the Weapon Focus tree (Weapon Focus, Weapon Specialization, Greater Weapon Focus, so on). Their Blademaster levels count and stack as Fighter levels for the purposes of qualifying for any of these feats.
Overdrive (Ex)
At 4th level, a Blademaster can enter a stance that allows them to deal powerful damage with melee strikes by over-stressing their weapon. As a swift action, the Blademaster may lose the benefits of any other stance they're in to gain the benefits of this stance. While in the Overdrive stance, the Blademaster gains a +1d6 to all damage rolls with any weapon they have the Weapon Focus feat in. In addition, they can allow their weapon to take 1 damage (first applying to the Blademaster's Tempered Blade pool) to deal an additional +1d6 damage. The Blademaster can choose to take 1 more damage to add another 1d6 damage, to a maximum of half of their Blademaster level.
Draw Weapon (Ex)
At 5th level, a Blademaster can time the drawing of one of their weapons seamlessly with an attack, surprising the opponent with their swift change. In any round a Blademaster utilizes the use of their Quick Draw feat, they deal an extra amount of damage on their next melee attack equal to the base weapon damage.
(Example: Kyou uses Quick draw to draw her Bastard sword in the same round that she uses it to attack an opponent. She uses a full attack, dealing +1d10 damage for her first attack, but dealing normal damage for the next two attacks.)
Iron Will: At 7th level, the Blademaster gains the Iron Will feat as a bonus feat.
Raging Dragon Slash (Ex)
At 8th level, the Blademaster gains a unique Martial strike that allows them to charge into the fray of a battle multiple times. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a full-round action, the Blademaster may perform a full attack, however, for each attack they may perform a charging attack (the -2 to AC only applies once). Alternatively, they may also gain a free Overrun or Bull Rush attempt against an adjacent opponent, provided they also spend one of the attacks in their full attack action on the intended target.
Any special, feat, or otherwise, that grants the ability to perform a full attack at the end of a charge doesn't apply to this strike; however, other features that function on a charge work as normal. This is considered an 8th level strike.
Sword Storm (Ex) (http://www.youtube.com/watch?v=BS_GGfCP0MA)
The Ultimate Blademaster skill, this ability allows a Blademaster to strike with every weapon on their person in a wide area, dealing massive damage to those who are unlucky enough to be in range. Once per encounter as a full-round action, the Blademaster may deal 1d6 damage per light weapon, 2d6 damage per one-handed weapon, and/or 3d6 damage per two-handed weapon they have on their person (to a maximum number of die equal to twice their character level) in a 30' radius burst centered on themselves. Naturally, they may exclude allies from the damage.
The damage is physical, and creatures caught in the area may attempt a Reflex save (DC 20 + the Blademaster's Strength modifier) for half damage. If any of the creatures affected has damage reduction, that can apply, unless any one weapon possessed by the Blademaster would overcome that damage reduction.
(Example: Kyou (Warblade 6/Blademaster 10) uses the Sword Storm technique with 2 Bastard Swords (one-handed), a Greatclub (two-handed), 10 daggers (light), 2 short swords (light), and an adamantine longsword (one-handed). In total, that's 12 light weapons (12d6), 3 one-handed weapons (6d6), and one two-handed weapon (3d6). This totals out for 21d6 damage, which overcomes magic, bludgeoning, slashing, piercing, and adamantine damage reduction.)
((Creators note: The base DC 20 comes from Base 10 + Level 10 Blademaster. That is all. :smalltongue:))
Soul Bender
http://img202.imageshack.us/img202/7115/slayersoul.png
The Soul Bender is a Slayer who learns how to better manipulate the dark energies within him by studying the nature of his demon parasites.
Hit Die: d6
Requirements
Alignment: Any nongood.
BAB: +3.
Skills: Psicraft 6 ranks, Knowledge (the planes) 2 ranks.
Feats: Demon-Bound Arm, Ectopic Form (any).
Powers: Must be able to manifest the astral construct (http://www.d20srd.org/srd/psionic/powers/astralConstruct.htm) power.
Maneuvers: Ability to use 2nd-level maneuvers.
The Soul Bender
Class Skills: Autohypnosis, Balance, Concentration, Craft, Hide, Jump, Knowledge (psionics), Knowledge (the planes), Move Silently, Psicraft, Sense Motive, Use Psionic Device.
Skill-Points per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Manifest Demon|--
2nd|
+1|
+0|
+0|
+3|Unshackle|+1 level of existing manifesting class
3rd|
+2|
+1|
+1|
+3|Manifest Demon|--
4th|
+3|
+1|
+1|
+4|Ghost Step|+1 level of existing manifesting class
5th|
+3|
+1|
+1|
+4|Manifest Demon|--
6th|
+4|
+2|
+2|
+5|Phantasmal Slayer|+1 level of existing manifesting class
7th|
+5|
+2|
+2|
+5|Manifest Demon|--
8th|
+6|
+2|
+2|
+6|Tombstone Drive|+1 level of existing manifesting class
9th|
+6|
+3|
+3|
+6|Manifest Demon|--
10th|
+7|
+3|
+3|
+7|Furious Blache|+1 level of existing manifesting class [/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|0|0
3rd|0|1|0
4th|1|0|0
5th|0|0|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|0|0|0
10th|1|0|0[/table]
Weapon and Armor Proficiency: The Soul Bender gains no weapon or armor proficiencies.
Manifesting: At every even level, the Soul Bender gains new power points per day and an increase in manifester level (and powers known, if applicable) as if they had also gained a level in a manifesting class to which they belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained. If they had more than one manifesting class before becoming a Soul Bender, they must decide which class to add each level for the purpose of determining power points per day, manifester level, and powers known.
Maneuvers: At 1st level, and every three levels thereafter, the Soul Bender gains new maneuvers known from the Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon or Tiger Claw disciplines. They add their full Soul Bender levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 3rd and 8th levels, the Soul Bender gains additional maneuvers readied per encounter.
Stances Known: At 1st and 6th levels, the Soul Bender learns a new stance from the Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.
Manifest Demon (Su)
The Soul Bender by and large uses their demonic powers to "summon" demons that provide various effects on a battlefield. A little known fact is that the Soul Bender actually uses the same ectoplasmic substance to create astral constructs as they do to summon their demonic allies. At 1st level, and every odd level thereafter, the Soul Bender can choose a unique "template" that they will be able to apply to any one Astral Construct they create; they can still choose an ability from whichever list(s) they are entitled to choose. Any Astral Construct created with a Demonic form gain the Evil subtype.
Hazy-Eyed Bremen (http://www.youtube.com/watch?v=Y703SmLv2Fc)
This demon manifestation can only be taken at 5th level or higher.
An Astral Construct created in Bremen's image inflicts blindness for 1 round upon a successful slam attack (Fortitude negates; DC 10 + 1/2 Construct's HD).
Unshackled Stance: Enemies within 20 feet of Bremen take a -2 to all saves, and a -4 to Spell Resistance as long as they stay within that area.
Ice Saya (http://www.youtube.com/watch?v=wf4IxIFpeTo)
An Astral Construct created in Saya's image gains the (cold) subtype, and its slam attacks deal an additional 1d6 cold damage.
Unshackled Stance: Enemies that enter or begin their turn within 20 feet of Saya take 2d6 cold damage, and take a -10' penalty to their base land speed for 1 round.
Kalla of the Dark Flame
This demon manifestation can only be taken at 5th level or higher.
An Astral Construct created in Kalla's image gains the (fire) subtype, and deals 2d6 hellfire damage (one half fire, one half evil (unresistable)) with a successful slam attack, on top of normal damage.
Unshackled Stance: Enemies that enter or begin their turn within 30 feet of Kalla take 4d6 hellfire (as above) damage. Additionally, enemies still take 2d6 damage at the beginning of their turn for 1d4 rounds even after leaving this area.
Kazan, the Corrupter (http://www.youtube.com/watch?v=HXP85YSndjs)
An Astral Construct created in Kazan's image is imbued with a +4 bonus to Strength.
Unshackled Stance: Kazan emanates an aura that grants a +2 bonus to all damage rolls of allies within 20 feet of it.
Kegan, the Afterimage
This demon manifestation can only be taken at 3rd level or higher.
An Astral Construct created in Kegan's image has concealment (20% miss chance) for one round after moving at least 10 feet.
Unshackled Stance: Kegan grants 10% miss chance to all allies within 20 feet.
Rhasa of the Plague (http://www.youtube.com/watch?v=nnQjI9XR3gI)
This demon manifestation can only be taken at 5th level or higher.
An Astral Construct created in Rhasa's image inflicts plague upon a successful slam attack; creatures hit suffer 1 constitution damage (Fortitude negates; DC 10 + 1/2 Construct's HD). Creatures immune to disease are immune to this effect.
Unshackled Stance: Enemies that enter or begin their turn within 20 feet of Rhasa take 2d6 acid damage, and take a -3 penalty to AC for 1 round.
Unshackle (Su)
The cornerstone of Soul Bender's full potential, this stance unseals a portion of the demonic energy stored in their arms to allow greater control of the Astral Constructs they create, or even further corruption. As a swift action, the Soul Bender may lose the benefits of any other stance they're in to gain the benefits of this stance. While in this stance, Astral Constructs created with any of the Demon Manifestation forms gain an aura as described in their entries. This lasts for as long as they are summoned, or until the Soul Bender enters another stance. In addition, once per encounter, a Soul Bender may apply the fiendish template to any non-demon manifestation Astral Construct they create by spending 2 pp (limited by manifester level as normal) extra when manifesting the power.
Ghost Step (Su)
At 4th level, the Soul Bender's demonic parasites allow them the ability to fade between the worlds as they move, making them as nearly impossible to strike as a ghost. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a boost, this ability is used as a swift action: For the Soul Bender's next move or double-move action (within 1 round of use), they are considered incorporeal, until they reach their end point. They may pass through solid objects and people, and while they still provoke attacks of opportunity, they have all the benefits of being incorporeal (50% chance of missing with magical weapons).
This boost cannot be used in conjunction with the Spring Attack, Shot on the Run, or Fly-By Attack feats; after the first attack, the Soul Bender is no longer considered incorporeal.
This is considered a 5th-level boost.
Phantasmal Slayer (Su)
At 6th level, the demonic parasites in the Soul Bender's arm refine the ability to cross between worlds, allowing them to combine their Ghost Step with a deadly charge. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a full-round action, the Soul Bender makes a charge attack, moving double their speed. They are allowed to attack anything along that line, with all the benefits of being a charge, aside from the ability to perform a full attack action. If they have yet to reach the end of their movement speed, they pass directly through the opponent, provoking an attack of opportunity as normal, however they have all the benefits of being incorporeal.
This only affects the Soul Bender; this strike gains no benefit if the Soul Bender is mounted.
This is considered a 7th-level strike.
Tombstone Drive (Su)
At 8th level, by sacrificing one of their Demonic Astral Constructs (as detailed above), the Soul Bender can summon a hail of ectoplasmic tombstones that bludgeon opponents in a small area, and inflict them with a demonic curse. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, the Soul Bender can prematurely end the duration of one of their Manifested Demon Astral Constructs to deal 1d8 damage per round of duration they had left, plus 1d4 unholy damage for every initiator level the Soul Bender possess (max 10d4) in a 20 foot radius. Creatures caught in the area may attempt a Reflex save (DC 18 + the Soul Bender's Charisma modifier) for half damage. In addition, any creature damaged must succeed at a Will save (same DC) or be Cursed (as Bestow Curse) for a number of rounds equal to the Soul Bender's class levels.
This is considered a 8th-level maneuver.
Furious Blache (Su) (http://www.youtube.com/watch?v=fE5uQBThMIM)
At 10th level, the Soul Bender reaches the pinnacle of their ability to create demonic Astral Constructs. To enter this stance, the Soul Bender needs to have created at least 2 Demonic Manifestations. As a swift action, the Soul Bender may lose the benefits of any other stance they're in to gain the benefits of this stance. When entering this stance, all Demonic Manifestations the Soul Bender has created are destroyed. In their place, a new demonic manifestation Astral Construct is created. Unless otherwise noted, use the stat block of a 9th level Astral Construct.
Gargantuan size: increase strength as normal. (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases)
Has the Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Template applied.
Enemies within 30 feet of Blache suffer a -4 penalty to attack rolls, and their speed is halved.
As long as this stance is adopted, the Soul Bender can't create any more Astral Constructs with their Demon Manifestations. Additionally, the Soul Bender may only adopt this stance a number of rounds equal to their initiator level each day. This need not be used all at once, however entering the stance always requires 2 Demonic Manifestation Constructs.
When the Soul Bender leaves this Stance, Blache immediately disappears, as if it had been dismissed normally.
This is considered a 9th-level stance.
Berserker (Hellbenter)
http://img135.imageshack.us/img135/841/slayerberserker.png
The Berserker, yielding to demonic possession, taps into an otherworldly rage. He is capable of a wide range of vicious attacks, including Frenzy, which unleashes furious bloodshed on threatening foes.
Hit Die: d12
Requirements:
Alignment: Any chaotic, and non-good.
BAB: +6.
Feats: Demon-Bound Arm, Extend Rage.
Maneuvers: Ability to use 3rd level maneuvers, including one strike and one stance.
Special: Rage ability.
The Berserker
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (the planes), Martial Lore, Swim.
Skill-points per level: 2+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bloody Cross, Enraged
2nd|
+2|
+3|
+0|
+0|Gore Cross
3rd|
+3|
+3|
+1|
+1|Fast Healing 1
4th|
+4|
+4|
+1|
+1|Sacrifice
5th|
+5|
+4|
+1|
+1|Frenzied Strikes
6th|
+6|
+5|
+2|
+2|Fast Healing 2
7th|
+7|
+5|
+2|
+2|Bloody Twister
8th|
+8|
+6|
+2|
+2|Raging Fury
9th|
+9|
+6|
+3|
+3|Fast Healing 3
10th|
+10|
+7|
+3|
+3|Extreme Overkill[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|1|0
3rd|1|0|0
4th|0|0|0
5th|1|1|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|1|0|0
10th|0|0|0[/table]
Weapon and Armor Proficiencies: The Berserker is proficient with all simple and martial melee weapons, but no armors or shields.
Maneuvers: At each odd level, the Berserker gains new maneuvers from the Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), Iron Heart, Stone Dragon, or Tiger Claw disciplines. They must meet a maneuver's prerequisite to learn it. They add their full Berserker levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 2nd, 5th, and 8th levels, the Berserker gains additional maneuvers readied per encounter.
Stances Known: At 1st and 6th levels, the Berserker learns a new stance from the Dread Crown, Iron Heart, Stone Dragon or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.
Bloody Cross (Ex)
The Berserker revels in bloodshed, even their own, and as they get closer and closer to death, the ferocity with which they fight increases. This encompasses several benefits; first, the Berserker is able to fight without penalty while between -1 and -9 hit points. In addition, as their hit points decrease from maximum, they gain a profane bonus to their Strength score, and a Dodge Bonus to AC that lasts until they are healed.
{table="head"]Hit point %|Strength Bonus|Dodge Bonus
100%|+0|+0
<75%|+2|+2
<50%|+4|+4
<25%|+6|+6
<0% (-1 to -9)|+8|+8[/table]
Enraged: Berserker levels stack as Barbarian levels for the purposes of Rage uses per day and improvements to Rage. However, for every level of Berserker the character takes, they suffer a -1 penalty to Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, and Perform checks, as they become less connected to normal, sane beings (and animals).
Gore Cross (Ex)
At 2nd level, the Berserker learns the secret of using their own blood in conjunction with their attacks to deal extra damage, and create deeper wounds for the unfortunate target. As a swift action, a Berserker can sacrifice 2 hit points to deal an additional 1d6 damage on their next melee attack. They can sacrifice an additional 2 hp for another 1d6 damage, to a maximum number of dice equal to their Berserker level. In addition, the target takes half the damage inflicted by the bonus damage (minimum 1d6) at the beginning of their next turn, for a number of rounds equal to the Berserker's class level, unless they receive a heal check (DC 10 + Berserker level + the Berserker's Strength mod) or magical healing.
This can be used in conjunction with a martial strike as long as it encompasses one or more melee attacks; however, the bonus damage only applies to the first successful attack. It can also be used before a full attack, with the same restriction.
(Example: Nukari (Barbarian 1/Warblade 5/Berserker 2) uses Bloody cross, taking 4 hit point damage. He uses the Steel Wind maneuver. He hits with his first attack, dealing an additional 2d6 damage to that opponent. He hits with his second attack as well, but receives no bonus damage, since it was already expended. The first target takes 1d6 damage at the beginning of their next two turns, unless they receive magical healing, or a DC16 Heal check to stifle the bleeding.)
Fast Healing (Su)
At 3rd level, the Berserker's demon parasite provides them the ability to more quickly recover from wounds. They gain Fast Healing 1, which stacks with any existing source. At 6th, and 9th levels, this Fast Healing increases by 1.
Sacrifice (Su)
At 4th level, the Berserker gains the ability to sacrifice some of their blood to share their strength with an ally. As a standard action, the Berserker can sacrifice 10 hit points to heal an ally within 30 feet for 5 hit points; additionally, they gain a +2 to Strength, and a +5' to their movement speed for 1 minute. The Berserker can sacrifice an additional 10 hit points, up to their Berserker level x 10. For every 10 hp sacrificed, the ally regains 5 hp; additionally, as the amount of hp sacrificed goes up, they gain additional benefits, as below:
{table="head"]Hit Points Sacrificed|Hit Points Healed|Strength Bonus|Movement Bonus|Duration
10|5|+2|+5'|1 minute
20|10|+2|+5'|1 minute
30|15|+2|+5'|1 minute
40|20|+2|+10'|1 minute
50|25|+4|+10'|1 minute
60|30|+4|+10'|2 minutes
70|35|+4|+15'|2 minutes
80|40|+4|+15'|2 minutes
90|45|+6|+15'|2 minutes
100|50|+6|+20'|2 minutes[/table]
Frenzied Strikes (Ex)
At 5th level, the Berserker can enter a greater state of rage, striking with their demonic arm in tandem with their weapon strikes to create a furious rain of blows. As a swift action, the Berserker may lose the benefits of any other stance they're in to gain the benefits of this stance; additionally, this stance can only be used when the Berserker is raging; when they leave rage, this stance ends, as well. When in this stance, the Berserker loses 2 hp every round, however, they gain multiple benefits:
Profane Bonus to Attack and Damage rolls equal to 1/2 their Berserker level.
The Berserker gains a +20' bonus to speed.
Their demonic arm gains a claw attack that they may use as if they possessed the Two-Weapon Fighting feat and the natural weapon were actually a manufactured weapon; however, they can always make at least one additional attack with their claw, even if not using a full attack action. The claw attack deals 1d8 + 1/2 the Berserker's Str mod for a medium creature. Additionally, it causes bleeding (equal to the damage it deals on a normal attack) for a number of rounds equal to one half the Berserker's class level, unless treated by a heal check (DC 17 + the Berserker's Strength mod).
At 10th level, the Berserker gains the effect of the Improved Two-Weapon fighting feat; as such, with a full attack action, the Berserker can make two claw attacks.
When the Berserker reduces a foe to -10 hp or less, they gain a number of temporary hit points equal to twice the HD of the slain foe.
This is considered a 7th level stance.
Bloody Twister (Su)
At 7th level, the Berserker can use their blood to create a vortex that brings a foe closer to them. As a standard action, the Berserker can sacrifice 8 hit points to bring an opponent within 60 feet 10 feet closer to the Berserker. The Berserker can sacrifice 8 additional hit points for every 2 Berserker levels they possess to bring the affected foe 10 feet closer. If the Berserker brings the opponent into melee range with this special, they are allowed a free melee attack against the foe (with a claw attack, if they're in the Frenzied Strikes stance, as above).
This special has no effect on creatures that are 2 or more sizes larger than the Berserker.
Raging Fury (Su)
At 8th level, with a mighty roar, the Berserker can unleash a wave of destructive energy upon their immediate area. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, the Berserker can deal 1d6 damage per initiator level they possess (maximum 15d6) in a 20' burst centered on themselves. By sacrificing 3 hp, they can deal an additional 1d6 damage; they can sacrifice 3 hp for every 2 Berserker levels they possess.
Creatures within the area can attempt a Reflex save (DC 18 + the Berserker's Strength mod) for half damage. Those who fail are knocked prone.
This is considered an 8th-level maneuver.
Extreme Overkill (Su) (http://www.youtube.com/watch?v=PZzsS7HpX8g)
At 10th level, the Berserker learns their ultimate technique; using the blood they reap from the foes they strike, the Berserker is able to summon a sword of carnage that they can then use to create a wave of destructive energy. As a swift action, the Berserker may lose the benefits of any other stance they're in to gain the benefits of this stance; additionally, this stance can only be used when the Berserker is raging; when they leave rage, this stance ends, as well. When in this stance, the Berserker stores all of the damage they deal to living opponents (not undead or constructs). For every 20 points of damage stored, they gain a +1 profane bonus to attack and damage rolls for the duration of this stance. When this stance ends, either by the Berserker leaving it of their own free will, or their Rage ending, the Berserker releases all of the blood stored in the phantasmal blade, as below:
{table="table"]Damage Stored|Damage Dealt|Attack Area
>=50|10d6|30 foot cone
60|12d6|35 foot cone
70|14d6|40 foot cone
80|16d6|45 foot cone
90|18d6|50 foot cone
100|20d6|55 foot cone
+20|+2d6|+5 feet[/table]
Creatures in the area can make a Reflex save (DC 20 + The Berserker's Strength modifier) for half damage.
This is considered a 9th-level stance.
Asura
http://img219.imageshack.us/img219/7149/slayerasura.png
The Asura is a Slayer who strikes a chilling bargain with the demon in their arm and sacrificing his eyes to gain great power. Though blind, the Asura can master magical attacks and defensive techniques, and sharpen skills that utilize waves and long-range weapons.
HD: d8
Requirements
BAB: +4.
Skills: Concentration 8 ranks, Spellcraft 8 ranks.
Feats: Demon-Bound Arm, Combat Casting, Blind Fight.
Invocations: Ability to use least invocations.
Maneuvers: Ability to use 2nd-level maneuvers.
Special: Cannot already be blind; upon entering this class, the character becomes blind, as detailed below.
The Asura
Class Skills: Balance, Concentration, Craft, Hide, Jump, Knowledge (arcana), Knowledge (the planes), Listen, Martial Lore, Move Silently, Sense Motive, Spellcraft, Tumble.
Skill-points per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+2|
+0|
+0|Armored Mage (Medium), Blindness, Blindsense 10', Lifesense|+1 level of existing Invocation-using class
2nd|
+1|
+3|
+0|
+0|Wave Manifestation Brand|+1 level of existing Invocation-using class
3rd|
+2|
+3|
+1|
+1|Blindsense 20'|+1 level of existing Invocation-using class
4th|
+3|
+4|
+1|
+1|--|+1 level of existing Invocation-using class
5th|
+3|
+4|
+1|
+1|Wave of the Gods|+1 level of existing Invocation-using class
6th|
+4|
+5|
+2|
+2|Armored Mage (Heavy)|+1 level of existing Invocation-using class
7th|
+5|
+5|
+2|
+2|Blindsense 30', Blindsight 15'|+1 level of existing Invocation-using class
8th|
+6|
+6|
+2|
+2|Wave Radiation|+1 level of existing Invocation-using class
9th|
+6|
+6|
+3|
+3|--|+1 level of existing Invocation-using class
10th|
+7|
+7|
+3|
+3|Blindsense 40', Blindsight 20', Wave Eye|+1 level of existing Invocation-using class[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|0|0
3rd|0|1|0
4th|1|0|0
5th|0|0|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|0|0|0
10th|1|0|0[/table]
Weapon and Armor Proficiency: The Asura gains no weapon proficiencies. They gain proficiency with heavy armors, but no shields.
Invocations: At each level, the Asura gains new invocations known and an increase in caster level as if they had also gained a level in an invocation-using class to which they belonged before adding the prestige class level (This includes eldritch blast). The Asura does not, however, gain any other benefit a character of that class would have gained. If they had more than one invocation-using class before becoming an Asura, they must decide to which class to add each level for the purpose of determining caster level and invocations known.
Asura Invocations:
Agni Pentacle
Dark; 8th
This Invocation requires the Asura to be using the Wave Manifestation Brand stance. The Asura can convert one or more of the magic orbs into greater magical energy, dealing 3d6 damage per orb sacrificed within 30 feet; opponents are also knocked back 1d4 x 10 feet. A successful Reflex save halves the damage and distance traveled (round down by 5).
Deadly Enticer
Greater; 6th
This Invocation requires the Asura to be using the Wave of the Gods or Wave Eye stance. All opponents within 60' of the Asura must succeed at a Reflex save or take 4d6 force damage and be pulled towards the Asura 10 feet.
Fire Wave Sword
Greater; 5th
The Asura imbues their weapon with fiery energy; the next melee attack they make is considered fire damage, and deals an equal amount of damage to opponents within 5 feet of the original target.
Ghost Orb
Lesser; 3rd
This invocation requires the Asura to be using the Wave Manifestation Brand stance. You can convert one or more magic orbs into pure magical energy, dealing 2d6 damage per orb sacrificed as a ranged touch attack to an opponent within 60 feet.
Ground Quaker
Dark; 7th
The Asura imbues their weapon with earth energy; their next melee attack is considered force damage, and the opponent must succeed at a Fortitude save or be Stunned for 1 round.
Ice Wave Sword
Lesser; 4th
The Asura imbues their weapon with cold energy; the next melee attack they make is considered cold damage, and has a reach 5' greater than normal for that weapon.
Neutral Wave Sword
Least; 2nd
The Asura imbues their weapon with magical energy that allows them to make a melee strike at range; the next melee attack they make has a range of 60'.
Spirit Crescent
Greater; 6th
The Asura imbues their weapon with greater magical energy. The next melee attack they make may be used in a 30' line.
Maneuvers: At 1st level, and every three levels thereafter, the Asura gains new maneuvers known from the Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, or Stone Dragon disciplines. They add their full Asura levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 3rd and 8th levels, the Asura gains additional maneuvers readied per encounter.
Stances Known: At 1st and 6th levels, the Asura learns a new stance from the Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, or Stone Dragon disciplines. They must meet a stance's prerequisites to learn it.
Armored Mage (Ex)
Asura learn early that giving up their eyesight is fairly costly to their defense, so they learn to fight in armor. As such, their mastery allows them to ignore the Arcane Spell Failure of Medium armor when using Invocations.
At 6th level, the Asura can use Invocations in heavy armor without Arcane Spell Failure.
Blindness: At 1st level, the Asura strikes a deal with the demon in their arm; by giving up their eyesight permanently, they are able to gain the greater arcane power granted by this class. As such, the Asura always fails checks and activities that rely on vision, and all enemies are considered as having total concealment against them (however, the abilities of the Asura can make up for this, see below).
Blinsense and Blindsight (Ex)
Although Asura give up their sight, they learn to get a sense of their surroundings by using their other senses. At 1st level, the Asura gains Blinsense 10'. At 3rd, 7th, and 10th level, the range of this ability increases by 10' (to a maximum of 40' at level 10).
At 7th level, the Asura gains Blindsight with a radius of half of their Blindsense.
Lifesense (Su)
In addition to their other senses compensating for their lack of sight, the Asura gains the supernatural ability to "see" living beings. This functions as the Lifesense feat (Libris Mortis) in all purposes, in essence granting the Asura to "see" within a certain radius of living beings. However, nonliving beings, of course, grant no light source.
Wave Manifestation Brand (Su)
The cornerstone of the Asura's ability to seamlessly go from performing melee strikes to casting invocations, this stance grants greater power to the Asura's "casting" ability after using martial maneuvers. The Asura gains this ability at 2nd level; as a swift action, the Asura may lose the benefits of any other stance they're in to gain the benefits of this stance. While in this stance, magical orbs with runes float around the Asura for every martial strike they use. They can have a maximum of one-half their Asura level at any one time (minimum 1). They may expend an orb at any time to:
1 Orb: Add 1d6 damage to the next Invocation they cast.
2 Orbs: Gain a +2 bonus to checks against spell resistance for the next Invocation they cast.
3 Orbs: Add +2 to the DC of the next Invocation they cast.
4 Orbs: Apply the effects of any Spell-like "Metamagic" feat to the next Invocation they cast.
They can combine the effects of as many orbs as they possess at the time; the effects of multiple orbs stack. Using orbs is a free action.
In addition, the Asura gains a +4 bonus on Concentration checks when casting defensively (this stacks with the benefit from Combat Casting).
This is considered a 3rd level stance.
Wave of the Gods (Su)
At 5th level, the Asura can radiate magical energy, dealing damage to enemies within a certain radius of themselves. As a swift action, the Asura may lose the benefits of any other stance they're in to gain the benefits of this stance. An enemy who begins their turn within 10 feet of the Asura takes 2d6 force damage, and suffers a -5 penalty to their Spell Resistance for 1 round.
This is considered a 5th level stance.
Wave Radiation (Su)
At 8th level, the Asura can radiate a more forceful wave of magical energy, striking out at one opponent and knocking them over. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, the Asura can deal 1d4 force damage per initiator level they possess (maximum 15d4) to a single opponent within 30 feet. In addition, the target is pushed back 1d4 x 5 feet, and must succeed at a Fortitude save (DC 17 + the Asura's Wisdom modifier) or be knocked prone.
This is considered a 7th level strike.
Wave Eye (Su) (http://www.youtube.com/watch?v=Ct_gAzR9OBc)
At 10th level, the Asura's magical prowess reaches its ultimate level, in the form of the Wave Eye technique. As a swift action, the Asura may lose the benefits of any other stance they're in to gain the benefits of this stance. In this stance, all weapon attacks the Asura performs are considered magical in nature and deal force damage. Opponents that begin their turn in or enter within 60 feet of the Asura take a -2 to all attack rolls, weapon damage rolls, saves, and skill checks, take 4d6 force damage, and take a -6 penalty to their Spell Resistance for 1 turn.
This is considered a 9th level stance.