PDA

View Full Version : Pathfinder Wrathblood - a T3 "monster" bloodrager archetype - PEACH!



upho
2014-09-05, 03:04 AM
THIS THREAD HAS MOVED TO HERE! (http://www.giantitp.com/forums/showthread.php?442363-Wrathblood-The-Monster-Bloodrager-Archetype-New-and-Improved-Monstrous-Thread!&p=19820953#post19820953)
This OP is no longer being updated. Please do not post here.

http://res.cloudinary.com/upho/image/upload/v1411997852/Wrathblood_clawed_huge_wp55gz.png
- Bloodrager Archetype (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager) -

http://res.cloudinary.com/upho/image/upload/v1411998056/Wrathblood_horrid_horror_cropped_70_eyeglows_r4lla b.jpg
Wanna be scarier than the monsters for once? Play a pitborn (http://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling#TOC-Variant-Tiefling-Heritages) wrathblood of the abyssal bloodline (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/paizo---bloodrager-bloodlines/abyssal).

While the supernatural heritages of all bloodragers can transform them into formidable combatants if their anger is awakened, only a select few dares to fully embrace the power of the bloodrage. These rare individuals are called wrathbloods, and they are known to forsake both steel and spell in battle, relying solely on the fearsome changed shapes provided by their bloodrage. In truth, a wrathblood eventually becomes more at home in her monstrous forms than her normal body, and her bloodrage becomes a meditative state of calm focus, even as she unleashes bloody carnage on her foes in a perfected ballet of claws, fangs and tentacles.

As wrathbloods tend to be of races and bloodlines which grant them beastial features, and as their bloodrage can be terrifying to behold, even when used in the most merciful manner for the most noble of purposes, they are typically feared and subjected to much prejudism even in highly civilized cultures. For this reason, most wrathbloods try to hide their talents from all but their closest friends, and many are loners or members of violent primitive tribes living outside of civilized society. Still, there are communities where wrathbloods are welcome, typically those with a famous local wrathblood hero or a nearby monk monastery which accepts wrathbloods of suitable mindsets as students, despite their strange heritages and unorthodox fighting styles.


The wrathblood archetype was made with the following mechanical objectives:

Full BAB melee focus
Tier 3 versatility/power (comparable to for example inquisitor or magus, or more accurately the Path of War classes, especially the stalker)
Easy to play (especially in combat)
Versatile and effective utility/non-combat abilities
Enable several effective mechanically different character builds
Retain relative effectiveness/usefulness in higher level games

In terms of fluff/flavor, the wrathblood is intended to fill a "monster-PC" niche and to provide a PC option focusing on natural attacks, without suffering from the problem of "early-level OP - late-level UP" associated with other natural attack class/archetype options.

In short, the wrathblood archetype replaces or changes 17 of the 35 bloodrage features, most notably:

Martial weapon and shield proficiency replaced with Improved Unarmed Strike as bonus feat at 1st level, and primary natural attacks gaining the benefits of feats with IUS as prerequisite or effects which augment unarmed strikes.
Uncanny dodge, improved uncanny dodge and spell casting are replaced by the ability to gain eidolon evolutions while bloodraging, starting with 1 + Cha mod evolution points at 2nd level, and ending with 7 + Cha mod points at 20th level.
Blood casting and eschew materials are replaced by the ability to trade rounds of bloodrage to manifest evolutions of up to twice the above number of evolution points for 1h while not in combat, starting with 1/day at 4th level and ending with 5/day at 20th level.
Style feats can be taken instead of bloodline bonus feats, and the wrathblood can enter one style feat stance with the same free action used to enter a bloodrage at 6th level, or two stances at 15th level, and can also use two styles simultaneously at 9th level (prerequisites and fuse styles ability near identical to the master of many styles monk archetype).
Bloodline bonus spells are replaced by the ability to trade rounds of bloodrage to gain the effects of each evolution surge spell 2/day during a bloodrage (starting with the lesser spell at 7th level and ending with the greater at 13th level), or as an immediate or swift action for 1 round (at 16th level).





http://res.cloudinary.com/upho/image/upload/v1411997937/Wrathblood_archetype_features_glisten_ge64ei.png

A wrathblood relies on her natural attacks in combat, developing her own unique fighting style which blends the ferocious powers of her bloodrage (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Bloodrage-Su-) with techniques similar to the martial arts practiced by monks. The wrathblood must have at least one primary natural attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks) in order to benefit from her monstrous warrior and monstrous style (described below) abilities. Any source may provide this attack (race, bloodline power, feat etc), as long as the attack is available while the wrathblood is bloodraging.

The wrathblood does not gain Handle Animal, Knowledge (arcana), Ride or Spellcraft as class skills, and she is not proficient with martial weapons or with any shields. Instead, she gains Fly, Knowledge (planes), Stealth and one other skill of her choice as class skills, and at 1st level, she gains Improved Unarmed Strike (http://www.d20pfsrd.com/feats/combat-feats/improved-unarmed-strike-combat---final) as a bonus feat. In addition, her primary natural attacks gain the benefits of her feats that have Improved Unarmed Strike as a prerequisite, as well as those that augment an unarmed strike, and she may treat her wrathblood levels as monk levels for the purpose of qualifying for combat feats.

The benefits of monstrous warrior are subject to the level-dependent maximum number of attacks the wrathblood can make per turn, as detailed in the 'Maximum Attacks' section below.

This replaces blood sanctuary (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Blood-Sanctuary-Su-) and martial weapon and shield proficiency, and alters skills.



A wrathblood thrives on the paradoxes and contradictions of her mixed heritage. Surrendering herself completely to her bloodrage, she learns to unlock the infinite possibilities contained in her combined blood. At 2nd level, she gains evolution points equal to 1 + her Charisma modifier (minimum 1), and she may exchange one of her bloodline powers for +2 additional evolution points. She must spend these on eidolon or wrathblood evolutions, which she will manifest while in bloodrage. While manifested, the evolutions are treated as (Ex), (Su) or (Sp) abilities according to their descriptions, although the ability to add them when entering a bloodrage is supernatural. The wrathblood can change which evolutions to manifest and which bloodline power to exchange (if any) whenever she gains a level, but not at any other time, and she can not be affected by the transmogrify spell. At 5th level, and at every third level thereafter (8th, 11th, 14th, 17th and 20th), her pool of evolution points increases with +1.

For the purpose of qualifying for evolutions, a wrathblood treats her wrathblood levels as summoner levels, and counts as an eidolon of the biped base form with the evolutions corresponding to any abilities or traits from other sources. (For example, a half-orc (http://www.d20pfsrd.com/races/core-races/half-orc) wrathblood with the toothy racial trait counts as a biped eidolon with the bite evolution, but does not have the claws evolution the biped eidolon base form normally has.)

The wrathblood may choose any evolution she qualifies for, except for the large, huge and ability increase evolutions, and if she chooses the skilled evolution, she gains a +4 bonus to the selected skill even while she is not in bloodrage (see also the monstrous size evolution below). In addition, she can manifest her chosen evolutions in conjunction with any altered shape provided by her bloodline powers or other abilities, though not any of her evolutions which her transformed shape doesn't allow for (such as the poison evolution when in an animal shape which lacks a bite or sting attack).

While bloodraging, a wrathblood also gains a bonus to Intimidate (http://www.d20pfsrd.com/skills/intimidate) skill checks and to saving throws against fear effects equal to half the number of evolution points in her pool.

Any attacks, and/or evolutions applied to attacks, granted by shape of wrath are subject to the level-dependent maximum number of attacks the wrathblood can make per turn, as detailed in the 'Maximum Attacks' section below.

This replaces uncanny dodge (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Uncanny-Dodge-Ex-), improved uncanny dodge (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Improved-Uncanny-Dodge-Ex-) and spell casting (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Spell-Casting).



At 4th level, a wrathblood can control the powers of her mixed blood more precisely, enabling her to take drastically different shapes during short periods of time free from other distractions. Once per day when not in a bloodrage, she may spend 2 rounds of bloodrage to manifest evolutions of up to twice the number of evolution points granted by her shape of wrath ability. The evolutions manifest for one hour (or fraction thereof) or until the wrathblood chooses or is forced to change back, whichever comes first. Changing into focused form or back into normal form is a full-round action that does not provoke attacks of opportunity.

When using focused form, the wrathblood is treated as a summoner of her level for the purpose of qualifying for evolutions. She may choose any eidolon or wrathblood evolution for which she qualifies, except for the Intelligence, Wisdom or Charisma ability increase evolution. In addition, at the cost of 1 evolution point, she may change into any other eidolon base form, gaining the associated free evolutions while losing those associated with her normal form and those granted by any source other than focused form. Changing base forms does not change a wrathblood’s base ability scores or saving throw bonuses.

Unless the wrathblood’s chosen focused form is close to her normal form, worn equipment melds with the wrathblood’s body while she is using focused form, as if she was affected by a polymorph (http://www.d20pfsrd.com/magic#TOC-Transmutation-Polymorph) spell. Similar to a summoner’s eidolon, the wrathblood can take on any superficial appearence she prefers when using focused form. If her visible evolutions (limbs, size etc.) and appearance also corresponds to that of a creature type she is familiar with, she gains a +10 bonus to Disguise skill checks made to pass as a creature of that type.

A wrathblood can not use bloodrage while using focused form or vice versa. If any attack or effect causes her to take Hit Point damage greater than her level, any ability damage, if she fails to avoid a negative condition, or if she takes any offensive action while using focused form, she immediately reverts back to her normal form. Because of the abrupt change of forms, she takes ability damage (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage) to Charisma equal to half the number of evolution points used by the focused form, and is dazed (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed) for one round. This ability damage and dazed condition can not be avoided in any way, even if the wrathblood is normally immune to either effect.

At 8th level and every four levels thereafter, the wrathblood gains an additional use of focused form, for a total of five uses per day at 20th level. When one use is about to expire, she can extend the time by spending another use of the ability as a free action, allowing her to remain in a focused form for up to as many hours as she has uses. She still needs to take a full-round action to change manifested evolutions or base forms.

This replaces blood casting (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Blood-Casting-Su-) and eschew materials (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Eschew-Materials).



Whenever a wrathblood gains a bloodline bonus feat, she may instead select a bonus style feat (http://www.d20pfsrd.com/feats/style-feats) or the Elemental Fist (http://www.d20pfsrd.com/feats/combat-feats/elemental-fist-combat) feat. She does not have to meet the prerequisites of that feat to gain its benefit while using her primary natural attacks, except the Elemental Fist feat.

Alternatively, the wrathblood may choose a feat in that style’s feat path (such as Wolf Trip (http://www.d20pfsrd.com/feats/combat-feats/wolf-trip-wolf-style)) instead of one of her bloodline bonus feats or as one of her regular feats, as long as she has the appropriate style feat (such as Wolf Style (http://www.d20pfsrd.com/feats/combat-feats/wolf-style-combat-style)). Provided the wrathblood gained the style’s initial feat as a bonus feat, she does not have to meet any other prerequisite of the feat in the path to gain its benefit while using her primary natural attacks, even if she selects it as one of her regular feats. She still has to meet all the prerequisites of her chosen style feats in order to gain any of their applicable benefits when attacking with anything other than a primary natural attack (for example if attacking with a manufactured weapon or a secondary natural attack). In addition, while using a style feat granted by monstrous style, she is limited to the maximum number of natural attacks per turn listed in the table of the shape of wrath feature.

At 6th level, the wrathblood can enter the stance of a style feat she knows as part of the free action used to enter a bloodrage. At 9th level, a wrathblood can fuse two of the styles she knows into a more perfect style, allowing her to have two style feat stances active at once, and enter or switch one or two stances as a swift action. At 15th level, the wrathblood can enter two stances as part of the free action used to enter a bloodrage.

Any attacks, and/or effects augmenting natural attacks, granted by the monstrous style bonus feats are subject to the level-dependent maximum number of attacks the wrathblood can make per turn, as detailed in the 'Maximum Attacks' section below. (This excludes the benefits of any of the wrathblood's style feats which she selected and would have been able to use regardless of monstrous style, as well as effects which don't grant or augment attacks.)

This adds options to the bloodrager's bloodline feats (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Bloodline), and can be combined with another archetype which alters or adds options to bloodline feats (such as the crossblooded rager (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/crossblooded-rager)).

Special: If the Path of War supplement is used in the game, at the DM’s discretion, a wrathblood may select a style feat (as described) or a Martial Training (http://www.d20pfsrd.com/path-of-war/feats#TOC-Martial-Training-I-Combat-) (I - VI) feat for which she qualifies instead of a bloodline bonus feat. If she selects the Broken Blade (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers), Steel Serpent (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/steel-serpent-maneuvers), Thrashing Dragon (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/thrashing-dragon-maneuvers) or Veiled Moon (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/veiled-moon-maneuvers) discipline, she also treats her primary natural attacks as weapons associated with that discipline. For the purpose of meeting maneuver prerequisites in the discipline and determining their benefits, she may also treat any single primary natural attack she has as a wielded manufactured melee weapon, and if she has two claw attacks, she may treat those as wielded manufactured weapons and herself as two-weapon fighting. Unlike with style feats, she has to meet all prerequisites of a Martial Training feat, as normal, even if she selects it as one of her bonus feats.



At 7th level, a wrathblood gains lesser surge of wrath, enabling her to improve her shape of wrath ability. Twice per day when initiating bloodrage, the wrathblood may spend 2 rounds of her daily allotment of bloodrage rounds for an additional evolution of up to 2 additional evolution points. This ability functions like the spell lesser evolution surge (http://www.d20pfsrd.com/magic/all-spells/e/evolution-surge), except as noted here. Using a surge of wrath ability is a part of initiating bloodrage, and does not require a separate action, and unlike the evolution surge spells, the evolution points granted can be used to enhance evolutions granted by shape of wrath (for example to increase the wrathblood's flight ability or the strength of her poison). The evolution(s) manifests until the bloodrage has ended.

At 10th level, a wrathblood also gains surge of wrath, and may twice per day spend 4 rounds of bloodrage for an additional evolution of up to 4 evolution points, as per the evolution surge (http://www.d20pfsrd.com/magic/all-spells/e/evolution-surge) spell. At 13th level, the wrathblood also gains greater surge of wrath, and may twice per day spend 6 rounds of bloodrage for two additional evolutions of up to 6 evolution points, as per the greater evolution surge (http://www.d20pfsrd.com/magic/all-spells/e/evolution-surge) spell. The uses of surge of wrath stack, but no two uses can be active during the same bloodrage. (At 13th level, each day the wrathblood thus has two uses of lesser surge of wrath, granting her 2 evolution points during two bloodrages, two uses of surge of wrath, granting her 4 evolution points during another two bloodrages, and also two uses of greater surge of wrath, granting her 6 evolution points during another final two bloodrages.)

At 16th level, a wrathblood can use surge of wrath as a swift action, or as an immediate action when targeted by an attack, even while not in a bloodrage or while another use of surge of wrath is active. The evolutions gained in this way manifest for one round, and are in addition to any evolutions already being manifested, including those gained by using this ability when initiating a bloodrage.

A wrathblood using this ability selects evolutions as per the shape of wrath ability (no huge or ability increase evolution, large evolution replaced with monstrous size), except she may change evolutions between uses. While using surge of wrath, the wrathblood also gains a bonus to Intimidate skill checks and to saving throws against fear effects equal to half the number of the additional evolution points granted (this stacks with the bonuses provided by shape of wrath).

Any attacks, and/or evolutions applied to attacks, granted by surge of wrath are subject to the level-dependent maximum number of attacks the wrathblood can make per turn, as detailed in the 'Maximum Attacks' section below.

This replaces bloodline bonus spells (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Bloodline).



Several benefits granted by the wrathblood archetype limits the number of attacks a wrathblood of a certain level can make during her turn, as listed in the table:




Levels
Max Natural Attacks
Additional Secondary



1st - 2nd

2

0



3rd - 4th

2

1



5th - 7th

3

0



8th - 9th

3

1



10th - 12th

4

0



13th - 14th

4

1



15th - 17th

5

0



18th - 19th

5

1



20th

6

0



The numbers listed under 'Max Natural Attacks' is the maximum number of attacks of any kind (primary or secondary natural attacks, attacks with wielded weapons, unarmed strikes etc) a wrathblood can make during her turn if one or more of the attacks are granted and/or augmented by her shape of wrath or surge of wrath evolutions, monstrous warrior benefits, or monstrous style feats. During certain levels, that maximum increases with one additional secondary natural attack, as indicated under 'Additional Secondary' in the table.

The maximum number of attacks listed excludes any effects or abilities granting the wrathblood attacks as free actions, attacks of opportunity, or those allowing her to make an attack again (such as the additional attack granted by the haste (http://www.d20pfsrd.com/magic/all-spells/h/haste) spell or certain martial maneuvers), but includes any other attack, regardless of its source (race, feats, evolutions, class features, spells, items etc). If the wrathblood has more natural attacks than the number listed for her level, she must choose which natural attacks to use during her turn in order to benefit from the associated wrathblood features. She can also choose to reduce a primary attack to a secondary attack during levels when she is allowed to make an additional secondary attack, changing the primary attack’s values and effects accordingly (including removing the benefits of wrathblood features limited to primary attacks, such as the damage die size increase of monstrous warrior or the benefits of style feats granted by monstrous style).

If the wrathblood chooses not to make any attacks subject to the limitations, she is of course also not limited to the maximum number listed for her level. She must decide whether to do so before making her first attack in a round, and her choice remains in effect until the start of the next round, typically affecting both the maximum number of attacks she has available during her turn as well as the potency of those attacks during the round.



The wrathblood can currently be combined with the crossblooded rager (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/crossblooded-rager) and primalist (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/primalist) archetypes.



http://res.cloudinary.com/upho/image/upload/v1420382460/Wrathblood_evolutions_glisten_yd5ilb.png
The following evolutions and style feats can be selected by a wrathblood who meets the prerequisites, using the same rules as those governing her eidolon evolutions and style feats.

At the DM’s discretion, classes/archetypes other than the wrathblood may of course also gain access to some or all of these options, and the style feats have been written with this in mind. But besides perhaps the spikes evolution, I would not recommend making the evolutions available to summoners (or other classes with access to the eidolon evolutions) without carefully considering their potential when combined with other abilities such as a much larger pool of evolution points, unrestricted access to eidolon evolutions, or eidolon base forms other than biped.


Small Base Form (Ex)
A large or medium wrathblood can choose to take on a Small base form without spending any evolution points when using any ability which allows her to manifest evolutions. This is treated as any other evolution, using the rules of the specific ability used. A Small wrathblood gains a +2 bonus to her Dexterity score and takes a –2 penalty to her Strength score. She also gains a +1 size bonus to her AC and attack rolls, a –1 penalty to her CMB and CMD scores , a +2 bonus on her Fly skill checks, and a +4 bonus on her Stealth skill checks. The damage of all of her attacks are also reduced by one step from Medium size (1d6 becomes 1d4, 1d4 becomes 1d3). These values are doubled if the wrathblood originally was Large size. These changes replaces those applied to eidolons of a Small size base form.


Tripping Weapons (Ex)
The wrathblood has hooked or barbed weapons which deal less damage but can easily catch the target's skin, clothing or armor, making them excellent tools for tripping opponents. The damage die size of the wrathblood's natural attacks with the trip evolution is reduced by one category (1d8 becomes 1d6, 1d6 becomes 1d4 etc), in addition to any other effects affecting the damage die size. The attacks ignore the immunity to the trip combat maneuver flying creatures normally have. When the wrathblood uses such a natural attack to successfully trip a flying target, the target does not fall prone, but instead takes a -2 penalty to AC and attack rolls, and its fly and land speed is halved. These effects remain until the target spends a move action to remove the them, which provokes attacks of opportunity. This is treated as a trip combat maneuver in all other respects, and it triggers any actions which are normally triggered by a creature falling prone (and is thus compatible with for example the Greater Trip, Wolf Trip or Vicious Stomp feats). The wrathblood must have the trip evolution to select this evolution.




Blightburn Poison (Ex)
The wrathblood’s body absorbs even the most minute traces of blightburn she comes into contact with and stores it in her poison glands, strengthening her poison with the terrible power of the concentrated mineral. A creature which fails its saving throw against the wrathblood’s poison is afflicted with blightburn sickness (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/blightburn-sickness) (no save) and takes 2d6 points of fire damage per round. A successful caster level check (DC = 10 + wrathblood level + Constitution modifier) is also required to affect the poisoned creature with magic of the teleportation subschool. This is in addition to the other effects of the poison.

Even a creature immune to poison or which makes a successful saving throw is afflicted with blightburn sickness if it takes damage from the poisonous attack, but is granted a saving throw to avoid the disease. Until the poison is cleaned away with a successful DC 15 Heal check, such a creature also takes 1d6 points of fire damage per round, and a successful caster level check (DC = 10 + 1/2 wrathblood level + Constitution modifier) is required to affect the creature with magic of the teleportation subschool.

A wrathblood with this evolution becomes immune to the effects of blightburn. The wrathblood must have the poison evolution and be at least 8th level to select this evolution. She may also spend additional evolution points to further enhance her blightburn poison with one or both of the following:

Lethal Injection If 1 additional evolution point is spent, the DC of the wrathblood’s poison gains a bonus equal to half the ability score modifier used when making the poisonous attack (Strength or Dexterity). Poison with this evolution can affect any creature not immune to the effects of blightburn, though a creature normally immune to poison gains a +5 bonus to the saving throw. The wrathblood must be at least 11th level to select this evolution.
Mage Cage Poison (Su) If 2 additional evolution points are spent, a creature taking damage from the wrathblood’s poisonous attack, but which avoids being poisoned, can not be affected by any kind of extradimensional travel (as per the dimensional anchor (http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor) spell) until the poison has been cleaned away. A poisoned creature is also restricted to the plane where the wrathblood made the attack, and can not benefit from any extradimensional perception or attack forms, or any magic or supernatural effects which augments its movement (such as those granted by the fly, freedom of movement or haste spells). Any ongoing such effects are suspended until the creature successfully saves against the poison. The wrathblood must be at least 14th level to select this evolution.


Monstrous Flurry (Ex)
The wrathblood is capable of attacking with blinding speed, shredding her opponents in a flurry of claws and fangs. Whenever she takes a standard or full-round action which includes a single attack (such as a standard action attack, a vital strike or a charge), she can make an additional natural attack against the same target. This additional attack is made using the same bonuses and penalties a standard action attack would have in the same circumstances. The wrathblood must be at least 5th level to select this evolution. She may also spend additional evolution points to enhance her monstrous flurry with one or both of the following:

Monstrous Pounce For one additional evolution point, the wrathblood can also make a full attack using her natural attacks at the end of a charge (none of her attacks can be made using wielded weapons or unarmed strikes). The wrathblood must be at least 7th level to select this evolution.
Monstrous Opportunist For one additional evolution point, once per round and opponent, the wrathblood can also make two natural attacks instead of one whenever she is granted an attack of opportunity. This still counts as a single attack of opportunity (she does not need the Combat Reflexes feat in order to benefit from this evolution once per round). Only one of these two attacks may be used to make a Combat Maneuver, regardless of any other abilities she may have. The wrathblood must be at least 11th level to select this evolution.


Powerful Charge (Ex)
The wrathblood gains the powerful charge (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Powerful-Charge-Ex-) special attack, making her horns or tusks devastating weapons when she charges opponents. Once per turn, one of her gore attacks deals twice the normal damage when successfully used in a charge (extra damage resulting from a critical hit or precision damage are not doubled), and she is treated as having the powerful charge special ability for the purpose of meeting the prerequisites of feats. The wrathblood must have a Strength score of 26 or higher (while bloodraging) and a gore primary attack to select this evolution.




Hooked Tentacles (Ex)
A pair of the wrathblood’s tentacles are particularly well-adapted for catching and holding her prey, having strong suction cups with large hooked claws at their tips. These replace two secondary tentacle attacks or a pair of limbs (arms) with two primary hooked tentacle attacks, which deal 1d4 bludgeoning and piercing damage (1d6 if Large) and have the grab special attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-). The hooked tentacles are treated as normal tentacle attacks for the purpose of applying other evolutions to them, and both hooked tentacles gain additional reach if the reach evolution is applied to either one. The poison evolution can be added to a pair of hooked tentacles (in place of a bite or sting attack), as well as the constrict evolution, even if the wrathblood does not have the serpentine base form (both hooked tentacles must be used in a grapple in order to deal constrict damage equal to that of one hooked tentacle attack). If this evolution is added to a pair of limbs (arms), any attacks associated with the arms are replaced with the hooked tentacle attacks. This evolution can be selected more than once, replacing two tentacle attacks or a pair of limbs (arms) each time it is selected. The wrathblood must have at least two tentacle attacks or a pair of limbs (arms) to select this evolution.

When used in tandem, a pair of hooked tentacles can allow the wrathblood to avoid the grappled condition when she grabs an opponent. During her turn, she must be able to attack a single creature with both hooked tentacle attacks and use the grab ability of her first hooked tentacle attack to initiate a grapple. By choosing not to make her second hooked tentacle attack and instead use the limb to assist in the grapple, she takes a -5 penalty to her CMB check to initiate the grapple (instead of the normal -20). If the grapple attempt is successful, she may maintain the grapple using only the two hooked tentacles and avoid the grappled condition, as described in the grab ability (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-) rules. Similarly, whenever she makes her first grapple check to maintain a grapple during her turn, she may decide to use only the two hooked tentacles, even if she initiated the grapple normally, thereby avoiding the grappled condition and taking only a -5 penalty to her CMB checks to maintain the grapple until the start of her next turn. She deals automatic damage with both hooked tentacles, plus any constrict damage, whenever she successfully maintains her hold. If the wrathblood has the Snatch feat, she instead takes no penalty when using only her two hooked tentacles in a grapple, and she can use them to grapple a creature of any size.


Monstrous Limbs (Ex)
A pair of the wrathblood’s limbs are extremely large and flexible, enabling her to reach far and wide with an uncanny strength and speed. Select two natural attacks of the same type, made with a pair of limbs (arms), tentacles or tails (such as claws, hooked tentacles or stingers). The two selected natural attacks, and the associated pair of limbs, gain a natural reach equal to the maximum reach a creature of the same size category and shape has while wielding a reach weapon. This evolution typically increases the wrathblood's natural reach by +5 feet if she has a Small or Medium (tall) or a Large (long) shape, by +10 feet if she is has Large (tall) or a Huge (long) shape, or by +15 feet if she is has Huge (tall) shape. (Templates can be found here. (http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-templates) If the wrathblood is in the shape of a creature (via for example beast shape) that originally does not follow this general rule, adapt the reach increase to the creature and attacks in question.) This reach replaces that of the original natural attacks.

When using the monstrous limbs to drag, grapple, pull, push, reposition or trip an opponent, the wrathblood gains a +2 bonus to the Combat Maneuver check, and she is treated as if one size category larger when determining whether she can affect an opponent with those maneuvers and special attacks. In addition, the trip evolution can be applied to a pair of oversized limbs (in place of a bite attack), adding the trip special attack to the natural attacks of both limbs. To select this evolution, the wrathblood must have a pair of identical natural attacks made with a pair of identical limbs (arms), tentacles or tails.


Monstrous Prescience (Su)
The wrathblood can see all the possible outcomes of any of its own futures. This grants her an insight bonus to AC and on initiative checks and Reflex saves equal to half her Charisma modifier, and allows her to make additional attacks of opportunity each round equal to half her Charisma modifier. This stacks with any additional attacks of opportunity granted by the Combat Reflexes feat.


Monstrous Size (Ex)
The wrathblood grows in size, becoming one size category larger. She gains a +2 bonus to Strength, a +1 bonus to Constitution, and a +2 bonus to her natural armor. She also takes a –2 penalty to Dexterity, a –1 size penalty to AC and on attack rolls, a +1 bonus to CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the wrathblood has a biped or similar (tall) shape, she also gains +5 feet additional reach. Any reach evolutions she possesses are added to this total, and any armor, clothing or other size-dependent equipment she is wearing and not simply holding adapts to her new size. These changes stack with any bonuses or penalties from other sources, including other bonuses to natural armor. This evolution can not make the wrathblood larger than Large size, and the wrathblood can not be affected by any non-hostile effect which makes her larger than Large. The wrathblood must be no larger than Medium size and at least 5th level before selecting this evolution.

If 2 additional evolution points are spent, the bonuses to Strength, Constitution and natural armor are doubled (+4 to Strength, +2 to Constitution, +4 to natural armor), and the size increase of this evolution further stacks with those of other sources, allowing the wrathblood to become up to Huge size. The wrathblood must be no larger than Large size and at least 8th level before selecting this evolution.


Tiny (Ex)
The wrathblood becomes Tiny, and gains a +4 bonus to her Dexterity score and takes a –2 penalty to her Strength score, and her space becomes 2-½ feet and her natural reach 0 feet. She also gains a +1 size bonus to her AC and attack rolls, a –1 penalty to her CMB and CMD scores, a +2 bonus on her Fly skill checks, and a +4 bonus on her Stealth skill checks. Reduce the damage of all of her attacks by one step from Small size (1d6 becomes 1d4, 1d4 becomes 1d3 etc.). These changes are in addition to, and stacks with, those of the Small size base form. The wrathblood can not manifest this evolution while bloodraging, and she must have a Small base form (see the 'Free Optional Evolutions' section above) and be at least 8th level to select this evolution.

Diminutive If 4 additional evolution points are spent, the wrathblood can instead become Diminutive, gaining a +6 bonus to her Dexterity and taking a –4 penalty to her Strength and a –2 penalty to her Constitution, and her space becomes 1 feet. She also gains a +2 size bonus to her AC and attack rolls, a –2 penalty to her CMB and CMD scores, a +2 bonus on her Fly skill checks, and a +6 bonus on her Stealth skill checks. Reduce the damage of all of her attacks by one step from Tiny size (1d3 becomes 1d2, 1d2 becomes 1). These changes are in addition to, and stacks with, those of the Tiny size base form. The wrathblood can not manifest this evolution while bloodraging, and she must have a the Tiny evolution and be at least 12th level to select this evolution.


True Terror (Su)
The wrathblood is truly terrifying in her bloodrage. Whenever she successfully demoralizes an already shaken opponent, she can choose to make the opponent frightened instead of increasing the duration of the shaken condition. The wrathblood must be at least 7th level to select this evolution.

Monstrous Terror For one additional evolution point, whenever the wrathblood successfully demoralizes an already frightened opponent, she can choose to make the opponent panicked instead of increasing the duration of the frightened condition. The wrathblood must be at least 9th level to select this evolution.

Definition of Fear For yet another additional evolution point (4 in total), the wrathblood can also demoralize opponents otherwise immune to fear or mind-affecting effects. The wrathblood must be at least 11th level to select this evolution.




Sirocco Style (Combat, Style)
In a technique inspired by the lashing sands of a desert storm, you strike at two foes with one fast sweep.

Prerequisites: Improved Unarmed Strike, Acrobatics 1 rank, base attack bonus +3 or monk level 3.

Benefit: Once per round while using this style, you can replace an unarmed strike or natural attack with the sirocco strike special attack:


Make an unarmed strike or natural attack against two creatures within your reach, in the order of your choice. You must be able to attack the targets using a clockwise or counter-clockwise sweep or straight line along the spaces you can reach, with no occupied spaces between those occupied by your targets. If either of the targeted opponents can take any preceding actions triggered by your attack, the sirocco strike as a whole is resolved after the preceding action. You use the normal attack bonus for the first attack roll, but take a -2 penalty to the second one.
Roll for damage and add bonuses as normal, but divide the total by 2 (rounded down) and use the result for both attacks, applying any extra damage (such as from sneak attack) to the targets which qualify. If an attack threatens a critical hit, make the confirmation roll and apply the additional damage separately, as normal. Roll only once for each other effect (if any) that requires you to roll a die when you hit (such as that of Cornugon Smash), as if attacking a single target, and use that result for all hit targets.

Any attacks (including combat maneuvers) triggered by your hits are made immediately after the triggering attack, as normal. A sirocco strike can not be made as an attack of opportunity, and the included attacks can not be replaced by a combat maneuver or used with the grab special attack.

Special: If you have the Pummeling Style feat, you can choose to make one attack less when using the style in a full attack simultaneously with Sirocco Style, replacing that attack with a sirocco strike special attack. Sirocco strike can not be combined with a martial strike.


Sirocco Rush (Combat, Style)
Fast as a stormwind, you move and strike at two or more opponents at once.

Prerequisites: Improved Unarmed Strike, Sirocco Style, Acrobatics 3 ranks, base attack bonus +6 or monk level 6.

Benefit: Your speed increases with +5 feet while you are using Sirocco Style, or with +10 feet if you have 11 ranks or more in Acrobatics. Whenever you take a standard or full-round action which includes a single attack (such as a standard action attack, a vital strike or a charge) and hit your target, you can move up to a distance equal to the speed bonus granted by this feat and make an unarmed strike or natural attack against another target. This additional attack is made using the same bonuses and penalties a standard action attack would have in the same circumstances, and you must have enough movement left to be able to move before making the attack. If you replace either of these attacks with your sirocco strike, you may include the target of the other attack.

You can also make one additional attack with your sirocco strike special attack. This third attack takes a -4 penalty to the attack roll (and any attack rolls it triggers), but is otherwise made according to the same rules as those governing your other two sirocco strike attacks. In addition, the single damage roll of your sirocco strike gains a +5 bonus, applied after you have divided the result by 2.

Special: If you have the Pummeling Charge feat, you can choose to make one attack less when using Pummeling Style simultaneously with Sirocco Style in a charge, replacing that attack with the additional attack granted by Sirocco Rush, as described. This is in addition to the option of replacing an attack used in a Pummeling Style attack with a sirocco strike. The additional attack granted by this feat can not be added to a martial strike.


Sirocco Fury (Combat, Style)
You attack your foes with the fury of a mighty hurricane, knocking them over and blinding them with flying debris.

Prerequisites: Dirty Fighting, Improved Unarmed Strike, Sirocco Rush, Sirocco Style, Acrobatics 9 ranks, base attack bonus +12 or monk level 12.

Benefit: As a full-round action while you are using Sirocco Style, you can initiate one sirocco strike special attack per enemy you can target with an unarmed strike or natural attack. You may include previous targets in each sirocco strike, provided no single creature is the target of the first attack more than once. The first time you hit a creature with your sirocco strike during this action, you may make trip combat maneuver against the creature as a free action. If you hit the same creature a second time, you may also make a dirty trick combat maneuver to blind it as a free action. These combat maneuvers do not provoke attacks of opportunity, and you are treated as if being of the same size category as the creature you target if doing so is advantageous for you (adding size bonuses to your CMB as appropriate) when performing them. You use your preceding attack roll with a +2 bonus to determine the check result.

Special: If you are normally able to apply more than one condition with a Dirty Trick, you can do so when performing one of the Dirty Tricks granted by this feat as well, provided one of the conditions is blinded.




I would be grateful for any improvement ideas/suggestions/tips and critique/praise/comments you may have!

upho
2014-09-27, 01:15 PM
UPDATE: Imported (almost) everything from the Google Docs version, including links to relevant rules, for your convenience!

Any input greatly appreciated!

upho
2014-09-29, 07:07 PM
Feels very lonely here... :smallfrown:

Fixed the previously "highly unstable" pic and headings, so at least the OP looks a bit more interesting now.

*Shameless bump!*

NosferatuZodd
2014-09-29, 09:37 PM
I love the concept and while I think you're really close to your goals and concept. I think you should try to come up with something else to replace the beast shape. It seems really out of place when the rest of the class is about using your anger and supernatural blood to mutate. So you can rage and get all demonic, but also just turn into a bear?


It seems like you just kinda slapped it on for the abilities you could potentially get, and if that was the case, why not give them some way to gain said abilities while bloodraging?

It'd make more sense than just suddenly having beast shape, especially if you're an aberration or undead based bloodrager.

upho
2014-10-01, 01:00 AM
Thanks a lot for your feedback!


I love the concept and while I think you're really close to your goals and concept. I think you should try to come up with something else to replace the beast shape. It seems really out of place when the rest of the class is about using your anger and supernatural blood to mutate. So you can rage and get all demonic, but also just turn into a bear?The more I think about it, the more right I think you are, at least flavor-/concept-wise. The wild/beast shape thing is a legacy from the archetype's "conceptual predecessor" (a tiefling shapeshifter/wildshape ranger (à la 3.5 UA)/barb/MoMS monk) which had to accept a splash of tree-hugger flavor to get his monster stuff going anyways. I've probably been ignoring how far the wrathblood has moved the concept away from that tree-hugger-ness, mainly because I'm lazy :smallredface: and know of very few existing class/archetype features able to provide a comparable level of mechanical versatility/usefulness, and all those come in even less suitable flavors. And without the mechanical benefits of non-combat beast shape, the wrathblood's list of talents is pretty much shortened to "scare or shred people to death", precisely the kind crippled list which keeps the best martial classes from Paizo in tier 4.



It seems like you just kinda slapped it on for the abilities you could potentially get, and if that was the case, why not give them some way to gain said abilities while bloodraging?Well, at least I think it stayed on just for the abilities. But not abilities which boost combat prowess, which the wrathblood can get in spades anyways, but the versatile non-combat stuf.


It'd make more sense than just suddenly having beast shape, especially if you're an aberration or undead based bloodrager.True. But since many of the greater non-combat advantages of beast shape are also the main reasons for its unsuitable flavor, I can't simply copy-paste those abilities to the wrathblood. Instead, I have to find something that provides a similar net benefit. For example, many non-combat advantages lies in the drastically changed and unintrusive shapes you may take, which can be a perfect disguise for spying/hiding/scouting/guarding in plain sight and the flight for surveying huge areas, or the tiny size and water breathing needed for breaking out of prison/into the treasure chamber through the plumbings. Another advantage is the huge amount of options beast shape lets you choose from, and in a large majority of situations, at least one of those options have a combo of traits and abilities that will improve your party's chances of success.

Any ideas about anything that would/could provide comparable mechanical advantages and also comes in wrathblood flavor? Or any other ideas on how to solve this problem?

NosferatuZodd
2014-10-02, 08:00 PM
Again, i'd say just replace it with an ability that lets them gain the type of abilities they could gain from a beast shape. Maybe being able to pick a limited amount from a pool of abilities.

Frankly though, why would this need such versatile shape-shifting? The concept of the class is that they're using their unnatural blood to turn into combat monsters, not just being shape-shifters.

If you want versatility, i'd say just give them back their spells instead of beast-shape. It'd make alot more sense.

Ethereal Gears
2014-10-03, 04:33 AM
First of all, I think your concept and a large part of its execution is rather awesome, and definitely far closer to what I imagined when I first read the title of that rather disappointing "Rageshaper" archetype in the ACG. I think the flavor is interesting, and I agree with your aim of granting the class something to shore them up outside of combat. I do however also agree that the beast shape stuff feels a little tacked on in that regard.

Would it not be possible to grant them access to further evolutions, perhaps chosen from a pre-selected list of largely non-combat ones, towards this aim? So you could get your climb speed or gills or wings or +8 to Stealth or whatever your heart's desire is? Would this not be more in line with the archetype's flavor, and still basically giving you the ability to snag all those tasty utility options you're seeking to get out of turning into a puma or whatever? I'm not sure exactly how this would work mechanically (i.e. how many evolutions to grant, cost in rage rounds, etc.) but I would certainly prefer something more along those lines than the current set up.

Other than that I can't come up with any specific constructive comments right now. I am especially enamored of the style feat options; having a quick and easy way to apply IUS feats to natural attacks and getting access to them without having to jump through a whole bunch of feat tax hoops is definitely something I've been wanting out of a martial class for a long time.

infinitetech
2014-10-04, 02:58 AM
good creation, keep it up

NosferatuZodd
2014-10-06, 11:21 AM
For a more exact criticism, i'd say you should try this out. I think it'll give you what you want.

Give them back their spellcasting

Remove the beast shape, there's no real need.

Remove surge of wrath and give them back their bloodline bonus spells. I'd just add the evolution surge spells to their spell-list.

Remove armor of wrath considering the other changes make it null and void.


This would allow you to be exactly what you want to create, a man with unnatural blood that channels it to become a monstrous warrior. While still having other options thanks to the potent blood in his veins.

upho
2014-10-08, 05:08 PM
Thanks a ton for all the feedback! And sorry for my late reply, been busy with RL, other PF stuff, etc.


First of all, I think your concept and a large part of its execution is rather awesome, and definitely far closer to what I imagined when I first read the title of that rather disappointing "Rageshaper" archetype in the ACG. I think the flavor is interesting, and I agree with your aim of granting the class something to shore them up outside of combat. I do however also agree that the beast shape stuff feels a little tacked on in that regard.
/snip/
Other than that I can't come up with any specific constructive comments right now. I am especially enamored of the style feat options; having a quick and easy way to apply IUS feats to natural attacks and getting access to them without having to jump through a whole bunch of feat tax hoops is definitely something I've been wanting out of a martial class for a long time.Wow! Thanks! I'm glad you like it. The natural attacks/IUS-feats thing has really been bugging me as well, and I must say it felt so good to write features which gives all those feat, MoMS-dip taxes and various limitations the finger. Sums up how I feel about them. Somewhat related, I'm also seriously considering writing a cheap evo which gives natural attacks special material properties otherwise limited to manufactured weapons, as well as important corner case magic properties like incorporeal, changeble on the fly.

Re: the rageshaper, I think bestial aspect is at least not as "meh" as sanctuary which it replaces, since it gives a benefit that is actually useful to a natural attacker, even though it's just yet another boring damage bonus. Furious transformation suffers from "monkiness", meaning the benefit is so small and/or situational and will actually matter so rarely many players will easily forget it even exists. So yeah, I agree it's disappointing, especially when considering the many more important and interesting benefits they could've included instead.

I'll attack the beast shape/out-of-combat issue properly in my next post, but you should know I really like your suggestion.


good creation, keep it upThanks! I'll try my best.

upho
2014-10-08, 05:36 PM
Done a bit of thinking on the beast shape/out-of-combat versatility issue, considering solutions similar to these:

Would it not be possible to grant them access to further evolutions, perhaps chosen from a pre-selected list of largely non-combat ones, towards this aim? So you could get your climb speed or gills or wings or +8 to Stealth or whatever your heart's desire is? Would this not be more in line with the archetype's flavor, and still basically giving you the ability to snag all those tasty utility options you're seeking to get out of turning into a puma or whatever? I'm not sure exactly how this would work mechanically (i.e. how many evolutions to grant, cost in rage rounds, etc.) but I would certainly prefer something more along those lines than the current set up.
Give them back their spellcasting

Remove the beast shape, there's no real need.

Remove surge of wrath and give them back their bloodline bonus spells. I'd just add the evolution surge spells to their spell-list.

Remove armor of wrath considering the other changes make it null and void.Thank you for this, I really appreciate it. These are both very good suggestions, I think. Here's how I viewed their pros and cons:

Pros

Very much in line with flavor
Builds on the primary unique feature of the wrathblood (in terms of flavor as well as mechanics)
Many related mechanics already in place and used by the archetype
Existing evolutions go a long way towards suitable and good versatility

Cons

Potentially hard to balance in terms of costs/benefits
Needs to be complemented with homebrew/tweaked evos for stuff like providing party transportation/escape (like the "huge bat" solution of beast shape), being incognito/disguised, tiny size options etc.


Pros

Existing spells include tons of options for enough versatility
Many effects in line with flavor
May give bloodlines greater impact
Spellcasting feature (spells/day/known etc) already in place and removes the need for the surge of wrath and armor of wrath features

Cons

Requires a new specific spell list (the existing one is horribly bloated with unsuitable combat spells and not versatile enough for non-combat/utility purposes)
Probably needs tweaked spellcasting (spells/level/day/known) feature which won't align with existing 1/3-caster class parameters
Bloodlines need replaced bonus spells to fit with the non-combat/utility purpose (if those are to be brought back)
Removes the "I don't need spells, I transform"-flavor (unless the spell list is basically limited to transmutation)
(Will probably be instinctively regarded as OP by more DMs/players, regardless of the actual truth)


From this, I've decided to try out evolutions first, partly also because I'm really annoyed with Paizo keeping any true versatility (in as well as out of combat) away from martials. I mean, even evolutions - by far the best non-spell dependent system for adding such versatility - they decided to restrict to a caster's pet!
:smallfurious:

So I'd really like to see a PC option which does not rely on spells to be versatile and useful even in higher levels. An alternative with a bit wider variety of utility options than the combat-focused Path of War classes (though I do think they're awesome), using a different system. I think this is very possible by using evolutions and fits very well with the wrathblood flavor, although it will require some serious work on my part (sorting out which existing evos should be accessible outside of bloodrage/combat and probably tweak their costs/benefits, creating new ones to plug any serious holes, balancing the evo points pool of each level with the total net benefits of possible combos etc).

Do you think it would be too much with a level of out-of-combat versatility at comparable to that of the druid's wild shape feature (not just the beast shape spells)?

NosferatuZodd
2014-10-09, 12:15 AM
If you ARE thinking of moving this concept to another class, you might want to do that. I completely understand the spellcasting thing, but think about it man. The Bloodrager itself is supposed to be Barbarian/Sorcerer. At this point the only Sorcerer item left is some of the bloodline stuff.

upho
2015-01-04, 08:36 PM
Finally! Done a major overhaul and added a lot of new stuff, including the evo-solution to boost out-of-combat/utility usefulness. So far, it seems my fears regarding how much work it would require was unfounded, and I think I managed to sneak in even the disguise aspect of beast shape without ruining the flavor or mechanical balance. The wrathblood I currently DM for (level 4 abyssal) is doing great without feeling OP, although the other party members - a cleric, a witch and a warder - are also pretty powerful.

Please let me know what you think!


If you ARE thinking of moving this concept to another class, you might want to do that. I completely understand the spellcasting thing, but think about it man. The Bloodrager itself is supposed to be Barbarian/Sorcerer. At this point the only Sorcerer item left is some of the bloodline stuff.(This reply is about three months too late :smallredface: but it's a good point that deserves to be addressed regardless.) No, I'm not thinking of moving the concept to another class, since I don't think any other Paizo class is even remotely as suitable, including the barb. And yes, I agree that trading away the bloodrager's casting takes the wrathblood pretty far from how most people imagine a barb/sorc hybrid. But, I also think that the bloodrager that made it into print can not and should not be viewed as such a hybrid, but rather it's very own class. A class that IMO primary blends innate supernatural abilities (bloodrage, bloodlines and spells) for raw physical combat power. And if I had to name the two abilities which best define the core of the bloodrager, I'd definitely say bloodrage and bloodline powers. The spells, on the other hand, mostly feel like a typical supernatural "side-effect" that could result from the bloodrager's mixed blood, but far from the only one. And since I think the very physical, mutating nature of evos actually have more in common with both bloodrage and bloodline powers than spells have, the current wrathblood's flavor may even support the "true" bloodrager concept better than most other archetypes do in my eyes. I hope that makes sense.

upho
2015-09-10, 04:37 AM
Lots of new stuff added and several major and minor fixes done!

Still have to come up with a custom pounce evo at the right cost, ideas are most welcome! And I'm thinking of adding a few bloodline-specific evos and optional choices of PoW martial disciplines...

I'd love some feedback on especially the evos and the Sirocco Style feats!