Bloodclaw Master
23uvdk9.jpg

A bloodclaw master embraces the animal within to a degree that it becomes external, partially transforming him into the beast from which the discipline was inspired. He employs small, light weapons almost like claws. He focuses on the Tiger Claw discipline, and his maneuvers speak to the quickstriking nature of his discipline’s feline namesake.

Hit die: d12

Requirements:

  • Skills: Jump 9 ranks.
  • Feats: Multiattack or Two-Weapon Fighting.
  • Martial Maneuvers: Must know three Tiger Claw Maneuvers
Level BAB Fort Save Ref Save Will Save Maneuvers Known Maneuvers Readied Special
1 +0 +2 +2 +0 1 0 Shifting 1/day, claws of the beast
2 +1 +3 +3 +0 0 0 Superior two-weapon fighting, tiger claw synergy
3 +2 +3 +3 +0 1 1 Pouncing strike, low-light vision, shifting 2/day
4 +3 +4 +4 +1 0 0 Tiger claw synergy (strike)
5 +3 +4 +4 +1 1 0 Rending claws, Scent, shifting 3/day

Class Skills: Balance, Climb, Handle Animal, Hide, Jump, Knowledge, Listen, Martial Lore, Move Silently, Spot, Survival.
Skill Points per level: 2 + Int modifier

Class Features

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Tiger Claw discipline. You must meet a maneuver's prerequisite to learn it. You add your full bloodclaw master levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.

At 3rd level, you gain an additional maneuver readied per day.

Shifting (Su): You can become more like a tiger by focusing your feral nature. Once per day, you can enter a state that is superficially similar to a barbarian's rage. While you are shifting, your appearance takes on tigerlike aspects: your fingernails become more pointed and clawlike, the irises of your eyes become narrow, catlike slits, your ears grow more pointed, and so on. While shifting, you gain a +2 bonus to your Strength and you grow claws that can be used as natural weapons. These claws deal 1d4 points of damage with each successful attack. You can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). You cannot attack more than once per round with a single claw, even if your base attack bonus is high enough to give you multiple attacks. You can attack with a claw as a light off-hand weapon while wielding a weapon in your primary hand, but doing so incurs the normal penalties for fighting with two weapons.

Shifting is a free action and lasts for a number of rounds equal to your Con modifier + your blooclaw master class level. At 3rd level and again at 5th level, you gain an additional daily use of your shifting ability.

Claws of the Beast (Ex): When attacking with two daggers or Tiger Claw weapons (kukri, kama, handaxe, unarmed strike, or claws), you add your full Strength bonus to damage rolls made for your off-hand weapon.

Superior Two-Weapon Fighting (Ex): Starting at 2nd level, when you attack with two daggers or Tiger Claw weapons, you do not take the -2 penalty on attack rolls for fighting with two weapons.

Tiger Claw Synergy (Ex): Beginning at 2nd level, while you are in a Tiger Claw stance, you can choose to gain either a +1 dodge bonus to your Armor Class or a +10-foot bonus to your base speed. You make this choice when you enter the stance.
At 4th level, you become more accurate at dealing Tiger Claw strikes. You gain a +1 bonus on any attack rolls made as part of a strike from the Tiger Claw discipline.

Pouncing Strike (Ex): From 3rd level on, when wielding two weapons, you can take a standard action to make a single melee attack with each weapon. Each attack is made at your highest attack bonus. You can also make an attack with each weapon against an opponent at the end of a charge.

When you use pouncing strike, you lose the use of one Tiger Claw strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.

Low-Light Vision (Ex): At 3rd level, your eyes function better in dim light, as you adopt the senses of the tiger. You gain low-light vision.

Rending Claws (Ex): At 5th level, while you are shifting and attacking with two daggers or two Tiger Claw weapons and you successfully hit an opponent with both weapons in the same round, the second weapon that hits deals an extra 2d6 points of damage. This effect is considered a boost from the Tiger Claw discipline.

When you use rending claws, you lose the use of one Tiger Claw boost you have readied for the current encounter, just as if you had initiated the boost (except you do not also gain the boost's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.

Scent (Ex): Once you have reached 5th level, your heightened animalistic senses also give you the ability to smell nearby creatures. You gain the scent special ability (MM 314).

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License