Hellsoul Warrior- Demonic spirits teach more than dark magic. Hellsouls terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths. Hellsoul warriors
known for their relentlessness, the warrior's presence on the battle field is highly dangerous to their enemies. They draw upon their strength of spirit, to cause their opponents to have thier own soul to be in tourmoil. They are truly frightining to their opponents and can cause them to flee or to cower before them. Their history is not widley known but these were once people of a heavy religion, but their history was lost to the public until....
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: C/N C/E
WEAPON: Any Swords & Axes
ARMOR: Any
ABILITIES: Devour, Frightening Appearance, Aura of Pain, Blood Frenzy, taunt.
Devour- The reaver revels in death, absorbing the lingering energy of all enemy nearby corpses, each of which partially restores the reaver’s own health. Once a day the Reaver may consume 1 corpse and regain 1d4 Hit Points. This increases to 2d4 at 4th level, 3d4 at 8th level and finally 4d4 at 12th level.
Frightening Appearance (Charisma) level 3 - This talent focuses the Reaver’s unsettling countenance into a weapon, making a target cower in fear unless it passes a Charisma check. Frightening Appearance also increases the effectiveness of Taunt by plus 2 at 3rd level and plus 3 at 6th level and every third level afterward. The target cowers for 1d2 rounds and is activated during the initial meeting with the hellsoul.
Taunt (Charisma) level 1 - allows to pull the complete attention of an opponent or object, unless they pass a charisma save.
Aura of Pain (Wisdom) level 6- Radiating an aura of spiritual pain, the Hellsoul takes constant spirit damage while this mode is active, as do all enemies nearby. The hellsoul's Hostile spirit senses and lashes out on all targets that have an hostile demeanor against him. Deals damage equal to his level plus his wisdom in spiritual damage. Radius is 5 feet plus 5 per 3 levels. Last till unconscience or 1d4+wisdom mod. This can be done once per day at 6th level, twice at 9th level, and finally 3 times at 12th level.
Blood Frenzy (Charisma) level 5- Driven by pain, the Hellsoul gains larger bonuses to damage whenever health decreases. The Hellsoul flirts with death the longer the frenzy persists and the
damage increases by plus 1 for every 10 health they have lost from their max hp. This can be done 3 times a day. This last for rounds equal to your level.
known for their relentlessness, the warrior's presence on the battle field is highly dangerous to their enemies. They draw upon their strength of spirit, to cause their opponents to have thier own soul to be in tourmoil. They are truly frightining to their opponents and can cause them to flee or to cower before them. Their history is not widley known but these were once people of a heavy religion, but their history was lost to the public until....
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: C/N C/E
WEAPON: Any Swords & Axes
ARMOR: Any
ABILITIES: Devour, Frightening Appearance, Aura of Pain, Blood Frenzy, taunt.
Devour- The reaver revels in death, absorbing the lingering energy of all enemy nearby corpses, each of which partially restores the reaver’s own health. Once a day the Reaver may consume 1 corpse and regain 1d4 Hit Points. This increases to 2d4 at 4th level, 3d4 at 8th level and finally 4d4 at 12th level.
Frightening Appearance (Charisma) level 3 - This talent focuses the Reaver’s unsettling countenance into a weapon, making a target cower in fear unless it passes a Charisma check. Frightening Appearance also increases the effectiveness of Taunt by plus 2 at 3rd level and plus 3 at 6th level and every third level afterward. The target cowers for 1d2 rounds and is activated during the initial meeting with the hellsoul.
Taunt (Charisma) level 1 - allows to pull the complete attention of an opponent or object, unless they pass a charisma save.
Aura of Pain (Wisdom) level 6- Radiating an aura of spiritual pain, the Hellsoul takes constant spirit damage while this mode is active, as do all enemies nearby. The hellsoul's Hostile spirit senses and lashes out on all targets that have an hostile demeanor against him. Deals damage equal to his level plus his wisdom in spiritual damage. Radius is 5 feet plus 5 per 3 levels. Last till unconscience or 1d4+wisdom mod. This can be done once per day at 6th level, twice at 9th level, and finally 3 times at 12th level.
Blood Frenzy (Charisma) level 5- Driven by pain, the Hellsoul gains larger bonuses to damage whenever health decreases. The Hellsoul flirts with death the longer the frenzy persists and the
damage increases by plus 1 for every 10 health they have lost from their max hp. This can be done 3 times a day. This last for rounds equal to your level.
Last edited by Flow Merrow on Wed Oct 27, 2010 6:59 pm; edited 8 times in total