Black Blood Cultist

(PRESTIGE CLASS)
Worse things than wolves and orcs hunt the dark forests of the North. The beastly lycanthropes known as the People of the Black Blood venerate Malar with bloody rites that claim hundreds of human, elf, and dwarf lives every year. Black Blood cultists, worshipers of these lycanthropic horrors, are drawn from the totemic barbarian tribes scattered across the northern lands. They exhibit fearsome powers drawn from the veneration of the tainted animal spirits of their masters. That their reverence for the lycanthropes goes unrewarded does not matter to the unfettered spirits of the cultists they rage for their cruel masters and bring death to those who are not touched by the Beastlord's terrible power.

- Hit Die: d12
- Proficiencies: A Black Blood Cultist gains no weapon or armor proficiencies
- Skill Points: 4 + Int Modifier

REQUIREMENTS
- Improved Unarmed Strike
- Track
- Lore 8
- Ability to Rage
- Chaotic Evil, Chaotic Neutral, or Neutral Evil

Feral Rage (Ex): Black Blood cultist class levels stack with barbarian levels for purposes of determining your rage ability. Thus, an 8th-level barbarian/4th-level Black Blood cultist can use greater rage four times per day, just as a 12th-level barbarian could.

Abilities, Bonus Feats, and Saving Throws

Level BAB Fortitude Reflex Will Abilities Feats Granted Bonus Feat
1 0 2 0 0
  • Black Blood cultists strengthen their fingers and toughen their nails with special training. As a result, when raging, you gain two claw attacks dealing 1d6 points of damage plus your Strength modifier.
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0
2 1 3 0 0
  • Improved Grapple: At 2nd level, you gain the Improved Grapple feat even if you do not meet the prerequisites for it.
0
3 2 3 1 1
  • At 3rd level, you gain a secondary bite attack dealing 1d4 points of damage plus half your Strength modifier.
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0
4 3 4 1 1
  • Damage Reduction (Ex): At 4th level, you gain damage reduction 3/+2. At 9th level, this becomes 5/+2.
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0
5 3 4 1 1
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0
6 4 5 2 2
  • At 6th level and higher, whenever you hit with both of your claw attacks during a rage, you rend your opponent's flesh, automatically dealing double claw damage in addition to normal damage.
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0
7 5 5 2 2
  • Improved Natural Attacks: At 7th level, your natural attacks become even more deadly. Your claw attacks now deal 1d8 points of damage and your bite attack deals 1d6 points.
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0
8 6 6 2 2
  • Savage Grapple: Starting at 8th level, you deal damage as if you had hit with all your natural weapons (including rend), if you are raging during a successful grapple check.
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0
9 6 6 3 3
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0
10 7 7 3 3
  • Feral Form: By 10th level, you have gained great control over your bestial nature. You can now use your claw, bite, and rend attacks even when you are not raging.
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