Sanvil Trett

Captain Akorian's page

No posts. Alias of Anderlorn.


Full Name

Megiltura Faerdhinen Gyrlass'rakka (Swordmaster Faerdhinen Falcon'stalon)

Race

StatsFocus:Yes | DeepFocus:Yes | ActiveEnergy: Sonic

Classes/Levels

Skills:

Gender

**WIP**Lightbringer Elven Male Adult

Size

Medium

Special Abilities

Lightbringer Elf, Soulknife (Amored Blade, War Soul), Psion (Dual-Disciplined-Kineticist/Telepath), Awakened Blade

Strength 16
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

About Captain Akorian

Megiltura Faerdhinen Gyrlass'rakka, Megiltura Forn'Feirani Eryn, Megiltura Amaldangren Ost'Kyonin

Common:

Swordmaster Faerdhinen Gyrlass'rakka, Swordmaster of the North Fierani Forest, Swordmaster of Iron Treetop Fortress, Kyonin

Jedi or Path of War Warder (Dervish Dueler, Hawkgaurd, Zweihander Sentinel)- Weapon Master

Path of War Warder Dervish Defender/Hawkguard/Zweihander Sentinel are proficient in all simple weapons and martial melee weapons, double weapons, and with light armor. They are not proficient with shields.

The disciplines available to him are Scarlet Throne, Golden Lion, Thrashing Dragon, Solar Wind, and Tempest Gale to her list of available disciplines.

STR - 16
DEX - 16 (+1) = 17
CON - 12 (+4) = 16
INT - 16
WIS - 10
CHA - 10

Att Bonuses:

DEX = 4
CON = 8, 12, 16, 20

Level Feats:
1-10

Bonus Feats:

Two-weapon Fighting
Point-Blank Shot
+4 Extra Feats after (3,8,13,18)

Mandatory Feat:

1. Variable Wind

Magic Wish List:
1. Belt of Physical Perfection +1-to-6
2. Headband of Mental Superiority +1-to-6
3. Tomes/Manuals/Wishes
4. Gauntlet of the Weapon Master ((2) Katanas, (1) Nodachi, (1) Composite Bow, (1) Lance)

<1st Level Character Information>

20th Level Career Path:

Faerdhinen Gyrlass'rakka
Elven Male Adult Awakened Blade 10/Soulknife (Armored Blade, War Soul) 5/Psion (Dual Disciple) 5/ (Path of War 137, Ultimate Psionics 49, 57, 274, 279)
LN Medium humanoid (elf)
Init +20; Senses darkvision 60 ft.; Perception +27
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Defense
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AC 24, touch 24, flat-footed 15 (+9 Dex, +5 insight); enhanced mind armament, form mind armaments
hp 240 (20 HD; 5d6+15d10+125)
Fort +16, Ref +22, Will +22
Defensive Abilities improved uncanny dodge, uncanny dodge; Immune blindness, dazzled
Weaknesses Light Sensitivity
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Offense
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Speed 40 ft.
Melee linked striking mind katana +36/+31/+26/+21 (2d8+21/15-20+2d6 precision+1d6) or
. . linked striking mind katana +36 (2d8+16/15-20+2d6 precision+1d6) or
. . mind blade (one handed) +33/+28/+23/+18 (1d8+13/19-20+2d6 precision)
Special Attacks
. . Quick Draw Form Mind Armor - (Don Light Armor as a Free Action),
. . Quick Draw Form Mind Arms - (Form weapons as a Free Action),
. . Hypercognitive Focus - Regain psionic focus when you recover a maneuver
Spell-Like Abilities (CL 20th; concentration +22)
. . At will—light
War Soul Maneuvers and Stances Known (IL:15, Maximum Maneuver Level: 6th Level, Maneuvers Known: 11, Maneuvers Readied: 7, Stances Known 5)
Maneuvers
. . 6th—Rending Claws(R), Tail Slap, Unbreakable Talons(R),
. . 5th—Reversing Thrust(R), Thrashing Dragon Twist(R),
. . 4th—Devastation Roll (R), Dragon Assault(R), Dragon Rush(R), Sharpened Talons,
. . 3rd—Vicious Swipe,
. . 2nd—<Traded In>
. . 1st—Leaping Dragon.
Stances
. . 5th-Bend with the Wind
. . 3rd—Battle Dragon's Stance(A)
. . 1st—Inner Sphere Stance, Outer Sphere Stance
Psion (Dual Disciple) Powers Known (power points 207, ML 15th; concentration +17); (Focus: Yes, Deep Focus: Yes, Active Energy: Sonic)
. . 7th—(DC:26)-Bend Reality,
. . 6th—(DC:25)-Disintegration, Heal Injuries, Mind Switch, Sustained Flight,
. . 5th—(DC:24)-Adapt Body, Mind Probe, Planar Travel, Power Resistance,
. . 4th—(DC:23)-Memory Modification, Mind control, Physical Acceleration, Psychic Reformation, Psychokinetic Charge,
. . 3rd—(DC:22)-Energy Burst, Psychoport, Telekinetic Force, Touchsight,
. . 2nd—(DC:21)-Cloud Mind, Energy Missile, Natural Linguist, Sustenance,
. . 1st—(DC:20)-Catfall, Force Screen, Inertial Armor, Mindlink, Defensive Precognition, Offensive Precognition,
. . 0 (At Will)—(DC:19)-Detect Psionics, Far Hand, Psionic Repair, Sense Poison.
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Statistics
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Str 26, Dex 28, Con 22, Int 28, Wis 18, Cha 14
Base Atk +17; CMB +30 (+36 bull rush); CMD 49
Feats Daisho Expertise, Deadly Agility, Deep Focus, Expanded Knowledge, Expanded Knowledge, Extra Blade Skill, Extra Blade Skill, Extra Blade Skill, Extra Blade Skill, Fighter's Blade, Improved Critical (katana), Leadership, Mindblade Proficiency, Psionic Body, Psionic Meditation, Psionic Talent, Quicken Power, Run, Two-weapon Fighting
Traits psionic item familiarity, psionic knack
Skills Acrobatics +30 (+34 to jump with a running start, +34 to jump), Autohypnosis +25, Climb +12, Diplomacy +25, Fly +20, Handle Animal +20, Intimidate +25, Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (martial) +20, Knowledge (nature) +17, Knowledge (planes) +20, Knowledge (psionics) +20, Perception +27, Ride +29, Sense Motive +25, Spellcraft +30, Stealth +35, Swim +12, Use Magic Device +26
Languages Celestial, Common, Draconic, Elven, Goblin, Orc
SQ active energy type, blade skills (additional configuration, emulate melee weapon, full enhancement, improved armor, thrashing dragon assault), camouflage (forested areas), clairsentient counter, disciplines (psychokinesis [kineticist], telepathy [telepath]), hypercognitive focus, lightbringer[APG], martial blade recovery, path of the warrior, precognitive defenses, pretercognitive mind, shape mind armaments, situational awareness, stance of the inner eye, talents, telekinetic hurl, throw mind blade
Other Gear linked striking mind katana[UC], linked striking mind katana[UC], belt of physical perfection +6, boots of the elven spirit, cloak of the elven spirit, handy haversack, headband of vast intelligence +6, living garments[ARG], manual of bodily health +4, manual of gainful exercise +5, manual of quickness of action +4, tome of clear thought +4, tome of understanding +4, 27,500 gp
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Special Abilities
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Active Energy Type (Sonic) Lets you set your psionic active energy type.
1 Inner Sphere Stance (Ex) Stance: When wielding two weapons, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves.
1 Outer Sphere Stance (Ex) Stance: When wielding two weapons, disciple inflicts an additional 1d6 points of damage per attack, -2 to AC.
3 Battle Dragon's Stance (Ex) Stance - Reduce penalties of two-weapon fighting by 2, +4 to Initiative checks and adds 1d6 + initiation modifier to damage while two-weapon fighting.
4 Devastation Roll (Readied, 1/Encounter) (Ex) Strike - Move by an opponent and make a successful Acrobatics check against the target's AC, if successful, make an attack against the target's flat-footed AC and the attack inflicts an additional 6d6 points of damage.
4 Dragon Assault (Readied, 1/Encounter) (Ex) Strike: Make a full round attack, each successive melee attack inflicts an additional 1d6 points of damage more than the previous one (maximum +5d6 per successful attack).
4 Dragon Rush (Readied, 1/Encounter) (Ex) Boost: Upon a successful attack, make an immediate kick which inflicts an additional 3d6 points of damage.
5 Bend With The Wind (Ex) Stance - Gain +2 to AC successively until next turn or take a free 5 ft. step whenever an attack misses the initiator.
5 Reversing Thrust (Readied, 1/Encounter) (Ex) Counter: Make a successful opposed Acrobatics check against a target's attack roll; evade the attack and then make an immediate counter-attack.
5 Thrashing Dragon Twist (Readied, 1/Encounter) (Ex) Strike: Make an attack with two wielded weapons (one attack per weapon) against each adjacent enemy surrounding the initiator.
6 Rending Claws (Readied, 1/Encounter) (Ex) Boost: Make two successful melee attacks with wielded weapons, automatically rend victim for an additional 8d6 points of damage.
6 Unbreakable Talons (Readied, 1/Encounter) (Ex) Boost - When two-weapon fighting with light weapons, the disciple's attacks strike as adamantine and inflict an additional 4d6 points of damage.
Additional Configuration (Mind Blade [Light], Slashing) The soulknife gains the ability to have a separate configuration for his mind blade's enhancement bonus and special abilities. When he forms his mind blade, the soulknife may choose either configuration. Creating this extra configuration functions ju
Camouflage (forested areas) (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Clairsentient Counter (Su) Spend a maneuver and your focus, gain a standard or move action with a counter
Daisho Expertise Use Dex instead of Str on attack rolls with katanas and wakizashi, and increase their damage dice.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Agility Use Dex for damage with light and finesse weapons
Deep Focus You can psionically focus your subconscious in the same manner in which you gain psionic focus normally.
Emulate Melee Weapon (- custom / magic weapon -) The soulknife can form his mind blade to replicate any single melee weapon, chosen at the time he takes this blade skill. The soulknife is proficient with his mind blade in this form and it functions in all ways as the chosen weapon. This blade skill
Enhanced Mind Armament +1 You can enhance your Mind Armament with a total enhancement bonus of +1.
Expanded Knowledge (Psion [Dual Disciple], Heal Injuries) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Expanded Knowledge (Psion [Dual Disciple], Physical Acceleration) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Extra Blade Skill You gain an additional blade skill.
Extra Blade Skill You gain an additional blade skill.
Extra Blade Skill You gain an additional blade skill.
Extra Blade Skill You gain an additional blade skill.
Fighter's Blade Your training with a mind blade is not hindered by dabbling in other studies.
Form Mind Armaments (Mind Armor [Light]) Form a semi-solid armor composed of psychic energy distilled from your own mind.
Form Mind Blade (Mind Blade [1H], Slashing) (Su) Form a semi-solid weapon composed of psychic energy distilled from your own mind.
Full Enhancement When forming her mind blade into multiple items, the soulknife suffers no reduction in enhancement bonus.
Hypercognitive Focus (Ex) Regain psionic focus when you recover a maneuver
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Improved Armor Not implemented yet
The soulknife's mind armor improves depending on its form. Light form is treated as if not wearing armor, while still gaining the armor bonus to Armor Class. Medium form is treated as a masterwork breastplate. Heavy form is treat
Improved Uncanny Dodge (Ex) Can't be flanked or sneak attacked unless rogue is 4+ levels higher.
Leadership (score 22) You attract loyal companions and devoted followers.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Martial Blade Recovery (Su) Recover maneuver or psi focus when you defeat a non-mindless foe
Path of the Warrior Continue to advance in trance/maneuver abilities and/or mind blade enhancement
Precognitive Defenses (Su) Expend psionic focus to use a counter as a free action
Pretercognitive Mind (Su) Stance of the Inner Eye is always on
Psionic Body Bonus HP +20
Psionic Meditation You can take a move action to become psionically focused.
Psionic Talent Gain 2 or 1 extra power points.
Psychokinesis (Kineticist, Primary) Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist select
Quick Draw (Su) You can manifest your Mind Blade as a free action.
Quicken Power You can manifest a power with a moment's thought.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Shape Mind Armaments Change the form of your mind armament, or reassign its abilities
Situational Awareness (Su) Bonus to initiative and AC/Ref vs. traps equal to 1/2 your class level.
Stance of the Inner Eye (Ex) Martial stance; grants insight bonuses and extra damage
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telekinetic Hurl 1d4 (Su) Hurl 5lb object for 1d4 dmg when psi-focus.
Telepathy (Telepath, Secondary) A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Class Sk
Thrashing Dragon Assault +2 (Su) Gain attack bonus when dual-wielding mind blades in a Thrashing Dragon stance
Throw Mind Blade Light 20ft, 1H 15ft, and 2H can't be thrown.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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==== BUG FIX ====

Enhanced Mind Armament should be +8/+6

==== ADDITIONAL CONFIGURATIONS ====

1. Each Pair will have +5 ATK/DAM (Over DR but epic)
2. Each Pair will have Bludgeoning/Piercing/Slashing,
3. Each Pair will have Linked Striking (+2d6, +2 in Mythic)
4. Each Pair will have each +1d6 Elemental Property.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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COHORT/COMPANION MOUNT:

Thela (Tip of the Spear)
Alacritous True Raptor Savage Fighter (CR 7+5=12)
(Amalgam of a Megaraptor (Awakened) and a Giant Falcon (Awakened, Mythical))
LN Large Magical Beast (augmented animal)
Init: +9; Senses: Darkvision 60', Low-light Vision, Scent; Perception: +28
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DEFENSE
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AC: 22, Touch: 15 , Flat-footed: 16 (+5 Dex, +1 Dodge, +7 natural, –1 size)
HPs: 220 (10d10=50+70=120, 5d10=50+35=85, +15 Toughness)
Fort: +18, Ref: +13, Will: +13, (+1 bonus on saving throws made against energy drain and death effects).
Special Defenses;
. . Combat Reflexes (Make AoO 5/round and while flat-footed),
. . Duck Aside (20% Blur Miss Chance, Stacks with Concealment, can not be use same round as Split Second),
. . Mobility (+4 Dodge AC vs AoO),
. . Improved Evasion (Take no damage on saves, half damage on fails, can not be used if helpless),
. . Improved Uncanny Dodge (Can not be flanked unless the attacker is a level 23 rogue),
. . Spark of Life (+1 bonus on saving throws made against energy drain and death effects).
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OFFENSE
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Speed: 120 FT, Fly: 200 FT. (Average)
Melee - 2 Talons: +23/+23 (3d6+9, SL, Magic/Silver), Foreclaws: +23/+23 (1d6+9, P/S, Magic/Silver), Bite: +23 (2d6+9, B/P/S, Magic/Silver)
Space: 10 FT; Reach: 5 FT
Special Attacks;
. . Eldritch Claws (All natural weapons are considered magic and silver in bypassing DR),
. . Natural Savagery (+1 bonus on attack and damage rolls; and grappling CMB and CMD with natural weapons,
. . Grab (Improved Grapple),
. . Rend (2 talons hit same round = +3d6+13),
. . Power Attack (-4/+8 ATK/DAM),
. . Split Second (Full attack, move double speed, standard action at original location, and one at new location inc charge, pounce, flyby attack),
. . Death from Above (+5 in place of all charge attack rolls from flying or higher ground),
. . Raptor's Dive (Double Damage from any charge starting 10 or more feet above the target),
. . Pounce (Can make a full attack during the attack phase of a charge),
. . Combat Reflexes (Make AoO 5/round and while flat-footed),
. . Improved Overrun (+2 to overrun (charge) and no AoO, +2 CMD vs Overrun),
. . Greater Overrun (+2 add to Overrun, AO if target knocked prone, +2 CMD vs Overrun),
. . Spring Attack (move > attack > move),
. . Flyby Attack (Fly (move) > attack > continue to fly (move)),
. . Wingover (Wing over end 180 degree turn for quicker strafing/flyby attacks),
. . Hover (For Character and True Raptor actions).
Spell-like Abilities: (CL: 19th; Concentration: +23)
. . Constant—Freedom of Movement
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STATISTICS
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STR: 26(+8), DEX: 20(+5), CON: 24(+7), INT: 16(+3), WIS: 16(+3), CHA: 18(+4), (INC ATT Bonuses)
Base Atk: +15; CMB: +24 (+28 Grappling, +28 Overrun) CMD: 39 (39 Grappling, +43 Overrun)
Carrying Capacity - (Up to) - Light: 612 lbs, Medium: 1226 lbs, Heavy: 1,840 lbs, Lift: 1,840 lbs, And Drag: 9,200 lbs
Feats: Combat Reflexes (5/round)(F1), Greater Overrun(F4), Dodge*, Eldritch Claws(F2), Endurance*, Flyby Attack*, Hover(F3), Improved Initiative*, Improved Natural Attack (Talons)*, Improved Overrun*, Intimidating Prowess(F5)*, Iron Will*, Mobility*, Power Attack*, Run*, Spring Attack*, Toughness(F5), Wingover*.
Skills: Acrobatics +28(+64 Jump, [Always Run])(12), Fly +20(14), Intimidate +20(5)*, Perception +28(14), Stealth +26(15), Survival: +20(14), Swim +12(4);
Racial Modifiers: +8 Acrobatics, +8 Perception, +8 Stealth
Languages: Auran, Terran, Elven, Draconic, Orc
SQ:
Other Gear:
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SPECIAL ABILITIES
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Armor Proficiency (Light, Medium, and Heavy): Can use any armor without normal penalty but can use only Light Armor for Sohei Monastic Mount abilities.
Armor Training (Ex): A savage fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor.
Combat Reflexes: You can make additional attacks of opportunity. You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus (5/round). With this feat, you may also make attacks of opportunity while flat-footed.
Darkvision 60' (Ex): The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.
Death from Above: You allow gravity to add extra force to your charges. Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.
Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks and you gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Duck Aside (Ex): 20% Blur Miss Chance, Stacks with Concealment, can not be use same round as Split Second.
Eldritch Claws: Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity. Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Endurance: Harsh conditions or long exertions do not easily tire you. You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Flyby Attack: This creature can make an attack before and after it moves while flying. When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Freedom of Movement (Constant): This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.
Grab (Ex): If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Greater Overrun: Enemies must dive to avoid your dangerous move. You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke (5/round) attacks of opportunity if they are knocked prone by your overrun.
Hover: This creature can hover in place with ease and can kick up clouds of dust and debris. A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check. If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Improved Evasion (Ex): Takes no damage on saves, half damage on fails, can not be used if helpless.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Improved Natural Attack (Talons): Attacks made by one of this creature’s natural attacks leave vicious wounds. Choose one of the creature’s natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 2d6 ==> 3d6
Improved Overrun: You are skilled at running down your foes. You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Improved Uncanny Dodge (Ex): Can not be flanked unless the attacker is a level 18+ rogue or equivalent.
Intimidating Prowess: Your physical might is intimidating to others. Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Iron Will: You are more resistant to mental effects and receive a +2 bonus on all Will saving throws.
Low-light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Mobility: You can easily move through a dangerous melee. You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Natural Savagery (Ex): A savage warrior gains a +1 bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling. This ability replaces Weapon Training 1.
Pounce (Ex): Can make a full attack during the attack phase of a charge.
Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2 (-4/+8). You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Raptor’s Dive (Ex): A true raptor deals double damage with any charge that starts 10 or more feet above its target.
Rend (Ex): If (2) talons hit the same round, an extra +2d6+12 (+1.5x STR Bonus) damage is done to the opponent.
Run: You are swift of foot. When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Spark of Life (Ex): A savage warrior gains a +1 bonus on saving throws made against energy drain and death effects. This ability replaces Bravery.
Split Second (Su): Full attack, move double speed, standard action at original location, and one at new location including charge, pounce, flyby attack, and spring attack.
Spring Attack: You can deftly move up to a foe, strike, and withdraw before he can react. As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Toughness: You have enhanced physical stamina. You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Wild Talent: Your mind wakes to a previously unrealized talent for psionics. Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
Wingover: This creature can make turns with ease while flying. Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.