Leg Blade: +29 melee (3d6+15+2d6 electricity, 19-20/x2, S)
Can only direct four leg blade attacks against a single creature.
Impalement: +29 melee (3d6+15+2d6 electricity per blade, 19-20/x2, number of blades varies by size of target, see below)
Small: 3 blades
Medium: 4 blades
Large: 5 blades
Huge: 6 blades
Gargantuan or larger: 8 blades
Duck Aside (Ex): Any round that Korren does not use his split second ability (see below), he has a +20% chance to step away from any attack that would otherwise hit hit. This stacks with any miss chance due to concealment.
Split Second (Su): Korren can move with such speed that he appears to be in two places at once. As a full-round action, he can move up double to his movement, then take a standard action at his original location, and one at his new location. He may use the action at his new location to charge and/or pounce, or to make an attack using Spring Attack. He is treated as being at both locations for purposes of provoking attacks of opportunity from all actions taken (at either location) or threatening and being threatened, until the end of his action. Once Korren has taken all his actions, he comes to rest exclusively at his new position. This ability cannot be used in each of two consecutive rounds.
Electric Discharge: Korren's body generates a huge store of electrical energy which he can discharge in a number of ways, none of which are pleasant for his enemies.
Electric Aura (Su): Korren emits an aura of electricity that can wound nearby creatures. Any creature within 10 feet must succeed on a Reflex save each round or take 1d6 points of electricity damage. Korren can suppress or resume the use of this ability as a free action. The save DC is Constitution-based.
Charged Skin (Ex): Any creature grappling or being grappled by Korren takes 2d6 points of electricity damage each round that the grapple is maintained. Further, each of Korren's natural melee attacks and attacks with metallic melee weapons deal +2d6 points of electricity damage. Anyone striking Korren with natural or melee weapons also takes 2d6 points of electricity damage.
Lightning Discharge (Su): Once every 1d4 rounds, Korren can generate a 5-foot-wide line of lightning 100 feet long plus 10 feet per HD he possesses. If he wishes, it be a line half as long but 10 feet wide. Every creature in the area must make a Reflex save or take 1d6 points of electricity damage per HD Korren possesses. Success halves the damage. The save DC is Constitution-based. Alternatively, Korren can release the electricity as a pulse affecting everyone within 20 feet.
Chain Lightning (Su): Once per day, Korren can make a chain lightning attack against any creatures within 100 feet. This ability is otherwise identical to the chain lightning spell, but there is no upper limit to the damage it can do. His caster level is equal to the his total Hit Dice. The save DC is Constitution-based. When he uses the Chain Lightning ability, his electrical discharge is inhibited entirely for 3d6 rounds.
Lightning Jump (Su): Three times per day, when Korren discharges lightning, he may teleport with no chance of error to any location within the area of the lightning attack as a free action. He must make this jump immediately after using his lightning discharge.
Electric Spellcasting (Su): Korren casts all spells and spell-like abilities with the electric descriptor at one caster level higher. Korren can add the electric descriptor to any damaging spell. Such spells are not cast at increased caster level and half of the damage dealt is electric damage. He cannot cast spells or use spell-like abilities with the water descriptor.
Water Vulnerability (Ex): Korren is negatively affected by being exposed to water. Water grounds his electricity generation, entirely suppressing his electricity based abilities. Further, he is slowed to only 30 feet movement per round while exposed to water. Any water deep enough to reach the ankles of a human, or anything more than a moderate rain is enough to short him out. This is a very painful process for Korren and he is sickened while it persists and for 1d4 rounds afterward.
Improved Uncanny Dodge:
Freedom of Movement:
Trait: Reactionary (+2 to initiative)
Trait: Defensive Strategist (Not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle)
Feats:Endurance: Gain a +4 bonus to saves and checks related to resisting physical difficulty.
Improved Initiative: Gain +4 bonus to initiative checks.
Iron Will: Gain a +2 bonus to Will saves.
Dodge: Gain a +1 dodge bonus to AC.
Mobility: Gain a +4 dodge bonus to AC against attacks of opportunity provoked by movement.
Spring Attack: As a single full-round action, move double your speed and make a single melee attack.
Run: Move a 5x base speed when running.
Lightning Reflexes: Gain a +2 bonus on Reflex saves.
Quick Draw: Ready a weapon or retrieve a stored item as a free action.
Level 1: TBD