User:DanielDraco/Seal Clubber

Way of the Club: The ferocity and power of a Seal Clubber can only be truly expressed by use of a club (or something similar). For the purposes of Seal Clubber class features, a "club-like weapon" can be a light mace, a club, a heavy mace, a sap, or a greatclub. Seal Clubbing Frenzy (Ex): Swift action; until next turn, each hit gives 1 Frenzy Point. Frenzy Points last until the end of the encounter, or until used. Clobber (Ex): Attack as immediate action for 2 Frenzy Points or swift action for 1 Frenzy Point. Summon Infernal Seal (Su): With a 1-hour ritual, a Seal Clubber may summon a seal from the Lower Planes and promptly club it to death. The blood of the seal anoints his weapon, and his ancestors smile on him for ridding the world of another seal. The ritual confers, for 24 hours, temporary enhancements to any single club-like weapon owned by the Seal Clubber. These bonuses can be a numeric bonus or special abilities, or any combination thereof. The total enhancement bonus conferred is equal to 1 per 200 gp invested in the ritual, up to a maximum of 1/3 class level. Numeric enhancement bonuses do not stack with any already present in the weapon. Hide of the Otter (Ex): DR X/-, X=1/2 class level Claws of the Otter (Ex): All melee weapon attacks deal +1/2 class level damage.