User:TK-Squared/Lavabox/Grim

Gamir

 * +2 Wisdom
 * Medium
 * 40ft Base Land Speed
 * Blessing of Wisdom (Ex): As a standard action, a Gamir may bless any ally within 30ft with some form of inner insight. They gain a +2 insight bonus to their attack for 1 round per character level. This ability can be used 1/day.
 * LA: +0

Variant Fighter
Maneuvers: As Warblade, except you choose 3 disciplines to draw maneuvers from. You also gain the Stone Dragon discipline.



Reaping Soul
The Reaping Soul discipline is a hidden discipline from the usual nine and taught only be masters of death and despair. The discipline focuses on reaving strikes, supernatural focus and building up to making attacks at the soul. The key skill for Reaping Soul is Intimidate. The favoured weapon is the Scythe and the key ability is Wisdom.

Level 1 Maneuvers

 * Grim Strike: Strike - You make an attack that deals +1d6 damage. If a creature is shaken or worse, then you get a +4 on attacks against them.
 * Grin of the Reaper: Boost - Attacks deal +1d6 cold damage.
 * Essence of Death: Stance - Enemies with Immunity to Fear fear you.

Level 2 Maneuvers

 * Terrifying Blow: Strike - Anytime you drop a foe, you may cause fear in any creature within 15ft. for 1d4 round.

Level 3 Maneuvers

 * Reaper's Blade: Strike - You make an attack that deals +3d6 damage. If a creature is shaken, they progress to the next level of fear. If they are feared, they fall unconscious.
 * Glare of the Reaper: Boost - Attacks deal +2d6 cold damage + 1/initator level.
 * Deathly Chill: Stance - Deal +2d6 damage against panicked or feared opponents.

Level 4 Maneuvers

 * Soul Draw: Strike - Deal 1 negative level, gain 5 temporary hit points.
 * Black Blade: Boost - You strike foes as a touch attack.

Level 5 Manuevers

 * Grim Look: Strike - Cause fear in an enemy within 30ft. for 1d4 rounds.
 * Death's Clutches: Strike - +5d6 damage. If a creature is under the effects of any type of fear, they take 2 points of constitution damage.
 * Breath of the Reaper: Boost - Attacks deal +3d6 cold damage + 1/initator level.

Level 6 Maneuvers

 * Soul Suck: Boost - Whenever you drop an opponent, heal damage equal to twice the HD of the opponent.
 * All Fear Death: Stance - Opponents with Immunity to Fear instead only have +4 on will save against fear effects.
 * Soul Slice: Strike - Deal 2 negative levels, gain 10 temporary hit points.

Level 7 Maneuvers

 * Touch of the Reaper: Boost - Attacks deal +4d6 cold damage +1/initator level.
 * Reaper's Scythe: Strike - Deal +7d6 damage. If a creature is under the effects of any type of fear, they gain two negative levels.

Level 8 Manuevers

 * Mercy of Death: Boost - Your critial modifier increases by one step.
 * Bloodstained Blade: Strike - Double threat range for one attack.

Level 9 Manuevers

 * Death's Embrace: Strike - Deal +50 damage. If a creature is under the effects of any type of fear, the attack is an automatic critical, otherwise incite fear.

Soul Reaper Specialist
You reap good.

Prerequisites: You must have access to maneuvers.

Benefit: Increase with BAB.
 * +0: You gain access to the Reaping Soul discipline. If you already have access, you gain a +1 bonus to your Reaping Soul DCs.
 * +1: Whenever you use a swift action to initate a Reaping Soul boost, you may make make a will save (DC 20 + maneuver level) to recover a single maneuver.
 * +6: You gain the power of the Essence of the Reaper stance no matter what Reaping Soul stance you are in, sans the penalty to will saves.
 * +11: Once per round, you may attempt to recover your spent swift action as a free action by making a will save (DC 25).
 * +16: Anytime you make a successful critical hit, you may recover all your maneuvers as a free action.

Reaper's Presence
HERE I AM, REAP YOU LIKE A REAPERCANE

Prerequisites: Access to Reaping Soul discipline.

Benefit: Whenever you are in a Reaping Soul stance, you gain your wisdom to your damage instead of strength.

Fear of the Wild
Dinosaurs are not charismatic.

Prerequisites: Grim Visage

Benefit: You may replace your charisma for your wisdom for your intimidate skill and grim visage ability.

Grim Visage
You utilize some form of really frightening mask or something like to be really really vicious in your viciousness.

Lose: Physical Prowess, Tower Shield Proficiency, Shield Proficiency

Gain: Grim Visage (Ex): Any enemy within 30ft of you must make a will save (DC 10 + 1/2 Fighter Level + Charisma Modifier) or take a -1 to attacks, as long as they can see you. This is a fear effect. Any enemy can only be affected by this ability once. Anyone who passes their will save cannot be affected by this ability for 24 hours. The Fighter may activate and deactivate this ability as a free action. For every two character levels after first (3rd, 5th, 7th, etc), the penalty increases by 1.