![antorak class marauder antorak class marauder](https://vignette.wikia.nocookie.net/starcraft/images/4/45/Marauder_SC2_Head1.jpg)
At 11th level, the fiendbound marauder’s fiend’s grip’s critical multiplier increases to x3.
#Antorak class marauder free#
In addition, the fiend’s grip can be manifested as a free action, rather than a move action. Starting at 5th level, the fiendbound marauder’s fiend’s grip can strike incorporeal creatures as if it possessed the ghost touch weapon special ability. Starting at 4th level, the fiendbound marauder adds her fiendbound marauder initiation modifier as a competence bonus on combat maneuver checks made with her fiend’s grip. Canny Pugilist (Ex)Ī fiendbound marauder’s monstrous fiend’s grip is as much a part of her body as it is her mind, allowing her to use it to great advantage. The fiendbound marauder can use feats and abilities that require or alter the armiger’s mark class feature as normal. The mark is now a supernatural ability, but otherwise functions as the armiger’s mark class feature. The Dark Mark (Su)Ī fiendbound marauder’s armiger’s mark is tainted by his eldritch power, causing marked creatures to also become cursed for the duration of the mark. This ability replaces aegis and clad in steel. If a fiend’s grip is sundered or disarmed, the spectral weapon disappears, and may be manifested again on the fiendbound marauder’s next turn (although if the gauntlet it was using as a focus is sundered or otherwise removed, the fiend’s grip cannot be recalled until the fiendbound marauder has a new gauntlet). A fiend’s grip cannot be counterspelled or dispelled, although it winks out while within an antimagic field or similar effect.
![antorak class marauder antorak class marauder](https://img.gg.deals/7c/92/1e106c2c720ef106db3fee59b476788966c1_1920xt1080_S1000.jpg)
For example, a fiendbound marauder wearing a +1 flaming gauntlet and a +2 adamantine defending gauntlet would grow a +1 flaming fiend’s grip and a +2 adamantine defending fiend’s grip.Īs a supernatural ability, manifesting a fiend’s grip does not provoke attacks of opportunities. She can also treat a fiend’s grip as being made of the special material of the gauntlet or spiked gauntlet used as a focus. When attacking with her fiend’s grip, the fiendbound marauder may apply any magical properties and enhancement bonus of the gauntlet or spiked gauntlet that fiend’s grip used as a focus to her attacks. It is also considered a magic weapon for the purpose of overcoming damage reduction, affecting incorporeal creatures, and similar effects. A fiendbound marauder is always proficient in her fiend’s grip.Ī fiend’s grip is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A fiend’s grip is treated as a spiked gauntlet for the purposes Weapon Focus, being discipline weapon for a discipline, and similar feats and abilities.
![antorak class marauder antorak class marauder](https://cdn.vox-cdn.com/thumbor/SXE-UTuwkXF8_y2qCCyB4Sekp2I=/0x0:1920x1080/1200x0/filters:focal(0x0:1920x1080):no_upscale()/cdn.vox-cdn.com/uploads/chorus_asset/file/19587362/D2_PC_Osiris2020_01_08_14h04m00s198.png)
#Antorak class marauder full#
In addition, the fiendbound marauder can apply her full Strength bonus on damage rolls with her fiend’s grip, even if wielding it in her off hand. Unlike a normal reach weapon, the fiendbound marauder can be used against adjacent foes. A fiend’s grip has the grapple and reach weapon properties, and the fiendbound marauder gains the grab universal monster ability for attacks made with her fiend’s grip. It threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Manifesting a fiend’s grip is a move action, and dismissing one is a free action.Ī fiend’s grip is a light weapon that deals 1d8 points of bludgeoning or slashing damage (for a Medium-sized wielder). The warder can manifest up to one fiend’s grip for each gauntleted hand she has. To manifest her fiend’s grip, a warder must be wearing gauntlets or spiked gauntlets, which act as a focus for the weapon to come into the world. The signature feature of fiendbound marauders is the ability to manifest an oversized, spiny spectral claw, often wrapped in barbed chains. In addition, the fiendbound marauder’s fiend’s grip is considered a discipline weapon for the Black Seraph and Cursed Razor disciplines. She otherwise learns, readies, and initiates maneuvers as a standard warder. She gains Intimidate and Spellcraft as class skills. ManeuversĪ fiendbound marauder loses access to the Golden Lion and Iron Tortoise disciplines and adds Black Seraph, Cursed Razor, and Eternal Guardian to her list of available disciplines.
![antorak class marauder antorak class marauder](https://cdn.motor1.com/images/mgl/E836q/s1/2011-250294-paramount-group-marauder-armored-vehicle-on-top-gear-1280-27-06-20111.jpg)
Manifesting itself as a spectral weapon of otherworldly malice, these warders strike out with a grim purpose to use their powers to defend their flock – or to conquer another’s. Through direct purpose or trick of fate, some warders find themselves directly infused with a dark power that is theirs to wield.