Tigrin Fighter

Class: Tigrin Swordsage 5 (Desert Wind/Scimitar), Fighter 1
Medium Monstrous Humanoid (Feline)
Hit Dice: 5d8 (25hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Base Attack/Grapple: +4/+6
Armor Class: 20 (+5 Chain Shirt, +3 Dex, +1 Wis, +1 natural), touch 14, flat-footed 17
Attack: +6 Bite (1d8+2), or +1 Claws (1d4+2), or +8 Singing Scimitar (1d6+4+2 fire 18-20/x2)
Full Attack: +8 Singing Scimitar (1d6+4+2 Fire 18-20/x2) and +6 Bite (1d8+2) {Can be made as part of a charge with pounce, add 1 damage to scimitar if using 2H}
Attack Options: Any Desert Wind strike gains +1d6 fire +1 Wisdom damage
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-Light Vision, Quick to Act +2, Discipline Focus (Wpn Focus Desert Wind) Insightful Strike (Add +1 dmg to any desert wind strikes)
Saves: Fort +3, Ref +7, Will +5
Abilities: Str 14, Dex 16, Con 11, Int 8, Wis 12, Cha 9
Skills: Balance +8(+10), Hide +8(+10), Move Silently +10(+10), Tumble +8(+10), Heal +9 (+10), Swim +8 (+9)
Feats: Weapon Specialization (Scimitar), Sudden Recovery (Recover maneuver 1/day as swift action), Desert Fire (+1d6 fire damage when making Desert Wind Strike), Vital Recovery (Heal 8 damage when recovering a maneuver).
Environment: Warm Jungle
Organization: Solitary or pack (5–10)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic neutral
Maneuvers Known: Fan the Flames (r) (Ray deals 6d6 fire), Flashing Sun (r) (Extra Attack), Hatchling's Flame (r) (2d6 fire cone), Burning Blade (r), Blistering Flourish (r) Fort DC 12, Wolf Fang Strike (r), Distracting Ember, Wind Stride, Charging Minotaur
Stances Known: Blood in the Water: +1 Atk + Dmg/Critical Hit
Hunter's Stance: Gain Scent
Holocaust Cloak: Attackers take 5 fire damage
Equipment: +1 Singing Scimitar (+2 Flame Damage), +1 Chain Shirt, Potion of Cure Moderate Wounds, Potion of Owl's Wisdom (+2 AC, +2 dmg on Desert Strikes), 2x tanglefoot bags, 2x thunderstones.

Their weapons are made of a unique dark Xen'driki wood with a blackened metal edge. These fetch a slightly higher price than regular masterworked weapons due to their exotic nature.
Discipline Focus: Desert Wind weapons are considered to have Wpn Focus, these include; Scimitar, Light Mace, Light Pick, Falchion, Spear
These swordsmen are quick and dirty fighters. They will charge into battle after chugging an Owl's Wisdom to boost AC and Damage, usually throwing either a tanglefoot bag or thunderstone to get the advantage, then pounce and make a full-attack with Scimitar 2 handed and Bite.

Low-Light Vision: A Tigrin can see twice as far as a normal human in low-light conditions.
Special Attack: Pounce (Ex): When a Tigrin makes a charge, it can follow with a full attack.
Languages: Common, Feline.


Class: Tigrin Swordsage 5 (Shadow Hand/Spiked Chain), Fighter 1
Medium Monstrous Humanoid (Feline)
Hit Dice: 5d8 (25hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Base Attack/Grapple: +4/+6
Armor Class: 20 (+5 Chain Shirt, +3 Dex, +1 Wis, +1 natural), touch 14, flat-footed 17
Attack: +6 Bite (1d8+2), or +1 Claws (1d4+2), or +8 Stinging Spiked Chain (2d4+6+2 Acid x2), or +4 Mwk Dart x5 (1d4+2 x2) 20 ft Range
Full Attack: +8 Stinging Spiked Chain (2d4+6+2 Acid x2) and +6 Bite (1d8+2) {Can be made as part of a charge with pounce.}
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-Light Vision, Quick to Act +2, Discipline Focus (Wpn Focus Desert Wind) Insightful Strike (Add +1 dmg to any desert wind strikes)
Saves: Fort +3, Ref +7, Will +5
Abilities: Str 14, Dex 16, Con 11, Int 8, Wis 12, Cha 9
Skills: Balance +8(+10), Hide +8(+10), Move Silently +10(+10), Tumble +8(+10), Jump +9 (+10), Swim +8 (+9)
Feats: Weapon Specialization (Spiked Chain), Sudden Recovery (Recover maneuver 1/day as swift action), Shadow Blade), Vital Recovery (Heal 8 damage when recovering a maneuver).
Environment: Warm Jungle
Organization: Solitary or pack (5–10)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic neutral
Maneuvers Known: Shadow Garrote (r) (Ray 5d6 damage), Cloak of Deception (r) (Invisible until end of next turn), Shadow Jaunt (r) (Teleport 50 ft.) Shadow Blade Technique (r), Clinging Shadow Strike (r), Sapphire Nightmare Blade (r), Sudden Leap, Counter Charge, Mighty Throw
Stances Known: Island of Blades: You and all your allies are flanking.
Step of the Wind: Ignore Difficult Terrain
Assassin's Stance: You gain Sneak Attack +2d6
Equipment: +1 Stinging Scimitar (2 Acid Damage), +1 Chain Shirt, Potion of Cure Light Wounds, 5 Darts 1 of which is pre-poisoned with Small Centipede Posion (Fort DC 10 1d2 Dex/1d2 Dex) or Greenblood Oil (Fort DC 13 1 Con/1d2 Con)

Their weapons are made of a unique dark Xen'driki wood with a blackened metal edge. These fetch a slightly higher price than regular masterworked weapons due to their exotic nature.
Discipline Focus: Shadow Hand weapons are considered to have Wpn Focus, these include; Dagger, Short Sword, Sai, Siangham, Unarmed Strike, Spiked Chain.
These swordsmen are shadow prowlers, skulking through the jungles. They like to pepper their opponent with a quick barrage of darts, then debilitate them with shadowy blade maneuvers.

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