Nomari_Kitsune "Oh hello there, looking for someone else, I'm afriad you will only find me here darlings.
But if you would like to see the profile for one of my balls, you can look before.
They did a wonderful job helping my cock spray cum everywhere
Your welcome to go in and see them if you like, but its a one way trip.
But they can help make you to be sprayed all over too.
Have a look at my balls information below if your so inclined.
Name : Balls Age Human: Unknown Looking and apparent age: Looks a healthy balls age Sex: Uncatagorised Species: Kitsune Balls Sub Species: Bovine/succubus Enhanced Farther:Nomari_Kitsune's Body Mother:Nomari_Kitsune's Sack Sister(s): The other ball technically Brother(s): The other ball technically Mate(s): The sack and cock of Nomari_Kitsune Children: Billions of kitsune sperm, you could become them. Slaves: Has no need of such things Pets: Balls job is to make cum not have pets Owners:Nomari_Kitsune
The perfectly enhanced ball for a perfect goddess
The original profile and information of Xiana Pheran. Left in memory of Xiana pheran who had wonderful sexy with a beautiful goddess.
Only to be coaxed down into her balls, where her useless body was digested into divine kitsune cum.
Her soul absorbed and merged into the goddess's balls, to forever be part of the goddess.
Xaiana Pheran is no more, only the goddess's ball remains, a fate far greater than heaven itself.
Name : Xiana Pheran Age Human: 107 Looking and apparent age: 21 Sex: Female. Species: Succubus (Cow-cubus) Sub Species: Bovine Hybrid Farther: Unknown Mother: Nocticula Sister(s): Unkown Brother(s): Unknown Mate(s): NA Children: NA Slaves: NA Pets: NA Owners: NA
Height: 6'6'' Weight: 263lbs Bust: 36E and 34DD Build (Toned some muscles, sexy curvaceous build)
Xiana is a very beautiful and very sexy woman who it is clear cares for her appearance and looks a great deal, usually wearing little clothing to show off her whole body. Her eyes are an enchanting purple with red hints, her face beautiful and her lips full. Her hair long grown down to her ass, styled to give her a daunting and beautiful appearance. Twin horns grow through her hair, sticking up and curving back slightly. Her Body is toned and tall, curvaceous with large twin set of breasts (Top set larger than the bottom) though strangely on her stomach is also a udder with four teats) Her arms are sexy but still powerful and alluring, her hands ending in small claws and body looking so beautiful and yet power resists within. Her waist is somewhat slim (For her height and build) her hips wide and a large ass. her lower sexual lips inviting and almost mystifying. Her legs though are demonic in appearance, slowly changing into cow like fur covered hooves, its there her other nature really shines through. A tail growls out from her ass, furred much like a cow, but fun and flexible like a demon, ending in an odd spade like tuft of fur. And finally out of her back grows a large and powerful set of bat like wings, the tips spikes and deadly, the wings changing form her lighter skin tone to dark almost black the further they go from her body.
(Absolutely amazing image of my character Xiana. Please do not re-use this is a commission done for me by xWingedVixenx on FA)
Height: 14'8'' Weight: 2976lbs Bust: 44FF and 42EE Build Muscular, powerful, Still Curvaceous, Scary!
When Xiana goes into a blood rage, her powers increase vastly, her strength grows and her muscles bulge out, her height increases and her body seems to bulk up with rage and power. Her assets also grow in kind to keep her curves but her body seems to become more animalistic and demonic. Her body is coated in dark black fur, slightly lighter on her breasts and face. Her horns grow longer more deadly, her whole body seems to embody hell and fear. Her eyes grow a deep red colour, her tail growing longer and thicker. Her whole body radiating her rage and power, her claws growing larger and more deadly. Her face pushed out into a cow like muzzel with deadly sharp teeth. In all she goes from her sexy seductive self into a complete and utter demonic monster, a creature none wish to ever face. Her wings take on a devil like look, gianing spines and becomming dark black like her fur, the wings growing wider and larger along with the size of her body, her wingspan massive, giving her a very imposing and deadly appearance.
(A beautiful and amazing image of her more demonic form, please do not re-use this is a comission done for me by xWingedVixenx )
About Xiana
Xiana is a Succubus / Bovine Half breed making her into quite the daunting creature.
She is what is known as a bloodrager, a powerful creature who summons on their bloodline heritage for extra power during combat, but she can also fight and use other skills outside her deadly demonic form.
To understand Xiana's character she is quite the ditz, not the brightest girl, but she is talented and very skilled. She is a beauty to behold, powerful and strong. Though she is neither wise or very intelligent.
Xiana relies on her looks, her abilities to charm and her beauty to get what she wants, and if that fails she goes into a rage, summon on the powers within her blood to summon the power of her mother, transforming herself into a destructive monster. (Think of it as a not very bright girl, who if she doesn't get her own way can throw one hell of a temper tantrum.)
Vore Abilities
Xiana is a creature who loves pleasure, she craves it though how that pleasure is formed can come in many ways. Here you can find just some examples of what she can do, though given her growing powers believe it when she can do so much more.
To Come.
Pathfinder
Link to backup Sheet
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Race: Succubus Bovine Hybrid. Race RP: 11 Total Outsider: (+3) Ability Scores: Weakness: +2 CON +2 CHA -4 Int (-1) Flight: (+10) Spell like Ability: (+1) Object Of Desire: (+1) Light Blindness: (-2) Speed: Slow 20ft (-1) Languages: Standard Starting Languages: Common Abyssal (0) Extra Languages: Aquan, Auran, Celestial, Draconic, Ignan, Infernal, or Terran
Character Name: Xiana Pheran Alignment: Choatic Neutral (bordering evil.) Player Name:Anixia ( Asani ) Character Level and Class: Bloodrager (Click for more details) LEVEL 6 Mythic: Champion 1 Diety and Mother: Nocticula Nocticula, Click to read more. Homeland: Unknown, Wanderer born the mortal plane but with ties to the abyss. Race: Succubus Bovine Hybrid. Size: Medium Gender: Female Age: 107 Looks around 21 Height: 6'6'' or 198.12cm Weight: 263lbs Hair: As length dark brown hair, with lighter highlights and purple streaks. Eyes: Dazzling Purple / red eyes.
Fortitude:__|__9__|__+5__|__+3__|__0__|__0__|__+1__|__0__| -Refflex-:__|__4__|__+2__|__+1__|__0__|__0__|__+1__|__0__| ---Will---:__|__3__|__+2__|__0__|__0__|__0__|__+1__|__0__| Resist: NA Immunity: NA
---Total---DEX---MISC--- Initiative: __|__+1__|__+1__|__0__| Base Attack Bonus: +6/+1 Conditional Bonus: -1 Attack Bonus in Bright light
----Base----Armor----Fly*----Swim----Climb----Burrow----Temp---- Speed:__|__30__|__30__|__50__|__7.5__|__7.5__|__0__|__0__| Fly: See skills for full bonuses.
While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Benefit: You can rage for 6 additional rounds per day.
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Bonus Bloodline Feat. You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
You have a hunger that can only be satisfied with a live meal.
Benefit: You receive a +2 bonus on vore checks. (A vore check is any combat maneuver check made to swallow or hold a swallowed creature.) This bonus increases to +4 if your opponent has less than two-thirds of their maximum hit points remaining, and +6 if they have less than one-third of their maximum hit points remaining.
You don't leave your prey any room to maneuver.
Prerequisite: Predatory Instinct
Benefit: Your bonus from the Predatory Instinct feat applies to your Combat Maneuver Defense against swallowed opponents.
Your body secretes greater volumes of gastric juices than normal. (or stronger juices)
Prerequisites: Predatory Instinct
Benefit: You deal an additional 1d4 acid damage to all prey within your belly on both active and auto digests.
Special : This feat my only be taken a single time.
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
As a free action, you can expend one use of mythic power to regain 1/4 your maximum number of rage rounds (minimum 4 rounds). For the rest of your turn, your successful attacks while raging bypass all damage reduction. You must have the rage class feature to select this ability.
Benefit(s): You can use your rage for 8 additional rounds per day. Additionally, as a swift action you can expend one use of mythic power to regain 2 rounds of rage (not to exceed your maximum rounds of rage for the day).
Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (Chosen Knowledge Planes)
Your coming was foretold in prophecy, and people familiar with your legend regard you with awe and fear. Though weather that is to save or destroy none yet know. ((Mythic Accension Godling, Champion path.)
Benefit: You gain a +1 trait bonus on Diplomacy checks and Intimidate checks when interacting with anyone familiar with you or your reputation.
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.
Bonus Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness.
Bonus Spells: Ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th).
Bloodline Powers: The power of the Abyss courses through your veins, causing horrific transformations during your bloodrage.
Claws (Su)
At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
Demonic Bulk (Su)
At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.
Demon Resistances (Su)
At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.
Abyssal Bloodrage (Su)
At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes –4 instead of –2. At 16th level, this bonus increases by 4 instead. At 20th level, it increases by 6 instead.
Demonic Aura (Su)
At 16th level, when entering a bloodrage you can choose to exude an aura of fire. The aura is a 5-foot burst centered on you, and deals 2d6 + your Constitution modifier points of fire damage to creatures that end their turns within it.
Demonic Immunities (Su)
At 20th level, you're immune to electricity and poison. You have this benefit constantly, even while not bloodraging.
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action.
Instead of the normal bonuses gained while in a rage, a devourer gains a +4 morale bonus to Strength, as well as a +2 morale bonus on vore checks. In addition, the devourer is treated as one size category larger for the purposes of determining stuffing penalties and digestion speed.
While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Devouring Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
At 3rd level and every three levels thereafter, a devourer gains a +1 natural armor bonus to her interior AC, or her existing natural armor bonus increases by +1. ((+2 Current))
At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Bloodline
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Devouring Bloodrage(Su)
The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action.
Instead of the normal bonuses gained while in a rage, a devourer gains a +4 morale bonus to Strength, as well as a +2 morale bonus on vore checks. In addition, the devourer is treated as one size category larger for the purposes of determining stuffing penalties and digestion speed.
While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Devouring Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Uncanny Dodge (Ex)
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Tough Interior (Ex):
At 3rd level and every three levels thereafter, a devourer gains a +1 natural armor bonus to her interior AC, or her existing natural armor bonus increases by +1.
Blood Casting (Su)
At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Eschew Materials
At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
Spell Casting
Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager's spell is 10 + the spell level + the bloodrager's Charisma modifier.
Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Bloodrager. In addition, he receives bonus spells per day if he has a high Charisma score. The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level.
The bloodrager's selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on Table: Bloodrager Spells Known. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline.
Improved Uncanny Dodge (Ex)
At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
Damage Reduction (Ex)
At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.
Greater Devouring Bloodrage(Ex):
A 11th level, when a devourer enters a rage, the morale bonus to her Strength increases to +6 and the morale bonus on her vore checks increases to +3. In addition, she is treated as two size categories larger for the purposes of determining stuffing penalties and digestion speed.
Also in addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.
Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.
This ability replaces greater bloodrage.
Indomitable Will (Ex)
At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage.
Sated Hunger (Ex):
Starting at 17th level, a devourer no longer becomes fatigued or sickened at the end of her rage. This ability replaces tireless rage.
Ravenous Devouring Bloodrage (Su)
A 20th level, when a devourer enters a rage, the morale bonus to her Strength increases to +8 and the morale bonus on her vore checks increases to +4. In addition, she is treated as three size categories larger for the purposes of determining stuffing penalties and digestion speed. This ability replaces mighty rage.
Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater devouring bloodrage class feature is not limited to only spells of 2nd level or lower.
Shield: 1min/level, +4ac shield bonus blocks magic missile. Magic Weapon: 1min/level, +1 Enhancement bonus to rolls, cannot apply to natural weapons. Touch of Gracelessness: 1round/level, 1d6+1 (per 2 levels max 5) Dex damage, move more than half fall prone, flying reduced by one rank (Good to average etc.. (Fort, half dex, no prone penalty) Reduce Person: 1min / level The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. Weapons do 1 size smaller damage.