Warrior Breeding
Prerequisites: Tandda race, 1st level only
Benefit: Some Tandda are raised above the common worker class and given special roles inside their society. The benefit granted by swarmfighting increases to +2, and is now restricted to twice your Dexterity bonus. The benefit to Hide and Move Silently doubles to +8 while underground. Once per hour as a swift action, you can expel a cloud of inky murk that fills the square you are in and every adjacent square. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). In addition, anyone other than a Tandda entering those squares must make a successful Reflex save (DC 10 + 1/2 Character level + Constitution modifer) or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls. The murk lasts one round per character level.
Special: You may not take Matriarch Breeding if you take this feat.
Matriarch Breeding
Prerequisites: Tandda race, 1st level only
Benefit: Bred to control a clutch of Tandda for the queen, you are much more commanding of those around you. You gain a +2 increase to your Intelligence, Wisdom, and Charisma, and Warcraft is always a class skill for you.
Special: You may not take Warrior Breeding if you take this feat.
Spiralling Emptiness
Prerequisites: Tandda race
Benefit: Your magical void ability increases by 5% and now has a range of 20 ft.
Blackness
Prerequisites: Warrior Breeding
Benefit: The inky murk from warrior breeding increases in area by 5 ft., and the concealment is now always total concealment. In addition, the ability can be used twice per hour.
Born of the Horde
The swirling cauldron of a horde is where you excel
Prerequisites: Swarmfighting feat or ability
Benefit: You are born to fight in the heavy morass of a horde frontline
Packed Together: When you occupy the same space as another creature with swarmfighting, you are treated as having partial cover as the enemy faces the mass of limbs flying forth. In addition, you gain a damage bonus to your attacks equal to the benefit your swarmfighting ability grants to the attack roll.
Press the Weak Point: To use this maneuver, you must be within a single move of an ally with swarmfighting who has just successfully attacked an enemy, and every square between you and the striking comrade must be empty or occupied by an ally. You can immediately take a single move action (as if you had readied an action to do so) to move into the square the ally occupies. If you cannot fit in the square because two allies already share the space, you may occupy an empty square or a square with an ally whose space you can share that threatens the struck creature. If none of these conditions can be met the ability fails.
Claw Them to Shreds: If an allied creature with swarmfighting successfully critical hits an enemy, you may make a free attack against that creature with a -4 penalty if you are in melee range of it. You may only gain one attack a round from this ability.
Shadow Stalker
You melt into the shadows, hiding from your enemies until the time is right. Your cunning, guile, and stealth allow you to pick the most opportune moment to strike
Prerequisites: Hide 6, Move Silently 6
Benefit: You disappear into the darkness, even from melee
Beneath Notice: If both you and an ally threaten an opponent, you can attempt to slip beneath your opponent's notice. On your turn, as a swift action, you can make a Hide check opposed by the threatened foe's Spot check. If you succeed on this check, your foe cannot attack you on his next turn as long as he threatens another active opponent. If you attack your foe for any reason before or during his next turn, you lose this maneuver's benefit.
Disappearance: Make an attack against an opponent as a standard action. If the attack hits, you may move up to twice your speed, and then attempt a Hide check with a +5 bonus. If the foe is adjacent to an ally of yours when you use this ability, increase the bonus on Hide to +10.
Silent Strike: You use an ally's distraction and your talent to move noiselessly and slip out of your opponent's field of vision for a single, crucial moment. To use this maneuver, both you and an ally must threaten a single foe. As a swift action, you make a Move Silently check opposed by your foe's Listen check. If you succeed on this check, you gain this maneuver's benefit. Your target loses his Dexterity bonus to AC against your first attack of the round so long as your ally still threatens him.