Feral

Among all the Youko bloodlines and traits one stands out as the most cursed and hated of them all. To the youko, Feral is a dirty term used to refer to those who inherited the "Berserker Gene". Most youko consider ferals to be a black mark on their race for their seeming inability to control and dedicate themselves to a higher cause than mere survival. Only Youkos can take this path.

**Feral (level 11)**: As a Full round action, you may enter a feral state. While in feral state, Your body increases by 2, and your melee attacks ignore Tier points of DR, you don't actually begin dying until your hit points fall to -5 or more, and you gain an additional bite attack every round. While feral a Youko can not use any Ability with the Martial keyword, Use any class or path features of this level or lower, spend surges, or make sense checks.

**Feral power (level 15)**: While in a feral state, the Youko may now spend surges.

**Painful bite (Level 19)**: Your bite attack while in feral state now dazes enemies if the damage is more than their repulse. Against a dazed or stunned enemy, you gain another combo action.

Cross claw

you bring your claws across an opponent.

At-Will ✦ Unarmed

Standard Action    Melee

Target: One creature

Attack: Strength vs Reaction-2

Hit: 2[P] + strength damage.

Straight stab

You try to run an opponent through with your arm

At-Will ✦ Unarmed

Standard Action    Melee

Target: One creature

Attack: Strength vs repulse

Hit: 2[P] + strength damage. If your strength is higher than the opponents speed, you inflict tier points of damage to their Armor

Level 11 Encounter powers

Million knives

A barrage of high speed stabs.

Encounter ✦ Unarmed

Standard Action    Cone 4

Target: All creatures in range

Attack: Speed vs repulse

Hit: 3[p] + strength damage. For each struck target you deal an additional tier damage to their equipment and cause ongoing 5 damage (save ends)

Feral Roar

A powerful ki blast fired from the mouth

Encounter ✦ Ki

Standard Action    Ranged 10

Target: One creature in range

Attack: Instinct vs Repulse

Hit: 3[k] + Spirit damage, and push the target instinct +tier squares backwards. If your instinct is higher than the foes body, you knock them prone.

Level 14 Utility powers

Fight or Flight

Encounter ✦ Stance

Minor Action    Personal

Effect: You gain a +2 power bonus on all attack rolls for instinct rounds OR increase your movement speed by your speed while this stance lasts. The effect is chosen when you use this power, and can not be changed once chosen.

Blood rage

Encounter ✦ Special

Immediate Re-action Power up

Trigger: You become bloody

Effect: For the next 5 rounds your first successful unarmed attack in that round deals additional damage equal to your surge value.

Level 16 Daily powers

Blades of blood

Daily ✦ Ki

Standard Action    Blast 5

Target: All creatures in range

Attack: Tenacity vs Reaction

Hit: 4[k] + spirit damage, and additional damage equal to your body. For each struck creature you regain tier hit points.

Miss: body damage, and you regain half tier hit points for every creature that takes damage.

Decap attack

Daily ✦ Unarmed

Standard Action    Melee

Target: One creature

Attack: Speed vs Repulse

Hit: 4[p] + strength damage. This attack is considered a called shot to the opponents head.

Miss: Make two basic melee attacks as an immediate Re-action.

Level 20 Ultimate power

Run 'em through

Daily ✦ Unarmed

Fullround Action   Ultimate  Melee

Target: One creature

Attack: Speed vs Repulse

Hit: 8[p] + strength damage. This attack ignores DR from armor, and on hit enemies are weakened and suffer ongoing 10 damage for strength rounds.

Miss: 3[p] + 30 damage that ignores DR, ongoing 10 for 3 rounds.