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View Full Version : [3.5]New Base Clase: Vital Blade ... the bloody swordsman! Need some help pls.



Volfogg
2013-12-06, 06:32 AM
Hey All,
Recently, after watching some interesting anime, I came across a concept that I thought would be pretty darn cool to play. That of the warrior which could summon a weapon composed of their own blood. I couldn't really find any homebrew which suited my tastes so I put something together myself. Below you will find the new class. Please let me know what you think and don't hold back. Its still a work in progress and needs a good dose of fixing.:)

http://fc09.deviantart.net/fs71/f/2013/132/6/b/crimson_queen_by_el_grimlock-d650won.jpg


VITAL BLADE
The vital blade is unlike most other martial practitioners. His focus is not just on the physical but also includes an in depth knowledge of the bodies internal chemistry. Many speculate that hidden deep within each of us there exists fonts of power which can be harnessed. This can be accomplished in a plethora of ways, however, the vital blade concentrates on only one, which is the inherit power found in ones own blood. Through a combination of discipline, endurance and martial learning the character is able to call forth this power and use it to devastating effect. The most spectacular of which allows him to shape a weapon composed of his own blood. All vital blades are easily identifiable by a Gruesome Glyph - which is a crimson hued wound-like glyph, appearing somewhere on their body (usually the palm or back of the hand). It is through this self inflicted stigmata like mark that they are able to summon their weapons and command the very essence of their being.
Role: You're a warrior! Congratulations, you get to be a meatshield.
Alignment: Any.
Hit die: 1d10.


Table: Vital Blade
Lvl BaB F R W Special
1 +1 +2 +2 +0 Gruesome Glyph, Sanguineous Sword, Red Rage 1/day
2 +2 +3 +3 +0 Blood Burst (1d4), Endurance
3 +3 +3 +3 +1 Haematologist
4 +4 +4 +4 +1 Imbue Blood Blade
5 +5 +4 +4 +1 Red Rage 2/day
6 +6 +5 +5 +2 Blood Burst (2d4)
7 +7 +5 +5 +2 Haematologist
8 +8 +6 +6 +2 Sanguineous Sword (swift action)
9 +9 +6 +6 +3 Red Rage 3/day
10 +10 +7 +7 +3 Blood Burst (3d4)
11 +11 +7 +7 +3 Haematologist
12 +12 +8 +8 +4 Greater Red Rage
13 +13 +8 +8 +4 Red Rage 4/day
14 +14 +9 +9 +4 Blood Burst (4d4)
15 +15 +9 +9 +5 Haematologist
16 +16 +10 +10 +5 Sanguineous Sword (free action)
17 +17 +10 +10 +5 Red Rage 5/day
18 +18 +11 +11 +6 Blood Burst (5d4)
19 +19 +11 +11 +6 Haematologist
20 +20 +12 +12 +6 Mighty Red Rage
<<should the reflex be reduced to bad?>>

Class Skills
The vital blade’s class skills are Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.

Class Features
The following are the class features of the vital blade.
Weapon and Armor Proficiencies: Vital blades are proficient with all simple weapons and martial weapons, light armor, medium armor and shields (except tower shields).

Gruesome Glyph (Su): All vital blade's exhibit the same wound-like rune that signifies their adherence to this gruesome discipline. With it they are able to more easily manipulate the energies found within their own blood. As an added benefit the mark enhances the vital blades intuitive use of their own blood. This grants the character the benefits of the Weapon Focus feat when using their sanguineous sword ability.

Sanguineous Sword(Su): All vital blades are experts at shaping their own blood into weapons. As a move action the character can form a melee weapon with which the character is proficient. The weapon created is considered to be a masterwork item. The weapon can be sundered as per the normal rules although the vital blade can simply recreate a new one on his turn as a standard action.

At 8th lvl a sanguineous sword can be created as a swift action, at 16th level it becomes a free action.

Imbue Blood Blade (Su): Through some obscure and highly guarded secret this cadre of warriors are able to further enhance their weapons by investing their own life essence into the blade. The character can enhance their blade as if they had the craft magic arms & armor feat.

Red Rage (Ex): A vital blade controls their body so acutely that they are able to manipulate their own blood pressure. By increasing their blood flow they can, similar to a piston, increase their power. This ability grants the character a +2 <<type?>> bonus to Strength and Constitution. A secondary effect of this ability causes the vital blade to exude a very fine reddish mist in a 5' radius. This mist is highly acidic and causes major discomfort to those which are caught within it. Enemies caught within this mist suffer a -1 penalty to attack and damage rolls.

During a red rage, a vital blade cannot use any Charisma, Dexterity, or Intelligence - based skills (Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A vital blade may prematurely end his rage. At the end of the red rage, the vital blade loses the red rage modifiers and restrictions and becomes sickened for the duration of the current encounter.

Haematologist (Su): Through intense training, experimentation and blood lose the character is able to manipulate their vital fluid in new, and often times, grotesque ways. At levels 3, 7, 11, 15 and 19 the character can choose one ability from the following list. Please note that each ability can only be selected once.


Reactive Burst (Ex) - This ability allows a vital blade to instantly reform their weapon after a sunder attempt. However, the character does so in a burst of retributive gore and blood. This retributive burst inflicts upon the opponent (which sundered the weapon) damage equal to the blood burst ability. The character must be 16th lvl or higher to select this ability.
Sanguineous Sculptor (Su) - When shaping a weapon with the sanguineous sword ability the character can also shape any ranged (not thrown) weapon with which they are proficient. Although the character must supply the required ammunition. This ability allows the the creation of mighty composite bows which will reflect the Strength the character currently has.
Canvas of Cuts (Ex) - Throughout the character's career they constantly experiment upon themselves to further their understanding and manipulation of their own bodies. This has left its mark as their skin is crisscrossed with self inflicted scars and old wounds. However, this results in the toughening of their flesh and skin which grants the character a bonus to Natural Armor equal to the number of damage dice rolled for their Blood Burst ability. <<Is this too powerful?>>
Accelerated Adrenaline - Through careful control of certain body related functions the character is able to react to danger with blinding speed. This ability grants evasion as per the rogue special ability. However, this can used while wearing medium armour. <<Is this too powerful?>>
Nauseating Burst - In addition to damage blood burst can now inflict the nauseated condition upon a target. The target can make a fortitude save to negate this secondary effect. The The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. This ability cannot be combined with sickening burst.
Sickening Burst - In addition to damage blood burst can now inflict the sickened condition upon a target. The target can make a fortitude save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. This ability cannot be combined with nauseating burst.
Gory Glare (Ex) - With a mere thought the character is able to turn their eyes solid red by bursting their capillaries. The eyes also weep a minute trickle of blood while this ability is active. The character's terrifying visage now grants him an insight to Intimidation checks equal to their Constitution modifier. Activating, or deactivating, this ability is a swift action.
Blood Bolt (Su) - The vital blade gains the ability to fire a bolt of blood and bone shrapnel from his gruesome glyph. Using this ability requires an expenditure of the blood burst ability and has a range increment of 10'. Using this power is a standard action.
Rejuvenation (Ex) - The character gains fast healing 1. The character must be 4th level or higher to select this ability.
Gore Glyph (Su) - After a performing a ritual which involves scalpels and other sharp objects the character increases the potency of their Gruesome Glyph. From this point forward the vital blade is considered to have the Weapon Specialization feat when wielding his sanguineous sword. The character must be 4th level or higher to select this ability.
Visceral Vision (Sp) - Due to a vital blades inherent knowledge of the body they are able to gauge the vitality of those round them. This ability allows the character to cast, as a spell-like ability, the status spell. This ability can be used once per day.
Bulging Blade (Ex) - Increase the size of their sanguineous weapon by one category. This size increase does not stack with other size increases.
Self Harmer (Ex) - An individual that follows this path becomes inured, and very resistant, to damage inflicted upon them due to their constant self mutilation and bloodletting. This ability grants the character damage reduction equal the number of damage dice rolled for their Blood Burst ability.
Vital Vigilance (Ex) - The ability to control their vital fluids allows the character to minimize an otherwise life threatening attack. This ability grants the character a 25% chance to negate a critical attack, this includes sneak attacks. Note, this ability can be taken more than once. If taken a second time the chance to negate a critical attack increases to 50%, if taken a third time the chance increases to 75%.

Blood Burst (Su): The vital blade is able to alter his blood by carefully controlling and manipulating his humors. After doing so he can instantly focus these chaotic and destructive fluids through his sanguineous sword. When he does so the weapon explodes upon impact splashing the target with a highly corrosive mixture of blood and ... other fluids. An alchemist can use a number of blood bursts each day equal 3 + his Constitution modifier. Activating this ability is a swift action that must be declared before the character makes an attack (while using his sanguineous sword). Whether the attack is successful or not one use of blood burst is expended. The damage inflicted is acid. <<should this ability have a reflex save for half damage?>>

Endurance: A character which follows this path pays a heavy toll in blood, sweat and pain because of this the vital blade gains Endurance as a bonus feat.

Greater Red Rage (Ex): At 12th level, a vital blade’s bonuses to Strength and Constitution increase to +4, while the penalties associated with the red mist increase to -2 and the radius increases to 10 feet.

Mighty Red Rage (Ex): At 20th level, a vital blade’s bonuses to Strength and Constitution increase to +6 , while the penalties associated with the red mist increase to -3 and the radius increases to 15 feet.

Edit ..... here's the revised version:

REVISED VITAL BLADE
The vital blade is unlike most other martial practitioners. His focus is not just on the physical but also includes an in depth knowledge of the bodies internal chemistry. Many speculate that hidden deep within each of us there exists fonts of power which can be harnessed. This can be accomplished in a plethora of ways, however, the vital blade concentrates on only one, which is the inherit power found in ones own blood. Through a combination of discipline, endurance and martial learning the character is able to call forth this power and use it to devastating effect. The most spectacular of which allows him to shape a weapon composed of his own blood. All vital blades are easily identifiable by a Gruesome Glyph - which is a crimson hued wound-like glyph, appearing somewhere on their body (usually the palm or back of the hand). It is through this self inflicted stigmata like mark that they are able to summon their weapons and command the very essence of their being.
Role: You're a warrior! Congratulations, you get to be a meatshield.
Alignment: Any.
Hit die: 1d10.


Table: Vital Blade
Lvl BaB F R W Special
1 +1 +2 +0 +2 Gruesome Glyph, Sanguineous Sword, Blood Pool
2 +2 +3 +0 +3 Blood Burst (1d4), Endurance
3 +3 +3 +1 +3 Haematologist
4 +4 +4 +1 +4 Imbue Blood Blade
5 +5 +4 +1 +4 Haematologist
6 +6 +5 +2 +5 Blood Burst (2d4)
7 +7 +5 +2 +5 Haematologist
8 +8 +6 +2 +6 Sanguineous Sword (swift action)
9 +9 +6 +3 +6 Haematologist
10 +10 +7 +3 +7 Blood Burst (3d4)
11 +11 +7 +3 +7 Haematologist
12 +12 +8 +4 +8
13 +13 +8 +4 +8 Haematologist
14 +14 +9 +4 +9 Blood Burst (4d4)
15 +15 +9 +5 +9 Haematologist
16 +16 +10 +5 +10 Sanguineous Sword (free action)
17 +17 +10 +5 +10 Haematologist
18 +18 +11 +6 +11 Blood Burst (5d4)
19 +19 +11 +6 +11 Haematologist
20 +20 +12 +6 +12 Crimson Warrior[/COLOR]

Class Skills
The vital blade’s class skills are Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.

Class Features
The following are the class features of the vital blade.
Weapon and Armor Proficiencies: Vital blades are proficient with all simple weapons and martial weapons, light armor, medium armor and shields (except tower shields).

Gruesome Glyph (Su): All vital blade's exhibit the same wound-like rune that signifies their adherence to this gruesome discipline. With it they are able to more easily manipulate the energies found within their own blood. As an added benefit the mark enhances the vital blades intuitive use of their own blood. This grants the character the benefits of the Weapon Focus feat when using their sanguineous sword ability.

Sanguineous Sword(Su): All vital blades are experts at shaping their own blood into weapons. As a move action the character can form a melee weapon with which the character is proficient. The weapon can be sundered as per the normal rules although the vital blade can simply recreate a new one on his turn as a standard action. The weapon dissipates at the end of the characters turn if it leaves his grasp.

At 8th lvl a sanguineous sword can be created as a swift action, at 16th level it becomes a free action.

Blood Pool (Su): The vital blade has learned how to harness and better manage the complex workings of his own body. This allows him to store a small pool of excess blood which he can use to power certain abilities. The character has a number of blood pool points equal to 1/2 his level + Constitution modifier. The pool refreshes once per day. Usually in the morning when preparing for another day of adventure.

The vital blade can, as a standard action, use his blood pool to heal himself. For every 1 point spent the character heals 2 hit points.

Imbue Blood Blade (Su): Through some obscure and highly guarded secret this cadre of warriors are able to further enhance their weapons by investing their own life essence into the blade. This allows the character to expend points from their blood pool in order to enhance their weapon.

At 4th level, a vital blade can expend 1 point from his blood pool as a swift action to grant his sanguineous weapon +1 enhancement bonus for 1 minute. For every two levels beyond 4th, the weapon gains another +1 enhancement bonus, to a maximum of +10 at 20th level. Multiple uses of this ability do not stack with themselves.

These bonuses can be used to add any of the following weapon properties: cruel, agile, merciful, corrosive, corrive burst, invigorating, lifesurge, keen, speed or wounding.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the blood pool point is spent and cannot be changed until the next time the vital blade uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the vital blade.

A vital blade can only enhance his sanguineous weapon in this way.

Haematologist (Su): Through intense training, experimentation and blood lose the character is able to manipulate their vital fluid in new, and often times, grotesque ways. At levels 3, 5, 7, 9, 11, 13, 15, 17 and 19 the character can choose one ability from the following list. Please note that each ability can only be selected once.


Reactive Burst (Ex) - This ability allows a vital blade to instantly reform their weapon after a sunder attempt. However, the character does so in a burst of retributive gore and blood. This retributive burst inflicts upon the opponent (which sundered the weapon) damage equal to the blood burst ability. The character must be 16th lvl or higher to select this ability.
Sanguineous Sculptor (Su) - When shaping a weapon with the sanguineous sword ability the character can also shape any ranged (not thrown) weapon with which they are proficient. Although the character must supply the required ammunition. This ability allows the the creation of mighty composite bows which will reflect the Strength the character currently has.
Canvas of Cuts (Ex) - Throughout the character's career they constantly experiment upon themselves to further their understanding and manipulation of their own bodies. This has left its mark as their skin is crisscrossed with self inflicted scars and old wounds. However, this results in the toughening of their flesh and skin which grants the character a bonus to Natural Armor equal to the number of damage dice rolled for their Blood Burst ability.[/COLOR]
Accelerated Adrenaline - Through careful control of certain body related functions the character is able to react to danger with blinding speed. This ability grants evasion as per the rogue special ability. However, this can used while wearing medium armour. Every time this ability is used it requires an expenditure of 1 blood point.
Nauseating Burst (Ex) - In addition to damage blood burst can now inflict the nauseated condition upon a target. By expending 1 blood point in conjunction with blood burst the target must also make a fortitude save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. This ability cannot be combined with sickening burst.
Sickening Burst (Ex)[/i] - In addition to damage blood burst can now inflict the sickened condition upon a target. By expending 1 blood point in conjunction with blood burst the target must also make a fortitude save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. This ability cannot be combined with nauseating burst.
Gory Glare (Ex) - With a mere thought the character is able to turn their eyes solid red by bursting their capillaries. The eyes also weep a minute trickle of blood while this ability is active. The character's terrifying visage now grants him an insight bonus to Intimidation checks equal to his Constitution modifier. Activating this ability is a swift action which requires the expenditure of 1 blood pool point.
Blood Bolt (Su) - The vital blade gains the ability to fire a bolt of blood and bone shrapnel from his gruesome glyph. Using this ability requires an expenditure of the blood burst ability and has a range increment of 10'. Using this power is a standard action.
Rejuvenation (Ex) - The character gains fast healing 1. The character must be 4th level or higher to select this ability.
Gore Glyph (Su) - After a performing a ritual which involves scalpels and other sharp objects the character increases the potency of their Gruesome Glyph. From this point forward the vital blade is considered to have the Weapon Specialization feat when wielding his sanguineous sword. The character must be 4th level or higher to select this ability.
Visceral Vision (Sp) - Due to a vital blades inherent knowledge of the body they are able to gauge the vitality of those round them. This ability allows the character to cast, as a spell-like ability, the status spell. This ability can be used once per day. Each use of this ability requires the expenditure of 1 blood pool point.
Bulging Blade (Ex) - As a swift action the character can increase the size of their sanguineous weapon one category by expending 1 point from their blood point pool. This size increase does not stack with other size increases. The increase in size lasts for a number of rounds equal to the character's Constitution modifier.
Self Harmer (Ex) - An individual that follows this path becomes inured, and very resistant, to damage inflicted upon them due to their constant self mutilation and bloodletting. This ability grants the character damage reduction equal the number of damage dice rolled for their Blood Burst ability.
Vital Vigilance (Ex) - The ability to control their vital fluids allows the character to minimize an otherwise life threatening attack. This ability grants the character a 25% chance to negate a critical attack, this includes sneak attacks. Note, this ability can be taken more than once. If taken a second time the chance to negate a critical attack increases to 50%, if taken a third time the chance increases to 75%.
Sacrificial Empowerment (Ex) - By sacrificing points from their blood pool the vital blade is able to empower the blood burst ability. By sacrificing 1 blood point the vital blade increases the damage die to 1d6, if 2 blood points are sacrificed the damage die is increased to 1d8 and finally, if 3 blood points are sacrificed, the damage die is increased to 1d10. This ability is used as an free action when rolling blood burst damage.

Blood Burst (Su): The vital blade is able to alter his blood by carefully controlling and manipulating his humors. After doing so he can instantly focus these chaotic and destructive fluids through his sanguineous sword. When he does so the weapon explodes upon impact splashing the target with a highly corrosive mixture of blood and ... other fluids. An alchemist can use a number of blood bursts each day equal 3 + his Constitution modifier. Activating this ability is a swift action that must be declared before the character makes an attack (while using his sanguineous sword). Whether the attack is successful or not one use of blood burst is expended. The damage inflicted is acid.

Endurance: A character which follows this path pays a heavy toll in blood, sweat and pain because of this the vital blade gains Endurance as a bonus feat.

Crimson Warrior (Ex): No idea currently ...


Let me know what you think. Nothing is set in stone so if something needs to be changes it shall be done.

Thanks! :)
Volf

Ralcos
2013-12-06, 11:16 AM
I like this class! Though it needs some tweaks here or there, it's a good start.

With DR, that ability is WAY too powerful. Making it a number that scales per hit would be cool, though (e.g. After you are hit with any melee or ranged weapon attack, you gain DR 1/-. This stacks, going up to DR 5/-. The DR gained lasts for a number of rounds equal to your constitution score, or until it increases)
I'd also add the ability to damage myself to increase the damage die feature, but that's just me.

Otherwise, it's pretty cool.

Volfogg
2013-12-06, 03:47 PM
I like this class! Though it needs some tweaks here or there, it's a good start.
Yeah, its a bit rough. Hopefully I can iron this out into something thats passable.


With DR, that ability is WAY too powerful. Making it a number that scales per hit would be cool, though (e.g. After you are hit with any melee or ranged weapon attack, you gain DR 1/-. This stacks, going up to DR 5/-. The DR gained lasts for a number of rounds equal to your constitution score, or until it increases)
Out of curiousity, how is the Self Harmer ability way too powerful? At level 18 a vital blade would have DR5/-. In truth I don't really find that overly great. Although I do like your idea of a stacking DR ....
Scratch that, I know what you mean now.

What if I were to remove the the penalty to damage from the red rage ability and instead left the Self Harmer power as is?


I'd also add the ability to damage myself to increase the damage die feature, but that's just me.
That's an excellent ability! What about ... Sacrificial Empowerment? Although I am not sure what the ratio should be? How many hit points should the character sacrifice in order to gain an increase of one dice?


Otherwise, it's pretty cool.
Thanks! Glad ya think its cool. :)

Ralcos
2013-12-06, 04:31 PM
Yeah, its a bit rough. Hopefully I can iron this out into something thats passable.


Out of curiousity, how is the Self Harmer ability way too powerful? At level 18 a vital blade would have DR5/-. In truth I don't really find that overly great. Although I do like your idea of a stacking DR ....
Scratch that, I know what you mean now.

What if I were to remove the the penalty to damage from the red rage ability and instead left the Self Harmer power as is?


That's an excellent ability! What about ... Sacrificial Empowerment? Although I am not sure what the ratio should be? How many hit points should the character sacrifice in order to gain an increase of one dice?


Thanks! Glad ya think its cool. :)


As a note, I was trying to make the DR ability similar to the Barbarian's gained DR (because you have a rage ability similar to the Barbarian, after all...). Maybe it can be stacked to 8, but that seems to push it, due to how you have organized the class features.
I'd remove the self harming power to make it stack to DR 8/-. That power is a bit on the powerful side, anyway.

And for Sacrificial Empowerment, I'd say 5 points per die size.
e.g. 5 points to deal d6s, 10 points to deal d8s, and then 20 points to deal d10s. the Stacking DR shouldn't apply in this case (similar to the Blood Magus in Complete Arcane). Hopefully that helps to make this a more balanced class.

EDIT: You probably have your own reason for placing Reflex as a major save, but I'd also reccommend changing that to Will. The way I see it, the class is willfully resisting his own pain and can use his own pain to endure the powers of others. It just seems to make more sense to me.

EDIT 2: I just saw Imbue Blood Blade, and I thought it odd that you just gave them Craft Magic Arms and Armor as a free feat. This feat is practically useless to the class (no spellcrafting ability as a wizard or warlock), so I'm willing to give ONE MORE suggestion:
I'd make it so you can do something similar the Sacrificial Empowerment, dealing 10 points of damage to yourself to give your weapon a +1 enhancement bonus (20 for +2, 30 for +3, etc.). It makes the class feel more unique side by side other classes, and makes it so it has an underlying mechanic to support it. Also, it can still be a secret technique known only by this class. Hopefully, that helps.

Volfogg
2013-12-07, 04:07 AM
Thanks for the feedback Ralcos. Based upon that and some other thoughts I had a redid the Vital Blade. Not all of it but an overhaul nonetheless. This version has a "blood pool" with which they can fuel various abilities. Let me know what you think.

REVISED VITAL BLADE
The vital blade is unlike most other martial practitioners. His focus is not just on the physical but also includes an in depth knowledge of the bodies internal chemistry. Many speculate that hidden deep within each of us there exists fonts of power which can be harnessed. This can be accomplished in a plethora of ways, however, the vital blade concentrates on only one, which is the inherit power found in ones own blood. Through a combination of discipline, endurance and martial learning the character is able to call forth this power and use it to devastating effect. The most spectacular of which allows him to shape a weapon composed of his own blood. All vital blades are easily identifiable by a Gruesome Glyph - which is a crimson hued wound-like glyph, appearing somewhere on their body (usually the palm or back of the hand). It is through this self inflicted stigmata like mark that they are able to summon their weapons and command the very essence of their being.
Role: You're a warrior! Congratulations, you get to be a meatshield.
Alignment: Any.
Hit die: 1d10.


Table: Vital Blade
Lvl BaB F R W Special
1 +1 +2 +0 +2 Gruesome Glyph, Sanguineous Sword, Blood Pool
2 +2 +3 +0 +3 Blood Burst (1d4), Endurance
3 +3 +3 +1 +3 Haematologist
4 +4 +4 +1 +4 Imbue Blood Blade
5 +5 +4 +1 +4 Haematologist
6 +6 +5 +2 +5 Blood Burst (2d4)
7 +7 +5 +2 +5 Haematologist
8 +8 +6 +2 +6 Sanguineous Sword (swift action)
9 +9 +6 +3 +6 Haematologist
10 +10 +7 +3 +7 Blood Burst (3d4)
11 +11 +7 +3 +7 Haematologist
12 +12 +8 +4 +8
13 +13 +8 +4 +8 Haematologist
14 +14 +9 +4 +9 Blood Burst (4d4)
15 +15 +9 +5 +9 Haematologist
16 +16 +10 +5 +10 Sanguineous Sword (free action)
17 +17 +10 +5 +10 Haematologist
18 +18 +11 +6 +11 Blood Burst (5d4)
19 +19 +11 +6 +11 Haematologist
20 +20 +12 +6 +12 Crimson Warrior[/COLOR]

Class Skills
The vital blade’s class skills are Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.

Class Features
The following are the class features of the vital blade.
Weapon and Armor Proficiencies: Vital blades are proficient with all simple weapons and martial weapons, light armor, medium armor and shields (except tower shields).

Gruesome Glyph (Su): All vital blade's exhibit the same wound-like rune that signifies their adherence to this gruesome discipline. With it they are able to more easily manipulate the energies found within their own blood. As an added benefit the mark enhances the vital blades intuitive use of their own blood. This grants the character the benefits of the Weapon Focus feat when using their sanguineous sword ability.

Sanguineous Sword(Su): All vital blades are experts at shaping their own blood into weapons. By expending a blood pool point as a move action the character can form a melee weapon with which the character is proficient. The weapon can be sundered as per the normal rules although the vital blade can simply recreate a new one on his turn as a standard action. The weapon remains so long as the character wields it, if the weapon leaves his grasp, it dissipates at the end of the characters turn.

At 8th lvl a sanguineous sword can be created as a swift action, at 16th level it becomes a free action.

Blood Pool (Su): The vital blade has learned how to harness and better manage the complex workings of his own body. This allows him to store a small pool of excess blood which he can use to power certain abilities. The character has a number of blood pool points equal to 1/2 his level + Constitution modifier. The pool refreshes once per day. Usually in the morning when preparing for another day of adventure.

The vital blade can, as a standard action, use his blood pool to heal himself. For every 1 point spent the character heals 2 hit points.

Imbue Blood Blade (Su): Through some obscure and highly guarded secret this cadre of warriors are able to further enhance their weapons by investing their own life essence into the blade. This allows the character to expend points from their blood pool in order to enhance their weapon.

At 4th level, a vital blade can expend 1 point from his blood pool as a swift action to grant his sanguineous weapon +1 enhancement bonus for 1 minute. For every two levels beyond 4th, the weapon gains another +1 enhancement bonus, to a maximum of +10 at 20th level. Multiple uses of this ability do not stack with themselves.

These bonuses can be used to add any of the following weapon properties: cruel, agile, merciful, corrosive, corrive burst, invigorating, lifesurge, keen, speed or wounding.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the blood pool point is spent and cannot be changed until the next time the vital blade uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the vital blade.

A vital blade can only enhance his sanguineous weapon in this way.

Haematologist (Su): Through intense training, experimentation and blood lose the character is able to manipulate their vital fluid in new, and often times, grotesque ways. At levels 3, 5, 7, 9, 11, 13, 15, 17 and 19 the character can choose one ability from the following list. Please note that each ability can only be selected once.


Reactive Burst (Ex) - This ability allows a vital blade to instantly reform their weapon after a sunder attempt. However, the character does so in a burst of retributive gore and blood. This retributive burst inflicts upon the opponent (which sundered the weapon) damage equal to the blood burst ability. The character must be 16th lvl or higher to select this ability.
Sanguineous Sculptor (Su) - When shaping a weapon with the sanguineous sword ability the character can also shape any ranged (not thrown) weapon with which they are proficient. Although the character must supply the required ammunition. This ability allows the the creation of mighty composite bows which will reflect the Strength the character currently has.
Canvas of Cuts (Ex) - Throughout the character's career they constantly experiment upon themselves to further their understanding and manipulation of their own bodies. This has left its mark as their skin is crisscrossed with self inflicted scars and old wounds. However, this results in the toughening of their flesh and skin which grants the character a bonus to Natural Armor equal to the number of damage dice rolled for their Blood Burst ability.[/COLOR]
Accelerated Adrenaline - Through careful control of certain body related functions the character is able to react to danger with blinding speed. This ability grants evasion as per the rogue special ability. However, this can used while wearing medium armour. Every time this ability is used it requires an expenditure of 1 blood point.
Nauseating Burst (Ex) - In addition to damage blood burst can now inflict the nauseated condition upon a target. By expending 1 blood point in conjunction with blood burst the target must also make a fortitude save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. This ability cannot be combined with sickening burst.
Sickening Burst (Ex)[/i] - In addition to damage blood burst can now inflict the sickened condition upon a target. By expending 1 blood point in conjunction with blood burst the target must also make a fortitude save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. This ability cannot be combined with nauseating burst.
Gory Glare (Ex) - With a mere thought the character is able to turn their eyes solid red by bursting their capillaries. The eyes also weep a minute trickle of blood while this ability is active. The character's terrifying visage now grants him an insight bonus to Intimidation checks equal to his Constitution modifier. Activating this ability is a swift action which requires the expenditure of 1 blood pool point.
Blood Bolt (Su) - The vital blade gains the ability to fire a bolt of blood and bone shrapnel from his gruesome glyph. Using this ability requires an expenditure of the blood burst ability and has a range increment of 10'. Using this power is a standard action.
Rejuvenation (Ex) - The character gains fast healing 1. The character must be 4th level or higher to select this ability.
Gore Glyph (Su) - After a performing a ritual which involves scalpels and other sharp objects the character increases the potency of their Gruesome Glyph. From this point forward the vital blade is considered to have the Weapon Specialization feat when wielding his sanguineous sword. The character must be 4th level or higher to select this ability.
Visceral Vision (Sp) - Due to a vital blades inherent knowledge of the body they are able to gauge the vitality of those round them. This ability allows the character to cast, as a spell-like ability, the status spell. This ability can be used once per day. Each use of this ability requires the expenditure of 1 blood pool point.
Bulging Blade (Ex) - As a swift action the character can increase the size of their sanguineous weapon one category by expending 1 point from their blood point pool. This size increase does not stack with other size increases. The increase in size lasts for a number of rounds equal to the character's Constitution modifier.
Self Harmer (Ex) - An individual that follows this path becomes inured, and very resistant, to damage inflicted upon them due to their constant self mutilation and bloodletting. This ability grants the character damage reduction equal the number of damage dice rolled for their Blood Burst ability.
Vital Vigilance (Ex) - The ability to control their vital fluids allows the character to minimize an otherwise life threatening attack. This ability grants the character a 25% chance to negate a critical attack, this includes sneak attacks. Note, this ability can be taken more than once. If taken a second time the chance to negate a critical attack increases to 50%, if taken a third time the chance increases to 75%.
Sacrificial Empowerment (Ex) - By sacrificing points from their blood pool the vital blade is able to empower the blood burst ability. By sacrificing 1 blood point the vital blade increases the damage die to 1d6, if 2 blood points are sacrificed the damage die is increased to 1d8 and finally, if 3 blood points are sacrificed, the damage die is increased to 1d10. This ability is used as an free action when rolling blood burst damage.

Blood Burst (Su): The vital blade is able to alter his blood by carefully controlling and manipulating his humors. After doing so he can instantly focus these chaotic and destructive fluids through his sanguineous sword. When he does so the weapon explodes upon impact splashing the target with a highly corrosive mixture of blood and ... other fluids. An alchemist can use a number of blood bursts each day equal 3 + his Constitution modifier. Activating this ability is a swift action that must be declared before the character makes an attack (while using his sanguineous sword). Whether the attack is successful or not one use of blood burst is expended. The damage inflicted is acid.

Endurance: A character which follows this path pays a heavy toll in blood, sweat and pain because of this the vital blade gains Endurance as a bonus feat.

Crimson Warrior (Ex): No idea currently ...

Let me know what you think of the changes.

Again, thanks for the help so far!
Volf