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View Full Version : Contest Base Class Contest XXXI - Consumption of the Masses [3.5]



Temotei
2015-11-19, 05:26 PM
Consumption of the Masses

Welcome to Base Class Contest number thirty-one! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of consumption; anything is possible, from a glutton to a world-eater to a consumable item-based magician, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on January 3rd, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

Om nom nom!

Chomp chew...gulllllp!

Temotei
2015-11-19, 05:28 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
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5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
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7th

+x

+x

+x

+x
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8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
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13th

+x

+x

+x

+x
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14th

+x

+x

+x

+x
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15th

+x

+x

+x

+x
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16th

+x

+x

+x

+x
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17th

+x

+x

+x

+x
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18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
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12th

+x

+x

+x

+x
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13th

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14th

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15th

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16th

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19th

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20th

+x

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+x

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Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

noob
2015-11-21, 06:40 AM
Dnd player

I must get more manual
It is a class about consuming more manuals

Adventures: For having a reason to read and buy more manuals

Characteristics: It can do everything you want if you consume the right WOTC products

Alignment: Lawful Wizard of the coast slave(No matter which alignment you write on your character sheet you are one)

Religion: Wizard of the coast

Background: Players becomes members of this class by spending a lot of money

Races: Any race

Other Classes: It depends on how you choose your powers

Role: Variable again

Adaptation: They might tweak some power gains and hail Wizard of the coast because they say that they can just put that in their campaign without any need of adaptation if they pay 10$.
If you are a GM tolerating only low amounts of rudisplorking then it is better to remove the possibility to use the ninth level castings option.
Capstone progression can be adapted to only give capstones of lower levels if you prefer.
If you are not into early entry you can put a restriction in levels before dipping into a non base class(like no prcs dips before the fifth level)
If you dislike shairs progressing twice their casting with each level in mystic theurge you might make the obligation to progress two different castings at each level with the theurge like prcs dips


GAME RULE INFORMATION
Dnd player's have the following game statistics.
Abilities: Any
Alignment: Any
Hit Die: d4 or d12
Starting Age: As wizard or as barbarian
Starting Gold: 4d20 PO

Class Skills
The Dnd player's class skills (and the key ability for each skill) are
All the skills

Skill Points at First Level: (2 or 6 + Int modifier) x 4
Skill Points at Each Additional Level: 2 or 6 + Int modifier

CLASS NAME


Level
Special


1st
DIP,Capstone Progression or ninth level casting


2nd
Manual eater feats


3rd



4th
Manual eater feats


5th
Capstone Progression


6th
Manual eater feats,Lost feats


7th



8th
Manual eater feats


9th
Ninth level castings or nothing


10th
Capstone Progression or Manual eater feats


11th



12th
Manual eater feats,Lost feats


13th



14th
Manual eater feats


15th
Capstone Progression or Ninth level castings


16th
Manual eater feats


17th



18th
Manual eater feats,Lost feats


19th



20th
Capstone Progression or Manual eater feats



Class Features
All of the following are class features of the Dnd player.

Weapon and Armor Proficiencies:
None but with dips you can get Proficiencies.

DIP:
At each level(Except multiples of five) you can receive all the class features of the first level in one class(can be a prestige class).
If you choose only mundane classes you have an hit dice made of d12,only favorable saves and a BBA equal to your level and an high skill progression
If you choose "casting" classes(include binding, any class with spells, faculties, that stuff with shadows, True naming and others I forgot(Not incarnum for me it is not casting)) you have an hit dice of d4, will as a good save and others saves are bad and you have a BBA equal to your level/2 and a low skill progression.
If you choose a prestige class progressing a casting without having any casting in the first place you can progress the casting of any base class or PRC who gives one(so if you start by shadowcraft mage you can progress binding or trapsmith if you want) but from an initial caster level of 1 and any caster class feature is applied to any casting.
Dips into prcs can also progress any casting you want when they give you the option to progress castings(So for example a dip into mystic theurge progress two of your castings of 1 or progress one casting of two).
You can dip multiple times in the same class and in this case you get the class features of the Nth level when dipping for the Nth time.

Capstone Progression:
At level 1 you gain the class features another chosen class gains at the fifth level.
At level 5 you gain the class features another chosen class gains at the tenth level.
at level 10 you gain the class features another chosen class gains at the fifth level.
At level 15 you gain the class features another chosen class gains at the tenth level.
At level 20 you gain the class features another chosen class gains at level 20.
Of course it is adapted to the powers you want so for example if you have psion casting and get the capstone power of incantatrix it can apply to metapsi on faculties instead of applying to metamagics on spells.
You can not choose multiple classes from the same manual for the capstone progression nor the same class multiples times even if it is in different manuals.

Ninth level castings:
You can choose to have Ninth level castings instead of the capstone progression.
At level 1 you can access to everything in your casting up ninth level stuff at level 1 but only one spell/mystery/utterance/faculty of each level(you can choose any of them) and you can cast only one of those per day(from your list) this in addition from what you get from dips.
at level 9 if you are a caster you can access to everything in your casting up ninth level stuff for all your powers in a prepared fashion(at the morning for each slot you choose a spell which you will be able to cast with this slot) With slots as 4/4/4/4/4/4/4/3/2/1(with bonus spell slots) or you get power points (as many power points as a psion of level 9 have psi points) for using 5 different powers but once you use one you fix it and can use it other times but you can not change it for the day(so the morning you start with five blank powers and when you cast a fireball you suddenly have four slots and one slot fixed to fireball that you can not use for other things)
At level 15 you get the slots 6/6/6/6/6/6/6/6/6/6(with bonus spell slots)for casting spontaneously any power.(in addition to all the other stuff you got from ninth level castings)
(All of this is approximately stuff you could get from dip progression)

Manual eater feats:
You can choose to get one feat per two levels instead of the capstone progression.
You can not pick up more than one feat from one given manual.


Lost feats:
Every six levels you loose one feat you would have got from the normal feat progression.
This is because of how much time consuming reading manuals and taking dips into prcs without using feats is.

Jormengand
2015-11-22, 10:49 AM
The Potion Maker
http://oi63.tinypic.com/24356vs.jpg
Magic is always better in a bottle.

Potion makers do not cast spells normally, but instead create potions to cast them for them.

Adventures: Potion makers adventure for fame, fortune, rare ingredients, and the chance to try out their latest potions!

Characteristics: Potion makers can create potions of spells normally beyond the domain of a potion, allowing them to wreak havoc with their concoctions. They make an adequate replacement for a wizard or cleric.

Alignment: Any. While evil potion makers may choose to make poisons, good ones may make healing potions, lawful ones make protective ones and chaotic ones make explosives, this is not set in stone and potion makers should be encouraged to use all of the potions at their disposal.

Religion: Potion makers may worship deities of drink or magic.

Background: Potions are widely required for on-the-go magic. A potion maker may start off as a simple salesman of healing potions, brought to this trade out of their own or others' necessity. Alternatively, poisons are often used by criminal gangs.

Races: Any. From an orc voodoo shaman to an elf assassin, any image of a potion maker may suit you.

Other Classes: Potion makers are often treated as dedicated healers, a position which they nigh-invariably loathe (and would rather be lobbing bombs at things). They see other classes as new ways to test their potions, or simply as people - after all, such a diverse class can't help but respect practically all other traditions.

Role: Potion makers can be used to empower other classes with whom they adventure, or to get in on the action themselves. Or throw bombs. Anyone for bombs?

Adaptation: Potion makers are almost ubiquitous. They appear anywhere that potions appear, and even in a world without potions, they could simply be privy to an ability that no others have.

GAME RULE INFORMATION
Potion makers have the following game statistics.
Abilities: Intelligence is the most important ability score for a potion maker.
Alignment: Any
Hit Die: d6
Starting Age: As bard.
Starting Gold: As sorcerer.

Class Skills
The potion maker's class skills (and the key ability for each skill) are Appraise (Int) Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sleight of Hand (Dex), and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

POTION MAKER
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Brew Potion31————————
2nd+1+3+0+3Long Hurl +5ft42————————
3rd+1+3+1+3421———————
4th+2+4+1+4432———————
5th+2+4+1+44321——————
6th+3+5+2+5Long Hurl +10ft4332——————
7th+3+5+2+544321—————
8th+4+6+2+644332—————
9th+4+6+3+6444321————
10th+5+7+3+7Long Hurl +15ft444332————
11th+5+7+3+74444321———
12th+6/+1+8+4+84444332———
13th+6/+1+8+4+844444321——
14th+7/+2+9+4+9Long Hurl +20ft44444332——
15th+7/+2+9+5+9444444321—
16th+8/+3+10+5+10444444332—
17th+8/+3+10+5+104444444321
18th+9/+4+11+6+11Long Hurl +25ft4444444332
19th+9/+4+11+6+114444444433
20th+10/+5+12+6+124444444444


Class Features
All of the following are class features of the potion maker.

Weapon and Armor Proficiencies: Potion makers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armour but not with shields; because the potion maker doesn't actually cast spells, they don't have a chance to fail to cast spells while wearing armour.

Brew Potion
Potion makers get the Brew Potion feat as a bonus feat at first level, and can use that feat, even if they don't meet the prerequisites.

Potion Making (Ex)
Potion makers are not spellcasters and do not cast spells, but they have a caster level and can create items and qualify for feats and prestige classes as though they did have spells and were arcane spellcasters, and prestige classes will advance their potion making. With the correct feats, they can create items other than potions the same way that a spellcaster does. Potions created by a potion maker are considered arcane.

A potion maker can spend the hour after resting to prepare potions, much as other casters may prepare spells. In this time, she may brew one potion for each spell given on Table: The Potion Maker (plus additional potions for having a high intelligence modifier), completely without regard for the usual gold, experience or time cost of doing so, although potions made in this way become useless after 24 hours. Similarly, if he chooses not to brew all of their potions at this time, it can brew a single potion later in the day by expending a spell slot of the requisite level. If they have more than one spellcasting class, he can only brew potions in this way using her potion maker spell slots. In order to make a potion using spell slots from another class, it must use the normal rules for creating potions and can only create potions out of spells which would normally be eligible for creating potions.

Potion makers can make potions out of spells which would not normally be eligible for being made into a potion, such as those of greater than 3rd level or those with targets which are not normally resolvable as potions. These are resolved in the following way:

Spells that target you: The target is the creature who drinks the potion, and it affects them as though they were you. (This should, incidentally, be possible anyway, as the drinker is considered the caster, but is included here for clarity). Examples: Divine Power, Transformation
Spells that affect an area centred on a point: You throw the potion as though it were a ranged splash weapon, but apart from that the usual effects of the spell apply from the point struck. Examples: Fireball, Flame Strike
Spells that affect a cone: You throw the potion as though it were a ranged splash weapon, but the effect is resolved as though you had walked onto the location that the potion hit, and cast the spell in the same direction as the movement. Examples: Burning Hands, Cone of Cold
Spells that affect a line: You throw the potion as though it were a ranged splash weapon, but the effect occurs on every square between you and the location hit, ignoring the normal range. (If you drop a potion of Lightning Bolt off a cliff, you may achieve many tens of times the 60 ft range, much good may it do you). Examples: Lightning Bolt, Wall of Fire
Spells that create things: You throw the potion as though it were a ranged splash weapon, and the created object appears where it hits. Examples: Create Water, Dancing Lights

When using a single-target spell, a potion maker can throw a potion at the target using the target's touch AC (Or flat-footed touch AC for an ally, who makes no attempt to dodge the spell) but it may hit another creature or object and if the potion maker misses completely, the spell is wasted. The impact of the potion and the breaking of glass invariably deals negligible damage, no matter how painful it might be!

On the other hand, drinking a spell that affects an area centred on a point, a cone or a line, or that creates things, has no effect.

Other spells which are not resolved in any of these ways have their own explanations. The save DC for a potion maker's potions is 10, plus the spell's level, plus the potion maker's intelligence modifier. Potion makers use the Potion Maker Spell List to determine what kinds of potions they can make.

Long Hurl (Ex)
At the levels given on Table: The Potion Maker, a potion maker treats the range increment of ranged splash weapons to be longer by the amount given on the table.


Potion Maker Spell List

Potions which affect a creature:

0lvl: Acid Splash, Cure Minor Wounds, Daze, Disrupt Undead, Flare, Inflict Minor Wounds, Resistance, Virtue
1st: Cause Fear, Comprehend Languages, Cure Light Wounds, Divine Favour, Doom, Endure Elements, Enlarge Person, Feather Fall, Inflict Light Wounds, Shield, Shocking Grasp, True Strike, Remove Fear
2nd: Acid Arrow, Aid, Alter Self, Bear's Endurance, Blur, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkvision, Daze Monster, Eagle's Splendor, Fox's Cunning, Inflict Moderate Wounds, Invisibility, Owl's Wisdom, Protection Against Arrows, Resist Energy, See Invisibility, Spider Climb
3rd: Bestow Curse*, Create Food and Water*, Cure Serious Wounds, Dispel Magic*, Fly, Gaseous Form, Haste, Inflict Serious Wounds, Protection from Energy, Remove Curse, Remove Disease, Slow, Water Breathing, Water Walk
4th: Air Walk, Confusion, Crushing Despair, Cure Critical Wounds, Death Ward, Dimension Door, Dimensional Anchor, Dismissal, Divine Power, Enervation, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Lesser Globe of Invulnerability, Neutralise Poison, Poison, Restoration, Polymorph, Spell Immunity, Stoneskin, Tongues
5th: Break Enchantment, Feeblemind, Overland Flight, Righteous Might, Slay Living, Spell Resistance, Teleport,
6th: Antilife Shell*, Disintegrate, Eyebite, Globe of Invulnerability, Greater Dispel Magic*, Greater Heroism, Harm, Heal, Heroes' Feast, Stone to Flesh, Transformation, True Seeing, Wind Walk,
7th: Banishment, Destruction, Finger of Death, Greater Teleport, Insanity, Regenerate, Sequester, Spell turning, Statue, Power Word: Blind,
8th: Greater Spell Immunity, Iron Body, Irresistible Dance, Polar Ray, Polymorph Any Object*, Power Word: Stun, Temporal Stasis
9th: Energy Drain, Freedom, Imprisonment, Power Word: Kill, Time Stop,

Oils

0lvl: Light, Mending, Purify Food and Drink
1st: Hold Portal, Identify, Magic Stone, Magic Weapon
2nd: Darkness, Knock, Make Whole, Spiritual Weapon
3rd: Daylight, Deeper Darkness, Explosive Runes*, Flame Arrow, Greater Magic Weapon, Keen Edge
4th: Fire Trap
5th: Transmute Mud to Rock, Transmute Rock to Mud
6th: Animate Object, Disintegrate
7th: Teleport Object
8th: Polymorph Any Object*
9th: Refuge

Potions which are thrown.

0lvl: Create Water, Dancing Lights
1st: Burning Hands, Floating Disk, Grease, Obscuring Mist
2nd: Fog Cloud, Sound Burst
3rd: Dispel Magic*, Fireball, Lightning Bolt, Wind Wall
4th: Black Tentacles, Fear, Ice Storm, Shout, Solid Fog, Wall of Fire*, Wall of Ice
5th: Cloudkill, Cone of Cold, Flame Strike, Mind Fog, Wall of Force
6th: Acid Fog, Blade Barrier, Freezing Sphere, Greater Dispel Magic*
7th: Delayed Blast Fireball, Mage's Sword, Prismatic Spray, Reverse Gravity,
8th: Earthquake, Fire Storm, Greater Shout, Incendiary Cloud, Prismatic Wall, Protection from Spells, Sunburst, Mind Blank, Moment of Prescience
9th: Mage's Disjunction, Meteor Swarm*, Storm of Vengeance

For Bestow Curse, you need to decide what curse to apply when you brew the potion.
For Create Food and Water, you don't make any food but the potion acts as nourishment in its own right, so you may be able to share it between multiple creatures (as per the spell description).
For Dispel Magic and Greater Dispel Magic you need to decide whether you're using a targeted or area dispel when you brew the potion.
For Explosive Runes, you need to choose a message when you brew the potion if you want to throw it. You can choose the message on application if you do that. If you don't choose a message, the spell produces so many random glyphs and swirls.
For Wall of Fire, choose which side radiates heat when you throw it.
For Antilife Shell, the spell is centred on the imbiber or creature struck.
For Polymorph Any Object, you must choose the result of the spell when you make it, but can apply it to any object or creature and thereby determine its duration.
For Meteor Swarm, all the meteors land in the same place.


Sample Potion Maker

Ikari Colenzo, true neutral human genderfluid 5th-level potion maker
Medium Humanoid (Human)
5d6+5 (20 hp)
+2
30 ft
15 (+1 Dex +4 Chain Shirt) Touch 11 FF 14
+2/+1
Potion of Shocking Grasp +4 ranged touch (5d6 electricity) or shortbow +4 ranged (1d6)
3 Potions of Shocking Grasp +0/+0/+0 ranged touch (5d6 electricity) or shortbow +2/+2 ranged (1d6)
5 ft/5 ft
Potions, Long Hurl +5ft
-
Fort +5 Ref +3 Wil +4
Str 10 Dex 14 Con 13 Int 16 Wis 12 Cha 8
Craft (Alchemy) +11, Heal +9, Knowledge (Arcana) +11, Profession (Apothecary) +9, Sleight of Hand +10, Spellcraft +11
Brew PotionB, Point Blank ShotB, Rapid Shot, Two-Weapon Fighting

Typical potions brewed: Create Water*2, Mending, Purify Food and Drink, Shocking Grasp*4, Cure Moderate Wounds, Fog Cloud, Make Whole, Cure Serious Wounds, Fireball.

Ikari is interested in trading reagents, and tends to the injured at low prices (Spellcasting prices instead of potion prices). If engaged in combat, Ikari uses Fog Cloud to avoid combat and Shocking Grasp to defeat enemies rapidly, preferring to use Fireball to block off a path rather than offensively.

MrNobody
2015-11-24, 03:27 PM
Cannibal


"I ate his liver with some fava beans and a nice Chianti". Lothar, the Cannibal Gourmet

A Cannibal is a carnivorous being that loves the taste of the meat of members of his own race.

Adventures: Cannibals usually go out on adventure driven by the same aims of other people: money, fame, knowledge, mystery, etc.
In addition, most cannibal start travelling to far realms to taste their "exotic flavours", discovering unknown races and subraces and finding out what they taste like.

Characteristics: The primary ability of a Cannibal is clearly the ability of eating members of his own type and kind. By doing this the Cannibals absorb the powers of their victims becoming more skilled or even proficient with arcane arts that are normally denied. The cannibal can also consume the victim body to steal its aspect, its memories or its identity as a whole. In their development, Cannibals are called to choose one of two paths becoming a Brutal Cannibal, bound to his bestial side, a fury that eats his enemies in the very core of the battle, or embracing the path of the Cannibal Gourmet, a sophisticated palate that likes to take his time to better taste the meat he gathers and to share it with other people.

Alignment: Neutral evil and Chaotic Evil are the far more common aligment that you will find among cannibals: violent sociopaths, they live driven by the need to destroy and consume their kind for the sake of destruction or for the pure essence of evil. You can also easily find Lawful Evil cannibals: subtle and manipulative, they usually treat cannibalism as a mean of achieving something bigger. Although rare, there exists True Neutral cannibals (usually linked to nature, they live their cannibalism as part of being "animals") or Lawful Neutral (that practice cannibalism because its part of some kind of - often tribal – rule).

Religion: Being really mundane people, cannibals are not usually interested in religion. Some can have some kind of spiritual or totemistic belief that they make up to justify their actions. Those cannibals that feel the urge to worship a superior entity usually direct their prayer to gods of destruction and hunger. Some cannibals that multiclass with cleric of divine soul can also worship nature's god of hunt, but in this case they often take the feat "Heretic of the faith" (Power of Fearun) to better practice cannibalism without incurring in their patron's wrath.

Background: No one teaches you how to become a cannibal. The motivation that drives people to such an extreme experience are various and can involve social or religious rules, the access of some twisted knowledge or even a deep psycological trauma.
However all cannibals seem to share a common, distinguishing moment in their backgrounds: the first time they taste the flesh of one of their own kind. It may be by accident or it may happen willingly but this moment is always branded in the cannibal's mind as some sort of rite of passage, moment of awakening or personal maturation.

Races: While cannibal's are far more common among savage races (orcs, ogres, goblinoids of all kinds) or among those with animal traits (raptorans, shifters) they can also spring out from common races.

Other Classes: A Cannibal usually thinks that members of other classes are... really tasty! Usually a Cannibal is social (or hungry) enough to get along well with anyone while he is waiting for the right moment to have lunch.
The only group of people that gives him problems are members of classes with a strict code of conduct (paladins, clerics, monks) that would annoy him (or even try to kill him) because eating people is "wrong".

Role: A cannibal is a good "5th member" for a party: his mild ability in battle, the capability of gaining bonuses in all skills and of attaining various feats and abilities from other races and classes makes him a excellent sidekick. In addition a Brutal Cannibal can prove himself more useful in battle while the Cannibal Gourmet is better at meeting the needs of the party. At last, a Cannibal that focuses on his social skills and in using his Consume Aspect, Consume Memory and Consume Knowledge abilities is really a good infiltrator.

GAME RULE INFORMATION
Cannibal's have the following game statistics.
Abilities: Since the abilities of a Cannibal require him to eat dead enemies high physical attributes are recommended: they will help him staying alive in battle. If you wish to play the "social predator" type of cannibal" (see Hannibal Lecter) you may need high mental stats to maximize the social skills you use to lure your preys into your traps.
Alignment: Any non good.
Hit Die: d10
Starting Age: As barbarian
Starting Gold: As barbarian

Class Skills
The Cannibal's class skills (and the key ability for each skill) are Bluff (Cha), Craft (any) (Int), Diplomacy (Cha), Gather information (Int), Hide (Dex), Move silently (Dex), Profession (any) (Wis), Sense Motive (Wis), Search (Int), Survival (Wis), Use rope (Dex). A cannibal also has as class skill the Knowledge (Int) skill that gives information on creatures of his own kind: local for humanoid cannibals, nature for giant cannibals, arcana for dragon cannibals, etc.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All of the following are class features of the Cannibal .

CANNIBAL


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Cannibalize bonus


1st

+0

+2

+0

+0
Powerful Teeth; Cannibalize

+1


2nd

+1

+3

+0

+0
Cannibal's Endurance +1

+1


3rd

+2

+3

+1

+1
Consume Aspect

+1


4th

+3

+4

+1

+1
Cannibal Way I

+1


5th

+3

+4

+1

+1
Cannibal's Endurance +2

+2


6th

+4

+5

+2

+2
Consume Skill

+2


7th

+5

+5

+2

+2
Consume Extraordinary Ability

+2


8th

+6/+1

+6

+2

+2
Cannibal's Endurance +3

+2


9th

+6/+1

+6

+3

+3
Consume Feat

+3


10th

+7/+2

+7

+3

+3
Cannibal way II

+3


11th

+8/+3

+7

+3

+3
Cannibal's Endurance +4

+3


12th

+9/+4

+8

+4

+4
Consume Memories

+3


13th

+9/+4

+8

+4

+4
Consue Supernatural Ability

+4


14th

+10/+5

+9

+4

+4
Cannibal's Endurance +5

+4


15th

+11/+6/+1

+9

+5

+5
Consume Spell-like Ability

+4


16th

+12/+7/+2

+10

+5

+5
Cannibal Way III

+4


17th

+12/+7/+2

+10

+5

+5
Cannibal's Endurance +6

+5


18th

+13/+8/+3

+11

+6

+6
Consume Magic

+5


19th

+14/+9/+4

+11

+6

+6
Consume Identity

+5


20th

+15/+10/+5

+12

+6

+6
Cannibal's Endurance +7

+5



Weapon and Armor Proficiencies: A Cannibal is proficient with light armors, with simple weapons and with kukris and short swords (that he uses as giant cooking knives)

Powerful Teeth (Ex). The extensive use of his mouth makes the teeth of a cannibal really hard and sharp, ideal for dealing damage. A Cannibal gains a bite attack that can be used as primary attack if he is not using any weapon, or as secondary attack if he is also using a weapon. The bite attack deals 1d4 point of damage + half the cannibal's Strenght modifier.
If the cannibal already possess a bite attack it instead gains Improved Natural Attack (Bite) as bonus feat, even if it does not meet the other prerequisites.

Cannibalize (Su). The distinguishing ability of a cannibal is the ability of eating his enemies, and in particular those who belong to his same type and race.
At 1st level, using a full-round action that provokes attacks of oppurtunity, a cannibal can use his mouth or a slashing weapon to rip of a bit of flesh from a dead enemy that shares his own type that must have died in an hour or less and to eat it. A cannibal can use cannibalize also on dying, disabled or otherwise helpless creatures: in this case he must kill the target with a coup the grace as part of the same full-round action used for cannibalize. If the victim survives the coup the grace it cannot be cannibalized.
Cannibalize heals the cannibal of a number of hit points equal to the HDs of the cannibalized enemy, and provides and extra benefit based on the part of the body eaten, as shown below. Once snatched, the body part must be consumed within 1 minute or it becomes useless. A single creature cannot be cannibalized more than once.
If the extra benefit provides a bonus, it is equal to the number shown in the table (Cannibalize Bonus) if the cannibal eats a creature of his own type or equal to twice that number if the creature is also of his same race. For example a 1st level elf cannibal gains a +1 cannibalizing any humanoid or a +2 cannibalizing an humanoid (elf). Every effect lasts one minute per Cannibal level or until discharged.

Brain: The cannibal eats a portion of the creature's brain gaining some of his Intelligence. He gains an enhancement bonus to every Intelligence-based skill check. In addition, once during the duration of this effect, he can take 20 on a single Knowledge check, even if the rules usually don't allow it. Doing this is an immediate action and discharges the effect.

Face: Eating the face of the target allows the Cannibal to consume its beauty and ability to communicate. He gains an enhancement bonus to every Charisma-based skill check. In addition, once during the duration of this effect, he can use a suggestion effect on a creature of the same race of the cannibalized creature. The DC to resist this mind-affecting effect is 10+half Cannibal's level+his Charisma modifier. Doing this is a swift action and discharges the effect.

Muscles: Feasting on the biggest and strongest muscles of his victim (pectorals, biceps, triceps, quadriceps), the cannibal steal a fragment of his strenght. He gains an enhancement bonus to every Strenght-based skill check and Grapple checks. In addition, once during the duration of this effect, he can make a special smite attack in melee adding the Cannibalize Bonus to the attack roll and the cannibalized creature's HDs as damage bonus. Doing this is a standard action and discharges the effect.

Hand/Foot: Snatching and gnawing an hand or a foot of the cannibalized creature the cannibal gains an enhancement bonus to every Dexterity-based skill check. In addition, once during the duration of this effect, he can add the same bonus as a dodge bonus to AC and Reflex saves for 1 round. Doing this is an immediate action and discharges the effect.

Liver/Kidney: Tearing apart the victim's body and consuming its inner organs, the cannibal grants himself some of its resilience. He gains an enhancement bonus to every Constitution-based skill checks and Fortitude saves. In addition, once during the duration of this effect, he can grant himself a boost of vitality gaining a number of temporary hit points equal to twice the cannibalized creature's HDs. Doing this is a swift action and discharges the effect (the extra HPs last until consumed).

Heart: The cannibal eats the most important part of his victim body, biting both its flesh and its very essence. He gains an enhancement bonus to every Wisdom-based skill check. In addition, once during the duration of this effect, he can add the same bonus as an insight bonus on Will Saves and on saves against death effects for 1 round. Doing this is an immediate action and discharges the effect.

Cannibal's Endurance (Ex): At 2nd level the habit of eating raw flesh (and the act of cannibalizing itself) renders the cannibal's body more resilient against toxins that pass through the digestive system. He gains a +1 bonus on saves made against ingested poison, drugs and other harmful alchemical or magical objects that need to be eaten of drunk to have effect. This bonus is raised by +1 at 5th level and at every three level thereafter (+3 at 8th, +4 at 11th, etc.).

Consume Aspect (Sp). At 3rd level the Cannibal gains the ability to steal the appearence of a creature that he cannibalizes. When he cannibalizes a creature he can choose to forgo all the usual benefits (both the healing and the bonuses) and be instead affected by an Alter self effect that gives him the appearence of the cannibalized creature for up to 1 hour per your Cannibal levels. He can revert to his original form any time he wants using a move action but he cannot take again that appearence later on.

Cannibal Way I (Ex or Su). At 4th level a Cannibal can choose to embrace one of the two cannibal ways. He can choose between the "Brutal Cannibal" Way or the "Cannibal Gourmet" way.

If he chooses to become a Brutal Cannibal he gains the ability to enter a blood-thirsty berserker rage every time he tastes the blood of his own kind. When a Primal Cannibal use his "cannibalize" ability, he gains the usual bonuses but also flyes in a state of fury that works like Frenzied Berserker's Frenzy ability (see Complete Warrior), with the following exceptions.
First, the Primal Cannibal is driven toward eating more flesh and tasting more blood, so the extra attack provided by the frenzy must be made using his bite attack. Second, the fury last only 3 rounds but whenever the Primal Cannibal manages to hit an enemy of his same type with his bite attack, dealing damage and tasting his blood, he gains an extra round of fury. This is an extraordinary ability.

If he chooses instead to become a Cannibal Gourmet he gains the ability to preserve the body parts he snatched for a later use. When he uses Cannibalize on an enemy he can choose, as part of the same full-round action, to cast preserve organ on the snatched part instead of eating it. He can later use a move action to eat the body part, gaining regular benefits (or the one offered by othe class abilities, like Consume Aspect) as if it was freshli snatched. The Cannibal must declare which part he snatches and preserves (brain, face, heart and so on). This is a supernatural ability. A cannibal can have a number of preserved body parts up to his own level in this class at a time: should he preserve more than that number, the ones that were preserved first rot instantly and become unusable.

Consume Skill (Su). At 6th level the Cannibal gains the ability to draw from the victim the best of its skill. When he cannibalizes a creature he can choose not to gain the usual extra benefit connected with the chosen body part: he can choose instead a single skill that would be affected by that body part (Brain = any one knowledge, search or appraise, Heart = heal, listen or survival, and so on). For one minute per Cannibal level that skill becomes a class skill and all the ranks the Cannibal has in that skill are replaced by those of the cannibalized creature, up to the maximum allowed by the Cannibal's level. For example, Lothar, a 6th level human cannibal eats the hand of Tiesto, an human assassin 8th level assassin: knowing that Tiesto was renown for being deceitful he chooses Hide skill. Hide becomes a class skill for Lothar that replace his own ranks (only 2) with Tiesto's ranks (11 ranks). But Lothat is 6th level so he is allowed having only 9 ranks in a class skill, so two skill ranks are wasted. Skill ranks acquired in this way cannot be used to meet prerequites of feats, prestige class and so on.

Consume Extraordinary Ability (Su). At 7th level the Cannibal gains the ability to steal from his victim some of his mundane power. When he cannibalizes a creature he can choose not to gain the usual extra benefit connected with the chosen body part: he can instead choose any extraordinary ability that the victim possesses and acquire it for 1 minute per Cannibal level. He can choose any (ex) ability that the victim gained form both his race or his class but not an (ex) ability that it may have gained through other sources. The cannibal uses the (ex) ability as if used by the cannibalized creature: Lothar the 10th level cannibal that use Consume Extraordinary Ability on a 3rd level rogue gains 2d6 sneak attack damage. The cannibal also uses the original DC (if any) but if any roll or check are required he uses his own bonuses or penalties.
Should the selected ability require a natural attack to be used (like poisons or diseases) they must be used in conjunction with the cannibal's bite attack, regardless of the natural weapon usually connected to that ability. Abilities acquired in this way cannot be used to meet prerequites of feats, prestige class and so on.
If the ability can be used a fixed number of times per day (like barbarian's rage), the cannibal can use it only once.

Consume feat (Su). At 9th level the Cannibal learns how to draw even more power from the victim, stealing more of his knowledge and know-how. When he cannibalizes a creature he can choose not to gain the usual extra benefit connected with the chosen body part: he can instead choose any feat or skill trick that the victim possesses and acquire it for 1 minute per Cannibal level. He gains the benefits of that feat even if it doesn't meet the prerequisites, but this doesn't mean that the feat will surely prove useful. If Lothar steals a metamagic feat but he has no spellcasting ability he cannot use the feat.
If a feat has a minimum ability score in its prerequisites (or if a skill trick requires ranks in a particular skill) the cannibal can acquire it only by eating the body part connected with that ability or skill, as shown above (Muscle = Strenght, Hand = Dexterity, Liver = Constitution, and so on). If Lothar wants to steal Combat Expertise (requirements: INT 13) he can do it only by eating the victim's brain. If the feat/skill trick as more than a single requirements (for example the feat "Dark speech" that requires INT 15 and CHA 15) it can be acquired by eating the body part linked to any one of them (Dark speech can be acquired by eating both the Brain or the Face).
Feats and skill tricks acquired in this way cannot be used to meet prerequites of other feats, prestige class and so on.

Cannibal Way II (Ex or Su). A 10th level Cannibal gains an extra benefit from the path he chose at 4th level.

If he chose the Brutal Cannibal path he gains the ability to eat rotten corpses and gain full benefits form cannibalize. He is no longer affected by the "dead from one hour" restriction in the description of cannibalize and can even use cannibalize on helpless undeads of creatures of his own kind, though a cannibalized undead doesn't die after being cannibalized. A corpse that is really rotten may lack of some parts and could prevent the cannibal from choosing a particular organ.

If the chose the Cannibal Gourmet path he gains the ability to take full advantage from a dead body. During a one minute long ritual he carefully cut away every usable part from a dead or dying creature, preserving them with his preserve organ ability. This allows the Cannibal Gourmet to cannibalize six times the same target and gain one sample of every body part listed above (one brain, one heart, one hand, one muscle, one face, on liver). This ability superedes the rule that doesn't allow to cannibalize a single creature more than once. The organs preserved in this way still count against the limit of preserved organs given in Cannibal Way I.

Consume Memories (Su). At 12th level a Cannibal can draw a special effect when eating a victim's brain. Instead of gaining the regular extra benefits from eating that body part he gains access to every non-mechanically relevant memories of the victim for one hour per Cannibal level. These memories include the victims full background, people known, places already seen, passwords for secret places and so on: basically, its classified as a "non-mechanically relevant memory" every form of knowledge that does not derive from race class features, feats, skills and does not grant any kind of bonus or penalty or other special ability. A Cannibal cannot access to the memory of more than a creature a given time: if he uses Consume Memories while still under the effect of a previous use the oldest memories are lost forever.

Consume Supernatural Ability (Su). At 13th level the Cannibal gains the ability to sap the supernatural forces that empower his victims. When he cannibalizes a creature he can choose not to gain the usual extra benefit connected with the chosen body part: he can instead choose any supernatural ability that the victim possesses and acquire it for 1 minute per Cannibal level. He can choose any (su) ability that the victim gained form both his race or his class but not a (su) ability that it may have gained through other sources. The cannibal uses the (su) ability as if used by the cannibalized creature but if any roll is required he uses his own bonuses or penalties, if any.
Should the selected ability require a natural attack to be used (like supernatural curses like lycanthropy) they must be used in conjunction with the cannibal's bite attack, regardless of the natural weapon usually connected to that ability. Abilities acquired in this way cannot be used to meet prerequites of feats, prestige class and so on.
This ability can be used to acquire the ability to bound vestiges: in this case the cannibal can choose only a vestige that the victim had bound when it died. That vestige is instantly bound to the cannibal and instantly unbounds after one minute per cannibal level.
If the ability can be used a fixed number of times per day or derives its uses from a pool (like some effects of bardic music), the cannibal can use it only once.

Consume Spell-like Ability (Su). At 15th level the Cannibal gains the ability to devour the magic that runs into the victims. When he cannibalizes a creature he can choose not to gain the usual extra benefit connected with the chosen body part: he can instead choose any spell-like ability that the victim possesses and acquire it for 1 minute per Cannibal level. He can choose any (sp) ability that the victim gained form both his race or his class but not a (sp) ability that it may have gained through other sources. The cannibal uses the (sp) ability as if used by the cannibalized creature but if any roll is required he uses his own bonuses or penalties, if any: if Lothar steals the Eldritch Blast from a 5th level warlock he rolls the ranged attack roll with his own bonus but the blast deals only 3d6 damage.
Abilities acquired in this way cannot be used to meet prerequites of feats, prestige class and so on.
If the ability can be used a fixed number of times per day or derives its uses from a pool (like some effects of bardic music), the cannibal can use it only once.

Cannibal Way III (Su or Sp). A 16th level Cannibal gains an extra benefit from the path he chose at 4th level.

If he chose the Brutal Cannibal path, his bite attack gains the Vorpal special ability when the cannibal is in a state of fury. When a Primal Cannibal kills in this way an enemy suitable for being cannibalized he can use an immediate action to use the cannibalize special ability on it. When he does this he gains 2 extra round of fury and also gains half the usual benefit of cannibalize (he heals HPs equal to half the creature HDs and half the bonus normally provided, al rounded down). Despite the weapon being Vorpal the cannibal can choose to snatch any body part and still kill the target (in case of muscles or hand/foot the victim dies for excessive bleeding and the subsequent shock). This is a supernatural ability.
This ability also works on undeads, except that the undead does not die after being cannibalized in this way and can continue fighting.

If he chose the Cannibal Gourmet path he gains the ability to prepare an exquisite banquet from the body of a cannibalized enemy. Preparing such a feast requires 2 hours and a Craft (cooking) or Profession (chef) skill check (DC 10+cannibalized creature HDs).
Each creature that eats at this feast gains all the benefits of Hero's Feast spell: in addition the Cannibal can choose to give to every creature affected one of the extra benefit of cannibalize. He cannot give the same benefit to two different affected creatures.
A victim can provide food up to 4 creatures of the same size, 2 creatures of one size bigger or 8 creatures of one size smaller: so a cannibalized elf can provide food to 4 elves, 8 halflings or 2 ogres.
A creature that eats at the feast can make a Sense Motive check opposed to the result of the Craft (cooking) or Profession (chef) skill check to notice that the banquet is made out of human flesh. Discovering this doesn't diminish the effect of this ability but may cause a creature to refuse to eat the "food". This is a spell-like ability and has a caster level equal to the cannibal level.

Consume Magic (Su). Almost at the peak of his power the cannibal learns how to draw from its victims' flesh the most powerful of their abilities. When he cannibalize a creature he can choose not to gain the usual extra benefit connected with the chosen body part: he can instead choose any prepared or known spell, psionic power, maneuver, stance, utterance or invocation that the victim had and gain the ability to use it once. The cannibal uses that ability as if it were used by the victim itself (same DC, same caster/manifester/initiator level) but if any roll is required he uses his own bonuses or penalties, if any. In case of utteances the cannibal may use his own Truespeak bonus (if any) or the one of the victim, whichever is higher.
If the stolen ability is not used within one minute per cannibal level it fades into nothingness and lost.
A cannibal can use this ability also to acquire soulmelds: when he does this the selected soulmeld instantly shapes, and is automatically unshaped after one minute per cannibal level. If the soulmeld is acquired by eating a body part linked to one of the chackras to which that particular soulmeld can be bound, then the soulmeld is shaped and bound to that chackra. If this would requires the cannibal to invest essentia in that soulmeld he is considered as having invested in that soulmeld a number of essentia points equal to his Cannibalize Bonus.
Body parts and Chackras are linked as follow.

Brain: Crown Chackra, Soul Chackra.

Face: Brow Chackra, Throat Chackra.

Muscles: Arms Chackra, Shoulder Chackra.

Hand/Foot: Hands Chackra, Feet Chackra.

Liver/Kidney: Waist Chackra.

Heart: Heart Chackra, Totem Chackra.

If a cannibal uses Consume Magic to gain a second spell/power/utterance/etc. before having used the one previously acquired the older ability fades and is lost.

Consume Identity (Sp). At last, a 19th level Cannibal learns how to devour and absorb all of the victim's essence, gaining the ability of becoming a perfect copy of the victim itself. Once a day, when he uses cannibalize, he can choose not to gain the usual benefits and become instead a clone of the victim. The cannibal loses his race, classes, skill ranks, feats and abilities and replaces it with the race, classes, skill ranks, feats and abilities that the victim had just before dying. To be clear, the Cannibal loses all of himself except for his consciousness and memories, but also shares the victim's memories as if he had also used the Consume Memories ability.
The cannibal can remain in this form for one day per cannibal level, or can willingly revert the transformation with a standard action.
When the trasformation ends the cannibal gains back his race, classes, skill ranks, feats and abilities but is dazed for one round and confused for one minute.
Should the cannibal die, he would instantly revert to his natural form.

spikeof2010
2015-11-24, 04:13 PM
Magical Glutton

Put an optional image of your class here!

Abjuringly Delicious.

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Class Ability


2nd

+1

+3

+0

+3
Class Ability


3rd

+2

+3

+1

+3
Class Ability


4th

+3

+4

+1

+4
Class Ability


5th

+3

+4

+1

+4
Class Ability


6th

+4

+5

+2

+5
Class Ability


7th

+5

+5

+2

+5
Class Ability


8th

+6/+1

+6

+2

+6
Class Ability


9th

+6/+1

+6

+3

+6
Class Ability


10th

+7/+2

+7

+3

+7
Class Ability


11th

+8/+3

+7

+3

+7
Class Ability


12th

+9/+4

+8

+4

+8
Class Ability


13th

+9/+4

+8

+4

+8
Class Ability


14th

+10/+5

+9

+4

+9
Class Ability


15th

+11/+6/+1

+9

+5

+9
Class Ability


16th

+12/+7/+2

+10

+5

+10
Class Ability


17th

+12/+7/+2

+10

+5

+10
Class Ability


18th

+13/+8/+3

+11

+6

+11
Class Ability


19th

+14/+9/+4

+11

+6

+11
Class Ability


20th

+15/+10/+5

+12

+6

+12
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

sengmeng
2015-12-26, 02:55 PM
Big Game Hunter

http://i68.tinypic.com/qohb8l.jpg
Photo c1908, credit to Chris Watt

There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter.
--Ernest Hemingway

A big game hunter lives to stalk, kill, and eat the most dangerous beasts the world (and perhaps the planes as well) has to offer.

Adventures: Big game hunters are characterized by approaching adventure as a hobby.

Characteristics: Big game hunters are gentleman adventurers, who specialize in long-range killing. They also excel at finding and tracking their prey, and wilderness survival.

Alignment: Big game hunters may be any alignment, but as dispassionate killing is their main skill set, good ones are rare.

Religion: Big game hunters may worship a god of hunting, or most often, none at all. Rarely, they worship nature gods or nature itself.

Background: Big game hunters are often aged aristocrats who hunt as a hobby. Less well-off ones are rare, and may call themselves "poachers."

Races: Humans are by far the most likely race to produce idle rich enthusiasts of sport hunting. Elves have all the requisite skills and abilities, but their personalities are so opposed to this behavior that there has never been one, though it is not technically impossible. Other races producing big game hunters is all but unheard of.

Other Classes: Big game hunters can be very useful in stealth, scouting, or assassination situations. However, they clash in motivation with most other classes, and rangers find them especially abhorrent for the same reasons elves do, and their skills overlap a great deal, adding to their rivalry.

Role: Scouting, tracking, and long-range killing.

Adaptation: A big game hunter could be refluffed as a military sniper, a poacher, a professional hunter, or a replacement for the scout class if an aristocratic hunting enthusiast makes no sense in a given campaign.

GAME RULE INFORMATION
BIG GAME HUNTERS have the following game statistics.
Abilities: Dexterity is by far the most important stat for a big game hunter. Constitution makes them a little more durable, but their hit dice is not poor and they can stay out of combat for the most part. Strength can help them get a little more damage with a composite bow, Intelligence helps with their skills, and charisma has very little to do with their role, but their aristocratic background gives them the opportunity to learn diplomacy if they choose. Wisdom helps mediate their poor will saves.
Alignment: Any.
Hit Die: d8
Starting Age: As Wizard.
Starting Gold: 10d4x10 gp.

Class Skills
The BIG GAME HUNTER's class skills (and the key ability for each skill) are Appraise (Wis), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+2

+0
Ranged Sneak Attack +1d6, Consume Prey, Adept Sniper, Hunter's Trick 1


2nd

+1

+3

+3

+0
Expert Marksman, Sniping +5', Track


3rd

+2

+3

+3

+1
Ranged Sneak Attack +2d6, Hunter's Trick 1


4th

+3

+4

+4

+1
Woodland Stride, Sniping +10'


5th

+3

+5

+5

+2
Ranged Sneak Attack +3d6, Hunter's Trick 2


6th

+4

+5

+5

+2
Swift Tracker, Sniping +15'


7th

+5

+5

+5

+2
Ranged Sneak Attack +4d6, Hunter's Trick 2


8th

+6

+6

+6

+2
One Shot One Kill, Sniping +20'


9th

+6

+6

+6

+3
Ranged Sneak Attack +5d6, Trick 3


10th

+7

+7

+7

+3
Trackless Step, Sniping +25'


11th

+8

+7

+7

+3
Ranged Sneak Attack +6d6, Hunter's Trick 3


12th

+9

+8

+8

+4
Camouflage, Sniping +30'


13th

+9

+8

+8

+4
Ranged Sneak Attack +7d6, Hunter's Trick 4


14th

+10

+9

+9

+4
Expert Sharpshooter, Sniping +35'


15th

+11

+9

+9

+5
Ranged Sneak Attack +8d6, Hunter's Trick 4


16th

+12

+10

+10

+5
Reaper's shot, Sniping +40'


17th

+12

+10

+10

+5
Ranged Sneak Attack +9d6, Hunter's Trick 5


18th

+13

+11

+11

+6
Hide in Plain Sight, Sniping +45'


19th

+14

+11

+11

+6
Ranged Sneak Attack +10d6, Hunter's Trick 5


20th

+15

+12

+12

+6
Baleful Shot, Sniping +50'



Class Features
All of the following are class features of the BIG GAME HUNTER.

Weapon and Armor Proficiencies: Big game hunters are proficient with light armor, bucklers, simple weapons, shortbows, longbows, composite shortbows, composite longbows, heavy crossbows, and light crossbows.

Ranged Sneak Attack: Ranged sneak attack is identical to a rogue's sneak attack ability, except it does not function with melee attacks or ranged attacks made against adjacent opponents. Like sneak attack, it must be made within 30' to be effective, but as the big game hunter advances in level, he adds to the distance at which he can perform ranged sneak attacks.

Consume Prey: The big game hunter absorbs power called animus by consuming the flesh of enemies he kills, and uses it to fuel special abilities called hunter's tricks. He only needs to consume a single bite (traditionally the heart); it's mostly a symbolic gesture. This requires a full-round action which provokes attacks of opportunity and a fortitude save based on the creature type and hit dice of the slain enemy. The big game hunter must have killed the creature himself, or he receives no benefit. When he successfully uses consume prey, the big game hunter receives 5 temporary hit points, and one animus point per hit dice of the consumed prey, however he can only hold one animus point per level of big game hunter. He can still gain temporary hit points when his animus pool is full. Temporary hit points gained this way fade at a rate of 1 per hour. If the big game hunter fails the fortitude save provoked by consuming his prey, he is sickened for one round per hit dice of the foe he attempted to consume, and receives no animus points or temporary hit points. Animus points are not gained in any way except by consuming prey, and they are not lost in any way except by being used.


Creature Type
Fort Save DC


Dragon
10 + .25HD


Aberration
10 + .5HD


Ooze
30 + .25HD


Construct
25 + .25HD


Undead
10 + HD


Animal
HD


Humanoid
HD


Giant
10+ .25HD


Monstrous Humanoid
10+ .25HD


Magical Beast
10+ .25HD


Outsider
15 + .5HD


Elemental
20 + .5HD


Fey
15 + .25HD


Shapeshifter
HD


Vermin
10 + .5HD


Plant
.75HD



Adept Sniper: Normally, hiding after making a ranged attack incurs a -20 penalty. A big game hunter reduces this penalty by 1 per level of big game hunter.

Hunter's Trick: Wherever it says "Hunter's Trick" on the class table, the big game hunter gains a special ability called a Hunter's Trick, chosen from the list at the end of the class description. When it says Hunter's Trick 1, the big game hunter may choose a single trick from the level 1 list. Where it says Hunter's Trick 2, he may choose either a single trick from the level 2 list, or two tricks from the level 1 list. When it says Hunter's Trick 3, he may choose 1, 2, or 3 tricks whose levels add up to 3, and so on. A big game hunter can spend his entire store of Animus points in one round if he wishes.

Expert Marksman: A big game hunter of second level or higher adds double his dexterity bonus to ranged attacks, but the bonus from expert marksman can not exceed his levels of big game hunter (i.e. if his dexterity is 18 and he is level 2, he adds +4 as normal, then another +2 from expert marksman. At 4th level, he will add +4 as normal, and another +4 from expert marksman).

Sniping: The big game hunter adds 5 feet to the range he can use ranged sneak attack at second level, and another 5 feet every even level. If he has another effect which multiplies or otherwise extends the range at which he can sneak attack, add the extra distance from sniping afterwards. Sniping only affects the distance the big game hunter can use ranged sneak attack; normal sneak attack is still subject to the normal distance limitations.

Track: At second level, the big game hunter gains Track as a bonus feat.

Woodland Stride: Starting at fourth level, a big game hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker: Beginning at sixth level, a big game hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

One Shot One Kill: At eighth level, a big game hunter can choose to make a single attack as a full-round action when he uses ranged sneak attack. If his attack hits, roll damage as normal (including ranged sneak attack damage). Then, roll ranged sneak attack damage again. If this number is higher than the target's remaining hit point total, the target dies instantly. If it is less than the target's current hit points, nothing happens.

Trackless Step: Starting at tenth level, a big game hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Camouflage: A big game hunter of twelfth level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Expert Sharpshooter: At fourteenth level, the big game hunter's bonus from Expert Marksman increases to 1.5x his dexterity bonus, rounded down. The total bonus he can receive is still limited by his levels in big game hunter.

Reaper's Shot: At sixteenth level, the big game hunter's One Shot One Kill ability upgrades to the Reaper's Shot. The Reaper's Shot works just like One Shot One Kill, but adds double the big game hunter's ranged sneak attack damage to the initial damage.

Hide in Plain Sight: While in any sort of natural terrain, a big game hunter of eighteenth level or higher can use the Hide skill even while being observed.

Baleful Shot: At twentieth level, whenever a big game hunter modifies a ranged attack with any type of shot augment, that attack overcomes all hardness and damage reduction, including epic and -.


Energized Shot
Trick Type: Shot Augment
Action: Free
Effect: Add 1d6 + 1/BGH level energy damage to a single ranged attack.
Cost: 1 Animus point

As a free action as part of an attack, you imbue a single piece of ammunition or thrown weapon with energy causing 1d6 damage, +1 damage per level of big game hunter you have (max 10). You may pick between fire, cold, acid, or lightning, and you may use this trick multiple times per round, either to enhance one attack with multiple energy types, or enhance multiple attacks. You can add each energy type only once to a single shot, however.


Force Shot
Trick Type: Shot Augment
Action: Free
Effect: Convert damage from one shot to force damage and add 1 damage/BGH level to a single ranged attack.
Cost: 1 Animus point

As a free action as part of an attack, you imbue a single piece of ammunition or thrown weapon with force, converting the basic weapon damage to force damage, and adding 1 point of damage per level of big game hunter you have (max 10). You may use this trick multiple times per round to enhance multiple attacks.


Thunder Shot
Trick Type: Shot Augment
Action: Free
Effect: Add 1d4 + 1/BGH level sonic damage to a single ranged attack
Cost: 1 Animus point

As a free action as part of an attack, you imbue a single piece of ammunition or thrown weapon with sonic energy, dealing 1d4 damage, +1 damage per level of big game hunter you have (max 10). You may use this trick to enhance multiple attacks per round.


Digest Essence
Trick Type: Buff
Action: Move
Effect: Heal 1d4 hitpoints +1/animus point stored.
Cost: 1 Animus point.

You release the stored animus within you to heal your wounds. You heal 1d4 hit points, plus 1 per stored animus point you had before using this trick.


Blood Trail
Trick Type: Shot augment
Action: Free
Effect: Target bleeds for 1 point of damage for 1 round/BGH level, becomes easier to track
Cost: 1 Animus point

You inflict bleeding damage on the target of your next attack with a ranged or thrown weapon. They bleed for 1 point of damage per round, for 1 round per level of big game hunter you have. You also halve the DC of the survival check to track this opponent until they are healed to full hit points. Creatures immune to critical hits are immune to the bleed damage, but still become easier to track.

Skilled Hunter
Trick Type: Buff
Action: Swift
Effect: Gain a one-time bonus to Hide, Move Silently, Spot, or Listen
Cost: 1 Animus point

You gain a +5 bonus to either Hide, Move Silently, Spot, or Listen for one skill check. This bonus goes up by an additional +1 for every 4 levels of big game hunter you have (+6 at 4th level, +10 at 20th level).


Puncturing Shot
Trick Type: Shot Augment
Action: Free
Effect: Resolve a single ranged or thrown weapon attack as a ranged touch attack, add 1d6 damage, +1d6 per each critical multiplier above 2.
Cost: 2 Animus point

Your next shot is resolved as a ranged touch attack. It also deals an additional 1d6 damage if your weapon's critical multiplier is x2, and another 1d6 for each multiplier above 2.


Death Mark
Trick Type: Shot Augment
Action: Free
Effect: Allies gain +1 to attack and damage/2 levels of BGH against opponent who is hit with ranged or thrown weapon attack.
Cost: 2 Animus points

If you successfully damage an opponent with this attack, allies gain +1 for every 2 levels of big game hunter you have to attack and damage against that opponent. This effect lasts until the opponent is dead or is fully healed.


True Shot
Trick Type: Shot Augment
Action: Free
Effect: One attack with a ranged or thrown weapon is automatically a critical hit.
Cost: 2 Animus points

If your next attack is a hit, treat it as a confirmed critical.


Ballistic Shot
Trick Type: Shot Augment
Action: Free
Effect: One attack deals extra damage based on range penalties.
Cost: 2 Animus points

If your next attack with a ranged or thrown weapon is penalized by being more than one range increment from your target, halve the range increment penalty, and add extra damage equal to twice the penalty (before it was halved).


Keen Senses
Trick Type: Buff
Action: Standard
Effect: Your sight and hearing become four times stronger.
Cost: 1 Animus point

You take only 1/4 the normal penalties for distance for spot and listen checks. This last for 1 hour per animus point you had stored before you used this trick.


Master Step
Trick Type: Buff
Action: Swift or free
Effect: Move up to your base movement speed, or take an extra five foot step.
Cost: 1 Animus point

You may use master step before or after moving normally, or before or after attacking. You move up to your base movement speed as a swift action. You may also use this trick to take two five-foot steps in a single round. Using it to take a five foot step does not use up your swift action for the round.

Detect Prey
Trick Type: Buff
Action: Standard
Effect: You sense the presence of creatures of the types you've preyed upon.
Cost: 2 Animus points

This trick allows you to detect creatures of any species you've successfully used your consume prey ability on (note: this is not based on creature type. If you have consumed a mind flayer, then you detect mind flayers, not all aberrations). This works like the spell detect animals or plants. The duration is 1 hour per animus point you had stored before you used this trick. You also ignore cover and concealment for any creature you detect, except total cover.


Ghost Step
Trick Type: Buff
Action: Immediate
Effect: You may move up to your base movement speed as an immediate action.
Cost: 2 or 4 Animus points.

You may move up to your base movement speed as an immediate action. If you only move five feet with this ability, you do not provoke attacks of opportunity. You may attempt a hide check as part of this action, upping the cost to 4 points.


Night Eye
Trick Type: Buff
Action: Move
Effect: You gain darkvision for 1 hour/animus point
Cost: 2 Animus points.

You gain Darkvision out to 60 feet. If you already had Darkvision, increase its range by 60 feet. This lasts for 1 hour per animus point you had stored when you used this trick.


Barrage
Trick Type: Special
Action: Full round
Effect: Attack each enemy in range once as a full-round action.
Cost: 3 Animus points

As a full-round action, you make an attack at your highest base attack bonus against each enemy in range of your attacks with ranged or thrown weapons. You must have enough ammunition or thrown weapons to make these attacks. You can attack no more enemies than your levels in big game hunter. Each shot can be affected by other hunter's tricks. You are treated as having the quick draw feat for the duration of this round. You may intersperse ranged weapon and thrown weapon attacks.


Nondetection
Trick Type: Special
Action: Immediate
Effect: Become aware of scrying attempts and choose whether or not they will affect you.
Cost: 2 Animus points

If you have this trick, you are aware whenever you are the subject of scrying magic, a crystal ball, detect spell, clairaudience/clairvoyance or other means of magically locating a creature. When you are made aware, you can choose to spend 2 animus points to cause the spell or effect to fail. This may or may not end the spell, depending on whether it was a general detect spell that could have detected you, or a specific spell aimed at you. In the case of a crystal ball, one use of Nondetection renders you unfindable for 24 hours, but only from that particular deivce.


Energy Burst Shot
Trick Type: Shot Augment
Action: Free
Effect: Your shot explodes with energy.
Cost: 3 Animus points

You imbue a single thrown weapon or projectile with energy, causing it to deal 3d6 damage, +1 damage per level of big game hunter you have (max 15). It deals this damage automatically to the target if they are hit, and deals it as splash damage to every creature within 10 feet. Creatures caught in the blast get a saving throw for half damage equal to 10 + 1/2 your levels of big game hunter + your intelligence modifier. You may choose Fire, Cold, Acid, or Lightning damage. If you miss the intended target, they get to save for half damage as well. You may also intentionally aim for an empty square (AC 10).


Bloodlust
Trick Type: Buff
Action: Standard
Effect: You gain several bonuses against creatures you have previously consumed for 1 hour/animus point.
Cost: 4 Animus points

You gain a +1 to attack rolls, threat range, and critical multipliers for every four levels of big game hunter against creatures you have successfully used Consume Prey against. You may also use Consume Prey as a swift action. This lasts for one hour per animus point you had stored before using this trick. The increase to your threat range does not stack with any other spell, effect, or ability which increases threat range.


Stolen Vigor
Trick Type: Buff
Action: Standard
Effect: Functions as a restoration spell on yourself.
Cost: 5 Animus points

You create the effect of a restoration spell on yourself, with an effective caster level equal to your levels of big game hunter.


Steady Aim
Trick Type: Buff
Action: Standard
Effect: Gain precision damage on ranged attacks in any round in which you do not move.
Cost: 3 Animus points.

Any round in which you do not move, even a five foot step, you add 1.5x your dexterity bonus to damage rolls as precision damage. This lasts for 1 hour per animus point you had stored before you used this trick.


Exploit Weakness
Trick Type: Shot Augment
Action: Free
Effect: Target is vulnerable to precision damage.
Cost: 2 Animus points

You treat the target of one attack as being vulnerable to critical hits and precision damage.


True Big Game Hunter
Trick Type: Buff
Action: Standard
Effect: You gain bonuses against targets who are larger than yourself.
Cost: 2 Animus points

For every size category larger than you your target is, you gain a +4 to attack and damage rolls. This lasts for 1 hour per animus point you had stored before you used this trick.


Bloodsense
Trick Type: Shot Augment
Action: Free
Effect: Increase the size of your sneak attack dice for one attack with a ranged or thrown weapon.
Cost: 1 Animus point

You can only use Bloodsense when you can make a ranged sneak attack. Your ranged sneak attack dice become d8's instead of d6's for one attack. This only functions against enemies whom you've used consume prey on.
Animus Master
Trick Type: Special
Action: Free
Effect: Add shot augments to all attacks in a round.
Cost: 1 Animus point

You use this hunter's trick to add shot augments to every shot made in a round, while only paying for the augment(s) once, plus one additional animus point to activate this trick.


Dimensional Pin
Trick Type: Shot Augment
Action: Free
Effect: Emulate the dimensional anchor spell on target struck.
Cost: 2 Animus points

If you hit your target, they are subject to an effect identical to dimensional anchor. It lasts for one minute per level of big game hunter.


Killer's Grace
Trick Type: Buff
Action: Standard
Effect: Increase your dexterity with each kill.
Cost: 4 Animus points

While Killer's Grace is active, you add +2 to your dexterity as a morale bonus each time you drop an opponent below 0 hit points. The dexterity bonus fades by 1 point every minute. This lasts for 1 hour per animus point you had stored before you used this trick.


Lucky Shot
Trick Type: Special
Action: Swift
Effect: Reroll a missed ranged attack.
Cost: 3 Animus points.

This hunter's trick is used after a ranged attack has missed. It allows one reroll, and the big game hunter must take the result of that reroll even if it is worse than the original roll. All shot augments spent on the original attack are still active if it hits with the reroll.


Improved Steady Aim
Trick Type: Buff
Action: Standard
Effect: Add precision damage to all attacks in rounds that you do not move
Cost: 4 Animus points

Any round in which you do not move, even a five foot step, you add 2.5x your dexterity bonus to damage rolls as precision damage. This lasts for 1 hour per animus point you had stored before you used this trick. Special: If you have the Steady Aim trick, treat Improved Steady Aim as a 3rd level trick for the purposes of learning it. This does not stack with Steady Aim.


Speed Shooter
Trick Type: Special
Action: Swift
Effect: You may make an extra attack at your highest base attack bonus as a swift action.
Cost: 4 Animus points

You make an extra ranged attack at your highest base attack bonus as a swift action. You may augment this shot with other hunter's tricks as normal.



--BIG GAME HUNTER FEATS--


Favored Prey
Prerequisites: Consume Prey class feature
Benefits: Pick a creature you've used Consume Prey on. It must correspond to one of the categories for a ranger's favored enemy. Whenever you use Consume Prey on that creature, you gain an extra 5 temporary hit points and an extra animus point. In this case, having consumed a mind flayer makes you eligible to declare all aberrations your favored prey. However, consuming an elf will not allow you to declare all humanoids your favored prey, only elves. In all other abilities related to the prey that you have used Consume Prey on, it does not refer to creature type, but to “species.”
Special: You may select this feat more than once. Each time you do, you select a new creature as your favored prey.


Lick the Arrow
Prerequisites: Consume Prey class feature, +1 BAB
Benefits: You no longer provoke attacks of opportunity for using your Consume Prey ability, and you can do so as a swift action, or as a free action as part of a move action if you move through the space occupied by the corpse of your prey.


Alien Hunter
Prerequisites: Consume Prey class feature, Favored Prey (Aberration)
Benefits: Any creature with blindsense, blindsight, or tremorsense treats the range of this sense as halved for the purposes of detecting you.


Beast Stalker
Prerequisites: Consume Prey class feature, Favored Prey (Animal or Vermin)
Benefits: You gain the Scent ability VS creatures you've used Consume Prey on.


Dragon Slayer
Prerequisites: Consume Prey class feature, Favored Prey (Dragon)
Benefits: You gain Evasion against breath weapons (even non-draconic breath weapons). If you already have Evasion as a class feature, you gain Improved Evasion versus breath weapons. If you already have Improved Evasion, pick another feat.


Guarded Soul
Prerequisites: Consume Prey class feature, Favored Prey (Undead)
Benefits: Whenever you would gain a negative level, you may choose to lose an equal number of Animus points instead. This does not apply to the negative levels you gain by being the wrong alignment and wielding certain aligned weapons.


Giant Killer
Prerequisites: Consume Prey class feature, Favored Prey (Giant)
Benefit: Creatures double their size penalties to AC and attack against you. Size bonuses are not affected.


Fairy Hunter
Prerequisites: Consume Prey class feature, Favored Prey (Fey)
Benefits: You gain a +4 bonus to saving throws versus the spell-like abilities of fey, and you may also spend an animus point to gain a +4 bonus to one save versus any mind-affecting spell, spell-like ability, or effect.


Monster Hunter
Prerequisites: Consume Prey class feature, Favored Prey (Monstrous Humanoid or Magical Beast)
Benefits: You become invisible to Darkvision. Creatures with Darkvision are unable to see you unless they could also see you with normal vision.

Planar Survivalist
Prerequisites: Consume Prey class feature, Favored Prey (Outsider (Any) or Elemental)
Benefits: You add Knowledge (The Planes) as a class skill. Whenever you use Consume Prey on an outsider or elemental, you do not need to eat, drink or sleep that day, and you only need to breathe once per hour for 24 hours. You may still eat, sleep, drink or breathe if it would benefit you.


Man-eater
Prerequisites: Consume Prey class feature, Favored Prey (Humanoid(Any))
Benefits: When you use Consume Prey on a humanoid, you gain a +2 untyped bonus to whichever ability score was highest in the creature consumed. If it had two or more ability scores that were tied for the highest, determine randomly which one you get a bonus to. This bonus lasts for one hour per animus point gained from eating the creature, and stacks with itself.

Lanth Sor
2015-12-28, 08:06 PM
**Scrubbed**

Zaydos
2016-01-01, 05:23 PM
BLOOD ACOLYTE

”I was not born with the power of a dragon’s heritage, nor a wizard’s talent. I had but one thing of value. My life. And I have made that into power to rival those born with far more.”

A Blood Acolyte is a practitioner of an early and simpler form of magic. A Blood Acolyte is a mage who manipulates the energy released by the force of life within themselves and, in more limited fashion, others. Drawn initially from the teachings of spirits of nature, good, and evil Blood Acolytes can be divided primarily into three groups depending upon which school of teaching they follow most closely. Theirs is a power and a magic which consumes their own life and the lifeforce held in the blood of others to power itself.

Adventures: Whether it’s greedy lust for treasure, or altruistic heroism a Blood Acolyte may have many reasons to adventure. Many of their reasons are similar to those of wizards, the quest for new knowledge, or ancient but lost, and new magic. However there are additional factors not present in a wizard’s motivation. Depending upon their path of study a Blood Acolyte may or may not have connections to entities beyond mortal men. Those that follow the Path Infernal are often targeted for fiendish recruitment, their devotion to a corrupt art meaning that they are usually malleable to fiendish agendas for the right price. Those that follow the Shaman’s Path are even more closely tied with the spirits that first taught the art, learning to communicate with the spirits of the natural world, and to barter with them; these blood shamans are close in ways to druids, often adventuring on quests to preserve the natural world, though many are less altruistic and zealous about it than their druidic kin. In addition to these possible allegiances there is a stigma associated with the sanguine arts that is not attached to arcane magic. While their healing abilities can earn them some friends, it is far from enough to overcome the associations born from the prevalence of the Path Infernal and many Blood Acolytes find acceptance another reason for their adventuring.

Characteristics: A Blood Acolyte wields sanguine magic. This art is similar in many ways to arcane magic with many of the same strengths and weaknesses. It lacks in the fields of Conjuration, Illusion, and Transmutation, and almost wholly in offensive Evocation, but it is powerful in Divination, Necromancy, Abjuration, and Enchantment. In ways it melds arcane and divine, as Blood Acolytes have access to many of the spells to shape the natural world as druids, capable of controlling wind and water, as well as plants and beasts, and much of a cleric’s healing capabilities. They lack, however, the ability to turn themselves into a battle beast, save through limited transmutation, that a cleric or druid possesses. Their magic is in many ways freer than a sorcerer’s or a cleric’s, however, as they can cast more high level spells each day, however these spells come at a price and in practical terms they have lessened endurance compared to such mages as they will find battle growing ever more dangerous to their battle wracked life force as their casting drains directly from it. While the immediate cost of this drain is a danger to the mage in battle, the long term cost of over use can leave many Blood Acolytes old before their time.

Alignment: A blood acolyte can be any alignment, but those who follow the Path Infernal must be prepared to sell themselves forever to the darkness. The other two paths bear no such restrictions, although they both tend to attract certain types. The Shaman’s Path is the path of nature and those most in tune with the natural world are most often drawn to it. As such blood acolytes who follow that path tend towards Neutrality in at least some way, and to be softer in the others than those who follow other paths. The Caelestis Via attracts primarily those blood acolytes with a more altruistic bend to their nature as its arts are most useful in the act of self-sacrifice and helping others, however even that path can hold those with the blackest of hearts.

Religion: Blood acolytes vary wildly in religion. The Shaman’s Path has religious ties in its ritual, pushing the practitioners towards worship of, or at least respect for, the gods and greater spirits of nature. The other paths are less restrictive as they do not imply a personal connection with the patrons which originally taught them. All blood acolytes have a tendency towards the worship of gods of magic and life or death, as they know the power and value of both things. Good aligned blood acolytes will often worship gods of healing if not those of magic, while evil aligned blood acolytes are more attracted to deities of death, undeath, and the blackest arts such as Nerull, Wee Jas, and Vecna.

Background: Many blood acolytes are those who would have been wizards had they the talent for learning the complicated art, but lacking it turned to other lesser known and older magical arts. Some places the traditions live on more strongly, tribes where blood shamans speak with the spirits of the world to guide the tribe, cities where practitioners of the Caelestis Via teach it as a holy art gifted to men by the celestials, and realms steeped in ancient evil. Many practitioners of the Path Infernal learned it not from mortal teachers but from imps and quasits who offer to teach the art to those hungry for power. It provides the mortal with an easy route to power once they have learned the basics of the art, while ensuring that they will lead themselves into deeper and deeper corruption until their soul is wholly forfeit.

Races: Out of the common races gnomes may make the best blood acolytes, healthy and long lived with magical talent as well. However it is dwarves, humans, and the half-breeds of man which are most likely to become blood acolytes. Dwarven blood acolytes typically follow the Caelestis Via or Shaman’s Path, relying primarily on spells to bolster their allies over those that directly bring down foes. Human blood acolytes, called fireflies due to their short lifespans and tendency to throw around more magic than elven, gnomish, or even dwarven blood acolytes making true the saying about the candle that burns brightest.
Blood acolytes are perhaps more common among the “monstrous” humanoids, at least compared to among the common races. Orcs, dumb, foolish, and brutish, which have trouble with other forms of magic will often embrace sanguine magic for the opportunity to turn their physical endurance into magical power to get one over on their foes. Goblins lacking academies to teach the arduous arts of wizardry, and the human penchant for attracting the romance of supernatural beings and thus the tendency to sorcerous bloodlines also turn to their fiendish patrons for instructions in this simpler form of magic. Giants as well still practice this more primitive form of magic, turning their powerful bodies into fuel for their mystical might.

Other Classes: Blood acolytes find their relations with some classes to be highly dependent upon their path, and with others a more general feeling dependent primarily on the class itself. Fighters and similar provide a strong physical bulwark between the acolyte and those who would harm them, couple that with them having the basis to fight effectively with the buffs a blood acolyte can provide and they are a boon companion. Rogues and their ilk allows a blood acolyte to avoid expending spells painfully to overcome minor obstacles like a locked door or an arrow trap.
When dealing with other spellcasters things get more complicated. Wizards typically look down on blood acolytes as inferiors incapable of mastering anything but a primitive and barbaric form of their own powers. Sorcerers are more likely to be sympathetic, recognizing it instead as an attempt to become like a sorcerer even at the cost of their own life; some sorcerers pity blood acolytes for this, others scorn them. For their part blood acolytes sometimes resent the arcane spellcasters for having been born with the talent to be a true arcanist and have the easier route to power. In warlocks blood acolytes sometimes find companions. The Path Infernal is in many ways the closest to the standard warlock, but the common defector from evil can still find a common ground with the other two paths; all of them pay for their power.
Clerics’ relations with blood acolytes vary by deity and path respectively. Shaman’s Path blood acolytes are like less trustworthy druids. Caelestis Via are often recognized as fellow servants of the celestial will and likely to be given the benefit of the doubt. Path Infernal are recognized as servants of Hell, foes or allies dependent upon the cleric’s god. Druids see the Shaman’s Path as allies, like less trustworthy druids. To them the Caelestis Via is mostly harmless, usually well-meaning and unlikely to be able to do much harm regardless of the intent. The Path Infernal is the path which even evil druids are wary of, their penchant for necromancy makes them potentially quite dangerous to the natural world.

Role: A blood acolyte is a full spellcaster and as such can enter almost any role. They are able to heal, to summon, as well as having a variety of spells to control the mind and the dead, as well as a variety of other purposes. As such a blood acolyte’s role will vary on what path they follow as well what spells they select. The Infernal Path grants a blood acolyte a variety of offensive spells allowing them a mix of enchantment and necromancy to control and kill their foes playing towards the role of offensive spellcaster. The Caelestis Via grants a blood acolyte healing magic at a lower than normal level, making them extremely potent healers except that it costs them their own health and its holy magic giving a variety of weapons with which to fight evil creatures especially fiends or to summon them and as a stick with which to control them. The Shaman’s Path offers spells of the most varied nature but primarily deals with magic to manipulate natural forces or provide divinatory aid.

Adaptation: A blood acolyte could be adapted in a variety of ways. Perhaps you want to avoid the blood connotations, one could replace blood points with life points changing the gathering method to be based upon the consumption of calories and change the spell list as desired.
A more simple adaptation is the addition of new paths. A path could be added complete with its own six path powers, or even more simply an alternative path spell list could be added to one of the three existing paths. For example a dwarven version of the Shaman’s Path could be constructed which granted more earth and stone based spells. It would be as simple as exchanging certain spells dealing with air and plants with ones dealing instead with earth and stone. If you did want to take it a step further you could replace some or all of the path abilities. For example looking through the Shaman’s Path both Shield of Spirits and Sustenance of Blood seem highly dwarven in their effects, however the other four abilities are less dwarven. Wild Empathy could be replaced with an improvement to stonecunning (20 ft range and +4 bonus). Speak to Blood could stay as a dwarven option or for something more dwarven in nature you could simply replace it with a similar ability to use Stone Shape with blood points by pouring blood on the surface of the stone to be shaped. Offer Blood and Sense Spirits are both a little harder. Both have dwarven traits, defensiveness and sensing earth elementals but remain generic and in the latter with non-dwarven ones such as sensing incorporeal undead and air elementals as well. One could be replaced by Tremorsense, which is similar to Sense Spirits but perhaps weaker as it changes from limited blindsight to limited blindsense. The other could be replaced by some ability which allowed exchange of blood points for DR or an AC bonus but those might be too similar to Shield of Spirits. One could keep Offer Blood if adapting it proved too much effort or take a look at dwarves’ enemies. If it was a lower level ability one could replace it with a feature to grant various bonuses to fighting orcs, goblinoids, and giants but as by 12th to 15th level those enemies are quickly falling by the wayside. So we look at the other classic foe of dwarves: dragons. We make it a short duration boost which increases damage from spells, AC, and saves against orcs, goblinoids, giants, and dragons for a hefty cost in blood points. It isn’t a too major ability, so we keep the bonuses relatively small, spell level for damage and +2 for the others. Give it a name (Path of Hallowed Ancestors) and decide whether you want to racially lock it (only dwarves may take this path) and you’re done except for duration and blood point costs.
Spoilered below are some variant paths, a fully fleshed out Path of Hallowed Ancestors, a quick Vampiric Path which replaces certain path powers of the Path Infernal with those more in keeping with a necromancer (and is probably more powerful due to getting Rebuke Undead), and a Blood Warrior list of path spells which is intended for use with any of the three paths.
WiP

As a full caster Blood Acolytes are not for every game and in some could do with a reduction of power. While they should, even with their class features, be weaker than a sorcerer or Tier 1 prepared caster that does not mean they necessarily play nice with everyone. They could be weakened by the removal of their ability to cast higher level Path spells for a (hefty) price and Path Powers or even the total removal of class features beyond 1st level. This is an awkward fix as it leaves them with the powers of a full caster, albeit limited by the continual damage to their Constitution, but it does leave their power level closer to that of the fixed list casters if not below it.

GAME RULE INFORMATION
Blood Acolytes have the following game statistics.
Abilities: Your powers are fueled by burning your own life force. As such Constitution determines your number of spells per day, in addition to its normal vitally important role. In addition as your Constitution tends to decrease throughout the day it is important to have a high Con so that your Fort and hp do not dip too low. Next in importance is probably Charisma as it determines the save DCs of your spells and abilities. While it is possible to go with a low Charisma simply by avoiding abilities that allow saves, many of the strongest spells, especially with their limited access to Conjuration, allow for saves. After that it depends upon the role you wish to take in a party, with Dexterity having additional value for its defensive benefits.
Alignment: Any (see Patron’s Path for restrictions).
Hit Die: d8
Starting Age: As bard.
Starting Gold: As sorcerer.

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at 1st Level: 4 + Int modifier x 4.
Skill Points per Level: 4 + Int modifier.

BLOOD ACOLYTE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Sanguine Spellcasting, Patron’s Path, Blood Pool, Sanguine Rest


2nd

+1

+3

+0

+3
Bloody Buffer


3rd

+1

+3

+1

+3
Patron’s Power I


4th

+2

+4

+1

+4
-


5th

+2

+4

+1

+4
Augury of Blood 1/day


6th

+3

+5

+2

+5
Patron’s Power II


7th

+3

+5

+2

+5
Sanguine Substitution


8th

+4

+6

+2

+6
Eyes of Blood


9th

+4

+6

+3

+6
Patron’s Power III, Augury of Blood 2/day


10th

+5

+7

+3

+7
Vision in Blood


11th

+5

+7

+3

+7
Bleeding Touch


12th

+6

+8

+4

+8
Patron’s Power IV


13th

+6

+8

+4

+8
Augury of Blood 3/day


14th

+7

+9

+4

+9
Improved Sanguine Substitution


15th

+7

+9

+5

+9
Patron’s Power V


16th

+8

+10

+5

+10
Greater Vision of Blood


17th

+8

+10

+5

+10
-


18th

+9

+11

+6

+11
Patron’s Power VI


19th

+9

+11

+6

+11
-


20th

+15

+12

+6

+12
Greater Sanguine Substitution



Weapon and Armor Proficiencies: A Blood Acolyte is proficient in simple weapons but no armor or shields.
Sanguine Spellcasting
Important differences are in blue

A blood acolyte casts sanguine spells, which are drawn primarily from the blood acolyte spell list (see below). He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a blood acolyte needs no minimum ability score. The Difficulty Class for a saving throw against a blood acolyte’s spell is 10 + the spell level + the blood acolyte’s Charisma modifier.

Unlike other spellcasters, a blood acolyte is not strictly limited by a certain number of spells of each spell level per day. Instead their daily spell allotment is limited by their Constitution. Whenever a blood acolyte casts a sanguine spell they suffer a certain amount of Constitution burn equal to the amount dictated on the table below. A parenthesis indicates a number of spells of that level which can be cast without incurring Constitution burn and any beyond that number inflicts a single point of Constitution burn, and a number followed with a * indicates that the Blood Acolyte cannot cast spells of that level normally, but that it is the total cost of casting that spell through the power of the Patron’s Path or when augmented by metamagic to that level, doing so also requires the expenditure of a number of blood points (see Blood Pool below) equal to the spell’s (modified) level. A Blood Acolyte is not considered to be able to cast spells of these levels for the purposes of prerequisites. Constitution burn inflicted by the use of Sanguine Spells is tied to the caster’s soul as well as body, meaning that if they possess another creature, assume another form, or otherwise end up not in their body the Constitution burn from their Sanguine Spells applies to this new body as well as the original. Once a blood acolyte leaves a body Constitution burn dealt by casting sanguine spells is removed unless the spells were cast in that body. A Blood Acolyte may kill themselves through casting a spell and reducing their Constitution to 0, however they may not cast a spell that would put their Constitution to a negative number.

Constitution burn inflicted by casting sanguine spells cannot be reduced or prevented in any way unless it specifies casting sanguine spells. Effects which just generally reduce ability damage or burn have no effect on the cost of casting sanguine spells; the sacrifice must be paid in full.
A blood acolyte’s selection of spells is extremely limited. A blood acolyte begins play knowing four 0-level spells (also called cantrips) and one 1st-level spells of your choice as well as the two 0 and 1st level spells from their Patron’s Path. At each new blood acolyte level, he gains one or more new spells, as indicated on the table below. These new spells are chosen from the blood acolyte spell list (see post below). A P on the table below indicates that a blood acolyte of that level knows both Patron’s Path spells of that level.

Upon reaching 3rd level, and at every odd-numbered blood acolyte level after that (5th, 7th, and so on), a blood acolyte can choose to learn a new spell in place of one he already knows. In effect, the blood acolyte “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level blood acolyte spell the blood acolyte can cast. For instance, upon reaching 3rd-level, a blood acolyte could trade in a single 1st level spell (one spell level below the highest-level blood acolyte spell he can cast, which is 2nd) for a different 1st level spell. At 5th level, he could trade in a single 0-level, a 1st-level spell, or a single 2nd-level spell (since he now can cast 3rd-level blood acolyte spells) for a different spell of the same level. A blood acolyte may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a blood acolyte need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. For example, at 1st level, the blood acolyte Tenneh has 14 Constitution and therefore he can cast seven 1st-level spells per day—the seventh killing him. However, he knows only one 1st-level spell, cause fear, and his two path spells, Entangle and Speak with Animals (Blood acolyte Spells Known). Thus, on any given day, he can cast some combination of the three spells a total of seven times plus 3 to 17 of his cantrips however any beyond three would cut into his 1st level spells that day. He does not have to decide ahead of time which spells he’ll cast.

There are certain special advantages of sanguine spellcasting. Sanguine spells never have non-costly foci or material components, the cost of life force substituting for these with ease. When casting a sanguine spell with a costly foci you may substitute 1 point of Constitution burn for the foci unless it is included in the function of the spell. When casting a sanguine spell with a costly material component you may substitute 1 point of Constitution burn per 50 GP, or fraction thereof, the material component costs. However there is a disadvantage of sanguine spellcasting. Whenever the caster casts a sanguine spell blood flows from their body, the higher level the spell and the higher the Constitution burn the more blood which flows. In addition when a sanguine spell is cast upon a creature or object a runes of blood form upon them. This makes it easy to tell a sanguine spell is being cast requiring a DC 15 Know (Arcana) or DC 20 Know (Religion) check to identify why the spellcaster is bleeding or alternatively what sort of magic placed the runes on the creature. This also makes it possible to identify a non-instantaneous sanguine spell without seeing it cast or even using [i]Detect Magic to do so is a DC 20 + spell level Spellcraft check. Finally excessive use of Sanguine Spellcasting places a toll on the lifeforce. 8 points of Constitution burn inflicted by Sanguine Spellcasting in a day ages the caster a day, 14 points ages them a week, 22 points ages them a month, and 28 points ages them a year; this is primarily a flavor effect and if the DM thinks it is too fiddly to track it is suggested it is dropped and ignored.

Sanguine spells are neither arcane nor divine. They suffer arcane spell failure, however, if cast in armor the caster is not proficient in.




Class Level

Con Cost



0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
(3)
[tr]2 7* 11* 15* 21* 26* 32* 38* 44*
2nd(4)2 7* 11* 15* 21* 26* 32* 38* 44*
3rd(5)1 3 10* 14* 20* 25* 31* 37* 43*
4th(6)1 2 9* 12* 16* 22* 27* 32* 38*
5th(7)1 2 4 11* 15* 21* 26* 31* 37*
6th(8)1 2 3 10* 13* 17* 23* 28* 33*
7th(9)1 2 3 4 12* 16* 22* 27* 32*
8th(10)(3) 1 2 3 11* 14* 18* 24* 29*
9th(11)(3) 1 2 3 4 13* 17* 23* 28*
10th(12)(3) 1 2 3 4 12* 15* 19* 25*
11th(13)(4) (3) 1 2 3 4 14* 18* 24*
12th(14)(4) (3) 1 2 3 4 13* 16* 22*
13th(15)(4) (3) 1 2 3 3 4 15* 21*
14th(16)(5) (4) (3) 1 2 3 4 14* 17*
15th(17)(5) (4) (3) 1 2 3 3 4 16*
16th(18)(5) (4) (3) 1 2 2 3 4 14*
17th(19)(6) (5) (4) (3) 1 2 3 3 5
18th(20)(6) (5) (4) (3) 1 2 2 3 4
19th(21)(6) (5) (4) (3) 1 1 2 2 4
20th(22)(6) (6) (5) (4) (3) 1 1 2 3



Class Level

Spells Known



0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

1st 4+P 2+P - - - - - - - -
2nd 5+P 2+P - - - - - - - -
3rd 5+P 3+P P - - - - - - -
4th 6+P 3+P 1+P - - - - - - -
5th 6+P 4+P 2+P P - - - - - -
6th 7+P 4+P 2+P 1+P - - - - - -
7th 7+P 5+P 3+P 2+P P - - - - -
8th 8+P 5+P 3+P 2+P 1+P - - - - -
9th 8+P 5+P 4+P 3+P 2+P P - - - -
10th 9+P 5+P 4+P 3+P 2+P 1+P - - - -
11th 9+P 5+P 5+P 4+P 3+P 2+P P - - -
12th 9+P 5+P 5+P 4+P 3+P 2+P 1+P - - -
13th 9+P 5+P 5+P 4+P 4+P 3+P 2+P P - -
14th 9+P 5+P 5+P 4+P 4+P 3+P 2+P 1+P - -
15th 9+P 5+P 5+P 4+P 4+P 4+P 3+P 2+P P -
16th 9+P 5+P 5+P 4+P 4+P 4+P 3+P 2+P 1+P -
17th 9+P 5+P 5+P 4+P 4+P 4+P 3+P 3+P 2+P P
18th 9+P 5+P 5+P 4+P 4+P 4+P 3+P 3+P 2+P 1+
19th 9+P 5+P 5+P 4+P 4+P 4+P 3+P 3+P 3+P 2+
20th 9+P 5+P 5+P 4+P 4+P 4+P 3+P 3+P 3+P 3+
[/SPOILER]

Patron’s Path: At 1st level a Blood Acolyte must choose one of three Patron’s Paths. They gain the spells from the chosen path as bonus spells known at the spell level listed below as indicated on the Blood Acolyte spells known table (see above) by a P. They do not have to choose one of the two, they automatically gain both spells at the indicated level. In addition at 3rd level, and every 3rd level thereafter (6th, 9th, etc) a Blood Acolyte gains a power associated with their chosen path as described below. Finally a Blood Acolyte may perform a special ritual to cast a spell from their path that they do not know yet. This increases the spell’s casting time to 1 full round (effect taking place at the start of the caster’s next turn) and costs an amount of Constitution burn as indicated for spells of its level using a * after them on the table above. These spells are not considered to be known, and a blood acolyte is not considered to be able to cast spells of these levels for the purposes of prerequisites.

The three paths are the Path Infernal, Shaman’s Path, and Caelestis Via. The Path Infernal represents training in the magical lineage first taught by Lower Planar fiends and creatures, and following that path requires performing acts of corrupt magic and ritual and as such requires the Blood Acolyte to be evil aligned. Mechanistically it grants access to Evil aligned spells and its Path Powers include Vile Feats thus locking the practitioner into an evil alignment to gain full use. In addition a folllower of the Path Infernal may select Corrupt spells as spells known as if they were on the Blood Acolyte spells known list. A follower of the Path Infernal which changes from an Evil alignment may spend one month in training and practice to change to the Caelestis Via with the help of an Atonement spell from a good aligned spellcaster, but loses access to their Path Powers and Path Spells until they do so. Any follower of the Shaman’s Path or Caelestis Via can change to the Path Infernal by spending one month in training and practice under the tutelage of an evil outsider without the native subtype or with the help of an Atonement spell from an evil aligned spellcaster. The Shaman’s Path represents training in the way as taught by spirits of nature and fey long ago. It is the path closest to its teachers, as its pact powers involve invoking them for aid, but unlike the Path Infernal it has no restriction on who can follow it. The Caelestis Via practices sanguine spells as taught by the celestials long ago. It is the least connected to the teachers and its practitioners need have no connection to the celestial or may be of any alignment. In addition a folllower of the Path Infernal may select Sanctified spells as spells known as if they were on the Blood Acolyte spells known list.

Caelestis Via provides a variety of powers to heal, contain or destroy evil, along with a few limited defenses.

The Path Infernal offers a variety of offensive options, including the ability to spend blood points (see below) to deal damage or add to allies’ damage.

The Shaman’s Path offers a variety of divinatory options and effects which allow for the control and manipulation of nature.

0:
Cure Minor Wounds
Purify Food and Water
1st:
Cure Moderate WoundsSpC
Protection from Evil
2nd:
Align Weapon
Restoration, Lesser
3rd:
Cure Critical WoundsSpC
Magic Circle against EvilSpC
4th:
Restoration
Sword of ConscienceBoED
5th:
PanaceaSpC
RevivifySpC
6th:
Cure Critical Wounds, Mass
Heal
7th:
Righteous SmiteBoED
Restoration, Greater
8th:
Holy Aura
Last JudgmentBoED
9th:
Heal, Mass
True Resurrection


Level 0:
Detect Magic
Inflict Minor Wounds
1st:
Charm Person
Doom
2nd:
Control Undead
Death Knell
3rd:
Animate Dead
Contagion
4th:
Enervation
Fear
5th:
Morality UndoneFCI or LoM
Slay Living
6th:
Harm
Suggestion, Mass
7th:
Blood to Water
Destruction
8th:
Create Greater Undead
Trap the Soul
9th:
Dominate Monster
Wail of the Banshee


0 level:
Know Direction
NaturewatchSpC
1st:
Entangle
Speak with Animals
2nd:
SplinterboltSpC
Whispering Wind
3rd:
Speak with Dead
Speak with Plants
4th:
Command Plants
Freedom of Movement
5th:
Treestride
Wall of Thorns
6th:
Legend Lore
Stone Tell
7th:
Changestaff
Storm of Elemental FurySpC
8th:
Earthquake
Whirlwind
9th:
Elemental Swarm
Storm of Vengeance


Blood Pool: A Blood Acolyte has the ability to store the vital energy found in the blood of others in their body in what is called a blood pool. To do so they must drain the blood from a creature. This can be performed to a creature that died within the past 10 minutes, and takes one minute, or can be performed to a living creature dealing 2 damage per hit die of the creature, this still takes 1 minute and requires the creature either be willing or helpless as well as a slashing or piercing weapon. Regardless of the method a Blood Acolyte gains 1 blood point per hit die of the creature. A Blood Acolyte may possess up to 4 times their hit dice in Blood Points at any one time, any in excess to this amount are wasted. You can gain Blood Points from a single creature only once every 8 hours.

A Blood Acolyte uses these Blood Points to fuel a variety of class features and abilities. In addition they fuel Feats and any character with a [Blood] Feat can gain and store blood points in this way.

[b]Sanguine Rest (Ex): A blood acolyte’s natural healing works at twice the normal rate and four times the normal rate for the purposes of Constitution damage and burn, allowing them to recover damage, ability damage, and ability burn naturally more quickly. In addition a Blood Acolyte may further spend Blood Points to amplify this healing. 1 point increases it to 3x and 6x normal, 4 points to 4x and 8x normal, 8 points to 6x and 12x normal, 12 points to 8x and 16x normal, 20 points to 10x and 20x normal, and 40 points to 12x normal and fully for Constitution.

Bloody Buffer (Su): Beginning at 2nd level when a Blood Acolyte would take damage they may spend one or more blood points as an immediate action to delay that much damage until the end of the Blood Acolyte’s next turn at which point they receive it. A Blood Acolyte must spend blood points to delay the entire amount of damage done, they may not delay only part of it. A Blood Acolyte must be aware of the source of damage and may not be flat-footed against it.

Patron’s Power I: At 3rd level a Blood Acolyte gains a power granted by their Patron Path.

Caelestis Via - Alterius Onera Portate (Su): As a standard action you may spend 2 blood points and touch a living creature and take any amount of damage, up to enough damage to kill you, that creature regains hp equal to the amount as the damage you took. This damage is irreducible on your part.

Path Infernal – Pact of Dark Blood (Su): You gain Willing Deformity as a bonus feat and another Vile feat of your choice. At 9th level and 15th level you gain an additional bonus Vile Feat.

Shaman’s Path – Wild Empathy (Ex): You gain Wild Empathy as a druid of your Blood Acolyte level.

Augury of Blood (Sp): Beginning at 5th level a Blood Acolyte may, once per day, spill out half a liter of blood onto the ground and expend 8 Blood Points to use Augury as a spell-like ability. This spell-like ability retains the normal casting time of the spell, and uses the Blood Acolyte’s class level for its caster level. Beginning at 9th level a Blood Acolyte can use this ability twice per day, increasing to three times per day at 13th, and four times at 17th.

Patron’s Power II: At 6th level a Blood Acolyte gains another power granted by their Patron Path.

Caelestis Via- Lingua Sanguinis (Su): Whenever you taste another creature’s blood you may permanently learn its native language, if you do not already know it, as if you had put ranks into Speak Language.

Path Infernal - Bloody Barb (Su): As a standard action you may spend 3 or more blood points to launch a dart of blood at a foe. This deals 1d6 damage per 3 blood points spent and is a ranged touch attack with a 60 ft range.

Shaman’s Path – Sustenance of Blood (Su): You offer the vital energy of blood up to the spirits which aid you in exchange for sustenance. By spending 3 blood points you do not need to eat for a day, and 3 blood points can also be spent to avoid the need to drink for a day. You may spend 20 blood points to treat the next 8 hours as sleep and bedrest for all beneficial purposes regardless of the actual intensity of your physical activity. Finally you may spend 1 blood point to not need to breathe for one minute. Spending blood points for this ability requires a 5 minute ritual except for the breath in which case it is a swift action.

Sanguine Substitution (Su): Beginning at 7th level a Blood Acolyte may cast a certain number of Sanguine Spells without paying the cost of Constitution Burn. Each day a Blood Acolyte may cast a number of spell levels worth of Sanguine Spells equal to their Charisma modifier in this way. These spells replace the Constitution Burn by increasing their casting time by one step (Swift/Immediate -> Standard -> Full Round Action -> 1 Full Round -> 2 Full Rounds -> 3 Full Rounds… etc) and costing Blood Points equal to their spell level squared. A 0 level spell count as 1 spell level for the purposes of uses of this ability but costs no blood points.

Eyes of Blood (Su): Beginning at 8th level a Blood Acolyte can expend a bit of the essence of life they have stored to reflect that remaining in others. As a swift action a Blood Acolyte may spend 5 Blood Points or take 1 point of Constitution damage (this damage cannot be reduced or prevented) to see the number of hit points a single living creature within 30 ft has remaining, they may spend an additional 5 Blood Points or point of Constitution to double the range, or 10 additional or 2 additional Constitution damage (total of 15 or 3) to increase it to 120 ft.

Patron’s Power III: At 9th level a Blood Acolyte gains another power granted by their Patron Path.

Caelestis Via – Purgabit Sanguinem (Su): As a standard action you may touch another creature and expends 7 blood points to cure a single disease that they are suffering or to neutralize the effects of a single poison within them. You may expend additional blood points to cure an additional disease or neutralize an additional poison per 7 additional blood points spent.

Path Infernal - Illumination of Blood (Su): Living creatures seem to produce a flickering, sanguine hued light to your eyes. This light creates bright illumination outlining them and shadowy illumination out to 5 ft from them that only you can see. This illumination is bright enough to be seen in the light of a lantern, but a daylight spell or full sunlight obscures it.

Shaman’s Path – Speak to the Blood (Sp): You may use Speak with Dead as a spell-like ability by expending 14 Blood Points. To use this spell like ability you must fill the corpse’s mouth with blood unless you have the target’s blood. However if you have a creature’s blood you do not need an even partially intact corpse. As long as the blood is fresh you may use the ability directly upon the blood asking it the questions.

Vision in Blood (Sp): Beginning at 10th level a Blood Acolyte can, when using Augury in Blood expend 24 blood points and a liter of blood to use Scry instead of Augury, they do not need the focus of the scry spell, substituting instead the pool of blood formed. A Blood Acolyte uses their class level for the caster level, and their Charisma modifier for any saving throw DC.

Bleeding Touch (Su): Beginning at 11th level a Blood Acolyte can, as a standard action make a melee touch attack. If they hit they may expend any number of Blood Points. The target, if a living creature, takes damage equal to the blood points expended, with a Fortitude save (DC 10 + ½ class level + Constitution modifier) for half. If used on an unliving creature (undead, deathless, construct) the ability deals no damage but the blood points are refunded. The exception is a vampire, or similar creature at DM’s discretion, which takes ½ the normal damage if they fail their save and is healed 1 hp per 4 Blood Points spent if they succeed on their save.

Patron’s Power IV: At 12th level a Blood Acolyte gains another power granted by their Patron Path.

Caelestis Via – Caelestis Resistentia (Ex): You gain a +4 bonus to saves vs death effects and Spell Resistance 12 + class level against Necromancy spells and effects.

Path Infernal – Dark Revelry (Su): As a swift action you may spend 10 or more blood points to produce a crimson hued light for 1 minute. This crimson hued light produces shadowy illumination out to 60 ft, and any allies within 60 ft gain a +1 to weapon damage per 10 blood spent.

Shaman’s Path – Protection of Blood (Su): Spend 30 or more Blood Points gained from one or more creatures of a specific type as a full-round action to gain a +4 sacred bonus to saving throws against supernatural and spell-like abilities of creatures of that type for 4 hours. This sacred bonus also applies against spells cast by creatures of that type.

Improved Sanguine Substitution: Beginning at 14th level a Blood Acolyte may use Sanguine Substitution for a number of spell levels equal to twice their Charisma modifier each day.

Patron’s Power V: At 15th level a Blood Acolyte gains another power granted by their Patron Path.

Caelestis Via – Sanguis est Vita (Su): When you cast a spell which restores hit points to a living creature you may spend Blood Points equal to spell level to maximize the amount of hit points cured as if using the Maximize Spell feat. This does not increase casting time, spell level, Constitution burn cost, or affect any random variables other than the number of hit points cured. You may use this ability even if casting the spell not as a sanguine spell or if using a spell-like ability.

Path Infernal – Rejoice in Blood (Su): Whenever you kill a creature you gain Fast Healing for one minute equal to the number of Vile feats you possess.

Shaman’s Path - Sense Spirits (Su): You gain blindsight out to 30 ft however this blindsight can only sense: incorporeal undead, fey, elementals, creatures in astral form or with astral bodies (but not a
creature physically present on the Astral Plane), creatures of the spirit subtype (see Oriental Adventures), spirit folk and telthors (see Unapproachable East), spirit creatures created by spells such as dream sight or wood wose (see Chapter 7), and any other creature that the DM deems to fit as a spirit.

Greater Vision in Blood (Sp): Beginning at 16th level a Blood Acolyte can, when using Augury in Blood, expend 32 Blood Points and 2 liters of blood to use Scry on Location (Complete Scoundrel) or Divination instead of Augury. A Blood Acolyte uses their class level for the caster level, and their Charisma modifier for any saving throw DC.

Patron’s Power VI: At 18th level a Blood Acolyte gains a final power granted by their Patron Path.

Caelestis Via – Animi Sanctitate (Su): As an immediate action you can spend 30 Blood Points to prevent or end a compulsion effect upon you.

Path Infernal – Weakness of the Blood (Su): As a standard action you may invoke a curse of blood on a target. By spending 30 Blood Points you may cause a creature within 100 ft, or which you possess a piece of their body (such as toenail clippings, or blood) to suffer a -4 penalty to all saving throws for 1 minute.

Shaman’s Path -Shield of the Spirits (Su): As a swift action you release some of the vital energy of blood you hold within you offering as a sacrifice to the spirits of the world in exchange for their protection. Spend blood points up to equal to your class level and you gain temporary hp equal to twice the number of blood points spent for 1 minute.

Greater Sanguine Substitution: Beginning at 20th level a Blood Acolyte may use Sanguine Substitution for a number of spell levels equal to their class level (usually 20) plus twice their Charisma modifier each day.

Zaydos
2016-01-01, 05:27 PM
Blood Acolyte Spell List

This spell list is mostly complete for non-campaign setting specific 1st party books.

AmanuensisSpC
Arcane Mark
Create Water
Cure Minor Wounds
DawnSpC
Daze
Detect Disease OA
Detect Magic
Disrupt Undead
Guidance
Inflict Minor Wounds
Know Direction
Mage Hand
Message
NaturewatchSpC
No LightBoVD
Preserve OrganBoVD
Prestidigitation
Purify Food and Drink
Read Magic
Resistance
Slash TongueBoVD
Touch of Fatigue
Unnerving GazeBoVD
Vigor


AberrateBoVD
Alarm
Angry AcheBoVD
Animate FireSpC
Animate WaterSpC
Animate WoodSpC
Appraising TouchSpC
Aspect of the WolfSpC
Aura Against FlamesSpC
AttractionOA
BackbiterSpC
Bane
Beast ClawsSpC
Beastland FerocitySpC
Beckon PersonToM
Beget BogunSpC
Bestow WoundHoH
Blade of BloodPHBII
Bless
Bless Water
Blessed AimSpC
Blood WindSpC
Breath of the JungleSpC
Burning RagePHBII
Calm Animals
Cause Fear
Charm Animal
Charm Person
Chill Touch
Claws of the BearSpC
Cloak of ShadeSand
CloudburstSpC
Command
Comprehend Languages
Conjure Ice Beast I[sup]Frost[/sup
ConvictionSpC
Critical StrikeSpC
Cure Light Wounds
Cure Water
DarklightBoVD
Death’s CallCM
Deathwatch
Deflect, LesserPHBII
Delay DiseaseSpC
Detect Animals or Plants
Detect Chaos/Evil/Good/Law
Detect IncarnumMoI
Detect Secret Doors
Detect Snares and Pits
Detect SnowFrost
Detect TaintHoH
Detect Undead
Detect VestigeToM
Disguise Self
Dispel WardSpC
DistractSpC
Distract AssailantSpC
Doom
Drug ResistanceBoVD
Ease of BreathFrost
Ebon EyesSpC
Ectoplasmic ArmorSpC
Endure Elements
Enrage AnimalSpC
ExorcismFCI
Extract DrugBoVD
Fortify Cold CreaturesFrost
Goodberry
Grave StrikeSpC
Grease
Healthful RestSpC
HeartacheBoVD
Hide from Undead
Hold Portal
Hypnotism
Identify
ImpedeCC
Impede Sun’s BrillianceSand
InciteSpC
Inflict Light Wounds
InhibitSpC
Instant SearchSpC
Invest Light ProtectionPHBII
IrongutsSpC
Karmic AuraCM
Locate WaterSand
Low-Light VisionSpC
Mage Armor
Magic Fang
Magic Weapon
Master’s TouchSpC
Obscuring Mist
Omen of PerilSpC
Parching TouchSand
Pass without Trace
Power Word FatigueRotD
Power Word PainRotD
Protection from Chaos/Evil/Good/Law
Protection from IncarnumMoI
Protection from TaintOA
Ray of Enfeeblement
Reaving AuraCM
Remove Fear
Remove ScentSpC
Resist Planar AlignmentSpC
ResurgenceSpC
RousePHBII
Rot of AgesDrM
Sacrificial SkillBoVD
Sanctuary
Secret SignsCA
Shield of Faith
Shivering Touch, LesserFrost
Shock and AweSpC
Silvered ClawsBoED
Sleep
Slow ConsumptionBoVD
Snow SightFrost
SorrowBoVD
Speak with Animals
Spell FlowerSpC
Spider HandBoVD
Spirit WormSpC
Spontaneous SearchSpC
StuporBoVD
Summon Desert Ally ISand
Summon Monster I
Summon Nature’s Ally I
Summon Undead ISpC
SunstrokeSand
Suspend DiseaseBoVD
Tongue of BaalzebulBoVD
Tongue TendrilsBoVD
TranceOA
True CastingCM
True Strike
UpdraftSpC
Vigilant SlumberCM
Vigor, LesserSpC
Vision of HeavenBoED
Wall of SmokeSpC
Waste StriderSand
Weapon BlessOA
WhelmPHBII
Wood WoseSpC

AddictionBoVD
Adept SpiritMoI
Aerial AlarmHoB
Aid
Aiming at the TargetSpC
Alarm, GreaterSpC
Align FangSpC
Align Weapon
Allied FootstepsCM
Alter Self
Animal Messenger
Animal SpiritMoI
Animal Trance
Animalistic PowerPHBII
ApparitionCA
Arcane Lock
Arcane TurmoilCM
Attentive AlarmCM
Augment TruefriendToM
Augury
Avoid Planar EffectsSpC
Balor NimbusSpC
Bear’s Endurance
BenedictionCC
Bewildering VisionsCC
Binding WindsSpC
Black Karma CursePHBII
BlackrotCM
Blade BrothersPHBII
Blindness/Deafness
Blood FrenzySpC
Blood SnowFrost
Body WardCC
Boiling BloodCM
BoneblastBoVD
BonefiddleSpC
Brumal StiffeningFrost
Bull’s Strength
Calm Emotions
Cat’s Grace
Channel the MishtaiMoI
Close WoundsSpC
Cloud of BewildermentSpC
Command Undead
Commune with Lesser SpiritOA
Conduit of LifeCC
Conjure Ice Beast II[sup]Frost[/sup
Consecrate
CountermoonSpC
Create SpringOA
Cure Moderate Wounds
Curse of Ill FortuneSpC
Curse of Impending BladesSpC
Dance of RuinBoVD
Dark WaySpC
DarkboltLoM
Darkness
Darkvision
Daze Monster
Death ArmorSpC
Death Knell
DecompositionSpC
DeflectPHBII
Delay Poison
DenounceFCII
Desecrate
DessicateSand
Detect Thoughts
Detect WeaponsCity
Discern ShapechangerSpC
Disguise UndeadSpC
Dispelling TouchPHBII
Divine InterdictionSpC
Divine ProtectionSpC
Eagle’s Splendor
EarthbindSpC
Ease PainBoED
ElationBoED
Easy TrailSpC
Embrace the WildSpC
Enthrall
Entice GiftSpC
Escalating EnfeeblementCM
(Estanna’s) StewBoED
EvergreenFrost
ExecrationCC
Extend TentaclesSpC
False Life
Find Traps
Fins to FeetSpC
Fly, SwiftSpC
Fog Cloud
Freedom of BreathSand
Fuse ArmsSpC
Gentle Repost
Ghoul Touch
Ghost Touch ArmorSpC
Ghost Touch WeaponSpC
(Graz’zt’s) Long GraspBoVD
Gust of Wind
Healing LorecallSpC
Healing StingSpC
Hold Animal
Hold Person
Horror of the Spoken NameToM
HydrateSand
Incarnum ArcMoI
Increase VirulencePHBII
Infernal WoundSpC
Inflict Moderate Wounds
Inky CloudSpC
Insight of Good FortunePHBII
Investiture of the Spined DevilFCII
Invisibility from SpiritsOA
Iron SilenceSpC
(Kelgore’s) Grave MistPHBII
Kiss of the ToadCA
Knock
Know MotivationOA
Know the ShadowsOA
Levitate
Life BoltSpC
Linked PerceptionPHBII
Listening LorecallSpC
Living UndeathSpC
Locate Object
Lore of the GodsCC
Lucky StreakCS
Malevolent MiasmaSpC
Mark of JudgmentPHBII
Mark of the OutcastSpC
Marked ObjectSpC
MasochismBoVD
Master’s TouchPHBII
(Melf’s) Acid Arrow
Metal FangCC
Mindless RageSpC
Misdirection
Obscure Object
One with the LandSpC
Portal AlarmSpC
Power Word SickenRotD
Primal HunterDrM
Protection from Arrows
Protection from CharmCA
Protection from Negative EnergySpC
Protection from Positive EnergySpC
Protection from SpiritsOA
Ray of SicknessSpC
Ray of WeaknessSpC
RebukeSpC
Reflective DisguiseSpC
Remove AddictionBoED
Remove Paralysis
Resist Energy
Resounding VoiceHoB
Restoration, Lesser
SadismBoVD
Sap StrengthBoVD
Scale WeakeningSpC
Scare
ScentSpC
Scintillating ScalesSpC
See Invisibility
Share HuskSpC
Share TalentsPHBII
Shatter
Shield Other
ShrivelingBoVD
Shroud of UndeathSpC
Silence
Slow ConsumptionBoVD
Soul BlightMoI
Soul WardCC
Soulmeld BlessingMoI
Spawn ScreenSpC
Spectral Hand
Spell Immunity, LesserSpC
Spider LegsBoVD
Spiritual Weapon
Spore FieldCS
Spores of the VrockBoVD
Spymaster’s CoinCS
StabilizeSpC
Status
Stay the HandPHBII
Stolen BreathSpC
Stone BonesSpC
Stretch WeaponPHBII
Summon Desert Ally IISand
Summon Monster II
Summon Nature’s Ally II
Summon Swarm
Summon Undead IISpC
Suppress MagicMoI
Sure StrikePHBII
(Tasha’s) Hideous Laughter
Tern’s PersistenceStorm
Thin AirFrost
Touch of Idiocy
Torrent of TearsCM
True Prayer of the FaithfulToM
TurbidityStorm
Undetectable Alignment
UnheavenedBoVD
Veil of ShadowSpC
VertigoPHBII
VestigewrackToM
Vine TripHoB
Vision of EntropyFCI
Wall of GloomSpC
WarningOA
Wave of GriefSpC
Whispering Wind
Wither LimpBoVD
Wracking TouchSpC
Yoke of MercyBoED
Zone of Truth


Adoration of the FrightfulDrM
AfflictionBoED
Aid, MassSpC
Air BreathingSpC
Align Fang, MassSpC
Align Weapon, MassSpC
Alter FortunePHBII
Amorphous FormSpC
Analyze PortalSpC
Animate Dead
Animate WeaponCM
Anticipate TeleportSpC
Arcane Sight
Arctic HazeFrost
Arms of PlentyLoM
Attune FormSpC
Awaken SinsSpC
Bane of the ArchrivalToM
Battlemagic PerceptionHoB
Bestow Curse
Black SandSand
BlacklightSpC
Blade of Pain and FearSpC
Blessed SightBoED
BlindsightSpC
Bone ChillFrost
BonebladeBoVD
Bothersome BabbleCM
Capricious ZephyrSpC
CastigateOA
Chain of EyesSpC
Channeled Divine ShieldPHBII
Circle DanceSpC
Circle of NauseaBoVD
Clairaudience/Clairvoyance
Claws of DarknessSpC
Cloak of BraverySpC
Clutch of OrcusBoVD
Conjure Ice Beast III[sup]Frost[/sup
Contagion
Contagious FogSpC
Control SandSand
Control Snow and IceFrost
Control TemperatureFrost
Corpse CandleSpC
Create Food and Water
Crown of the GravePHBII
Crown of MightPHBII
Crown of ProtectionPHBII
Cure Serious Wounds
Curse of Arrow AttractionPHBII
Curse of Impending Blades, MassSpC
Curse of the Putrid HuskBoVD
Deceptive FacadeCM
Deep Slumber
Deeper Darkness
Deeper DarkvisionSpC
Defile Snow and IceFrost
DehydrateSpC
Devil’s EgoFCII
Devil’s EyeFCII
Detect CurseOA
Detect ShipStorm
Diminish Plants
DisobedienceCS
Dispel Magic
Disrupt Undead, GreaterSpC
Divine RetaliationPHBII
Dolorous MotesBoED
Dominate Animal
Dread WordBoVD
Ectoplasmic FeedbackLM
ElationBoED
Enduring ScrutinyCM
Energy AegisPHBII
Energy VulnerabilityPHBII
(Evard’s) Menacing TentaclesPHBII
Evil EyeBoVD
Eyes of the ZombieBoVD
Favorable WindStorm
Ferocity of Sanguine RageDrM
Flesh RipperBoVD
Fly
Forest EyesCC
Forest VoiceCC
Ghost LanternCM
Guardian SpiritMoI
HaboobSand
Halt Undead
Healing TouchSpC
Heart’s EaseBoED
Heat LeechFrost
Helping Hand
Heroism
HesitatePHBII
Holy StormSpC
Incorporeal EnhancementSpC
Inevitable DefeatPHBII
Infestation of MaggotsSpC
Inflict Serious Wounds
Inspired AimBoED
Interplanar MessageSpC
Invest Moderate ProtectionPHBII
Investiture of the Bearded DevilFCII
Investiture of the Chain DevilFCII
Invisibility Purge
Jagged ToothSpC
JunglerazorSpC
Karmic BacklashCM
Keen Edge
Know OpponentSpC
Know VulnerabilitesSpC
Locate Object
Mage Armor, GreaterSpC
Mage Armor, MassSpC
Magic Circle against Chaos/Evil/Good/Law
Magic Circle against TaintOA
Magic Fang, Greater
Magic Vestment
Magic Weapon, Greater
Mantle of Evil/GoodSpC
Mask of the IdealCM
Mark of DoomPHBII
Mental StrengthOA
Mental WeaknessOA
Mesmerizing GlareSpC
Mind PoisonSpC
Miser’s EnvySpC
Nature’s BalanceSpC
Nauseating BreathSpC
Nondetection
Phantasmal StranglerCM
Phantom Steed
Plant Growth
Poison
Possess AnimalOA
Power Word DeafenRotD
Power Word MaladroitRotD
Power Word WeakenRotD
Prayer
Prickling TormentCM
Primal InstinctDrM
Protection from Energy
Protection from DessicationSand
Rage
Ray of Exhaustion
Reality BlindBoVD
RefreshmentBoED
Rejuvenative CorpseSpC
Remove Blindness/Deafness
Remove Curse
Remove Disease
Remove NauseaBoED
Resist Energy, MassSpC
Resist TaintHoH
Resurgence, MassSpC
Rusted BladeCM
SafetySpC
Shadow PhaseSpC
Shivering TouchFrost
Sign of SealingSpC
Skull WatchSpC
Slashing DarknessSpC
Soul BoonMoI
Soul of LightDrM
Soul of ShadowDrM
Soul of the WasteSand
Spark of LifeSpC
Speak with Dead
Speak with Plants
Spellcaster’s BaneCM
Spider PoisonSpC
Stinking Cloud
Storm MoteSand
SubstitutionOA
Suggestion
Summon Desert Ally IIISand
Summon Monster III
Summon Nature’s Ally III
Summon Undead IIISpC
Telepathic Bond, LesserSpC
Tenacious DispellingCM
Terra Cotta WarriorCA
Tongue SerpentsBoVD
Tongues
Undead LieutenantSpC
Undead TorchSpC
Undulant InnardsLoM
Unholy StormSpC
Unliving WeaponBoVD
UnluckSpC
Vampiric Touch
Vertigo FieldPHBII
VigorSpC
Vigor, Mass LesserSpC
Vile LanceBoVD
Vision of the Omniscient EyeDrM
Wall of IncarnumMoI
Wall of VerminCS
WarcryBoED
Water Breathing
Weather EyeSpC
Whispering SandSand
Wind Wall
WingblastDrM

Abyssal MightBoVD
Air Walk
Aligned AuraCC
Animate LegionHoB
Antiplant Shell
Arcane Eye
Assay Spell ResistanceSpC
BacklashSpC
BleaknessPHBII
Blight
Blindsight, GreaterSpC
Blood of the MartyrBoED
BloodstarSpC
Burning BloodSpC
CastigateSpC
Channeled Divine HealthPHBII
Charm Monster
Claws of the SavageBoVD
Command Plants
ConfoundCC
Confusion
Conjure Ice Beast IV[sup]Frost[/sup
Conjure Lesser Midnight ConstructMoI
Consumptive FieldSpC
Contagious TouchSpC
Contingent Energy ResistanceSpC
Control CurrentsStorm
Control Water
Corporeal InstabilitySpC
Corrupt SummonsBoVD
Create FetchCS
Creeping DarnessCA
Crown of VeilsPHBII
Crushing Despair
Cure Critical Wounds
Curse of the Elemental LordsDrM
Damning DarknessLoM
Dampen MagicCC
Death Ward
Delay DeathSpC
Desert DiversionSand
Detect Scrying
Dimensional Anchor
Dimension Door
Discern Lies
Dismissal
Dispelling ScreenSpC
Divination
Doom ScarabsPHBII
Dream SightOA
Early TwilightHoB
Elemental WardCA
Enervation
Essentia LockMoI
Eye of the HurricaneSpC
Fear
Finger of AgonyCM
ForcewardSpC
Freedom of Movement
Geas, Lesser
Giant Vermin
Glacial Globe of InvulnerabilityFrost
Globe of Invulnerability, Lesser
Grim RevengeBoVD
Healing SpiritPHBII
Heart RipperCA
Hell’s PowerBoVD
Holy Transformation, LesserSpC
Horrid SicknessCM
Identify TransgressorBoVD
Infernal Transformation, LesserSpC
Inflict Critical Wounds
Investiture of the AmnizuFCII
Investiture of the ErinyesFCII
Investiture of the Harvester DevilFCII
Investiture of the Steel DevilFCII
Iron BonesSpC
LanguorSpC
Life WardSpC
Locate Creature
Liquid PainBoVD
Magic Fang, SuperiorSpC
Make ManifestSpC
Miasma of EntropySpC
MindfrostFrost
Mirror SendingBoVD
Moral FacadeCC
Mystic AegisPHBII
Mystic SurgePHBII
Negative Energy AuraSpC
Neutralize Poison
Open Least ChakraMoI
(Otiluke’s) Suppressing FieldCM
PanaceaSpC
PainCA
Phantasmal Killer
Planar ToleranceSpC
Poison
Polymorph
Portal Alarm, ImprovedSpC
Positive Energy AuraSpC
Power Word DistractRotD
Primal SensesDrM
Profane ItemCC
Pronouncement of FateHoH
Psychic PoisonBoVD
Ray DeflectionSpC
Ray of DeanimationSpC
ReanimateOA
Rebuke, GreaterSpC
Rebuking BreathSpC
RecitationSpC
Reincarnate
Remove FatigueBoED
Rend EssentiaMoI
Repel Vermin
Resistance, GreaterSpC
Restoration
RevenanceSpC
Sacred ItemCC
Scrying
Searing ExposureSand
Seed of LifeCC
Seed of UndeathCM
Sending
Sheltered VitalitySpC
Shield of Faith, MassSpC
Siren’s CallStorm
Slashing DispelPHBII
Spell Immunity
Spell VulnerabilitySpC
Spirit Binding, LesserCA
Spiritual AdvisorCC
Status, GreaterBoED
Stifle SpellPHBII
Stoneskin
Stop HeartBoVD
Summon Desert Ally IVSand
Summon Monster IV
Summon Nature’s Ally IV
Summon Pest SwarmCity
Summon Undead IVSpC
SustainBoED
ThalassemiaStorm
Tormenting ThirstSand
Touch of the Blackened SoulDrM
Touch of YearsCM
Trance of the Verdant DomainDrM
Treasure ScentSpC
TrollshapePHBII
True Prayer of the ChosenToM
Unbind ChakraMoI
Undead Bane WeaponSpC
Unshape SoulmeldMoI
Valiant SpiritMoI
(Vecna’s) Malevolent WhisperCM
Wake TrailerStorm
Wall of BonesCA
Wall of Evil/GoodSpC
Warp TruenameToM
Water to PoisonCA
Whelm, MassPHBII
WitherSand
WrackSpC


AdviceOA
Anticold SphereFrost
Atonement
Awaken
Baleful Polymorph
Blackwater TentacleStorm
Bewildering MischanceCC
BleedCC
Blood CreepersPHBII
BlizzardFrost
Blood of FireOA
Boreal WindFrost
Break Enchantment
Call AvalancheFrost
Call Dretch HordeBoVD
Call Lemure HordeBoVD
Channeled LifetheftCM
Charnel FireBoVD
Choking SandsSand
Cloudkill
Command, Greater
Commune with Greater SpiritCA
Commune with Nature
CondemnationPHBII
Conjure Ice Beast V[sup]Frost[/sup
Contact Other Plane
Contagion, MassSpC
Control Winds
Crawling DarknessSpC
Crown of FlameBoED
Cryptwarden’s GraspCM
Cure Light Wounds, Mass
Curse of Ill Fortune, MassSpC
Dance of BladesPHBII
Dance of the UnicornSpC
Darts of LifeCC
Death ThroesSpC
Desiccate, MassSand
Dire HungerSpC
Dispel ColdFrost
Dispel FireFrost
Dispel TaintOA
Dispel WaterSand
Dispelling BreathSpC
Disrupting Weapon
Dominate Person
DoomtideSpC
Door of DecayCC
Dream
DuelwardSpC
Echo SkullSpC
Energetic HealingBoED
Etherealness, SwiftPHBII
Extract GiftFCI
False SendingBoVD
False Vision
Feeblemind
Fever DreamCM
Field of ResistancePHBII
Fire in the BlodHoH
Flaywind BurstSand
FlowsightStorm
Friend to FoePHBII
Gelid BloodFrost
GraymantleSpC
Hallow
Haunt ShiftLM
Healing CircleCC
HeartclutchBoVD
HibernateFrost
Hold Monster
Imprison PossessorBoVD
Incarnum WeaponMoI
Incite RiotPHBII
Incorporeal NovaSpC
InomitabilitySpC
Inflict Light Wounds, Mass
Insect Plague
Invest Heavy ProtectionPHBII
Investiture of the NarzugonFCII
Investiture of the OrthonFCII
Ironguard, LesserSpC
Life’s GraceSpC
Magic ConvalescencePHBII
Mana FluxPHBII
Mark of Justice
Mark of SinCC
Mind Fog
Morality UndoneFCI
MummifySand
Nightmare
Night’s CaressSpC
Oath of BloodHoH
Overland Flight
Passwall
Planar Binding, Lesser
PossessOA
Power Word DisableRotD
Prying Eyes
Raise Dead
(Rary’s) Telepathic Bond
Reciprocal GyreSpC
RefusalSpC
Rejuvenating CocoonSpC
Renewed VigorPHBII
Resonating ResistanceBoVD
RevivifySpC
Sacred GuardianBoED
Sanctuary, MassSpC
Sanguine Fusion (see below)
Scry on LocationCS
Seeming
Slay Living
Sleep MoteSand
Soul ShacklesBoVD
Spell Resistance
Spell TheftCS
Spirit SelfCA
SpiritwallSpC
Spurn the SupernaturalToM
Stalwart PactSpC
Status, GreaterHoB
Stoneskin
Subvert Planar EssenceSpC
Summon Desert Ally VSand
Summon Monster V
Summon Nature’s Ally V
Summon Undead VSpC
Summoning WindOA
Surge of FortuneCC
Telepathy BlockBoED
Teleport
Terra Cotta LionCA
Touch of VecnaCM
Transformation of the DeepsStorm
True Seeing
Undying Vigor of the DragonlordsDrM
Unhallow
Unicorn BloodCM
Vanishing WeaponBoED
Vigor, GreaterSpC
VulnerabilitySpC
Wall of Dispel MagicSpC
Wall of LimbsSpC
Wall of OozeBoVD
Waves of Fatigue
Wood RotCA
Zone of RespiteSpC
Zone of RevelationSpC

Adept Spirit, MassMoI
Algid EnhancementFrost
Analyze Dweomer
Animal Spirit, MassMoI
Animate Objects
Animate SnowSpC
Anticipate Teleportation, GreaterSpC
Antilife Shell
Antimagic Field
Arcane SpellsurgeDrM
Ashen UnionSand
Aura of TerrorSpC
Awaken SandSand
Banishment
Barghest’s FeastSpC
Bear’s Endurance, Mass
Blackwater TaintStorm
Blood SiroccoSpC
Bull’s Strength, Mass
Call Twilight DefenderDrM
Cat’s Grace, Mass
Celestial BloodBoED
Channel the Mishtai, GreaterMoI
Chasing PerfectionPHBII
Circle of Death
Cloak of HateHoH
Cloud of the AcheraiBoVD
Conjure Ice Beast VI[sup]Frost[/sup
Conjure Midnight ConstructMoI
Consecrate BattlefieldHoB
Contingency
Create Undead
Cure Moderate Wounds, Mass
Death HailFrost
Desecrate BattlefieldHoB
Dispel Magic, Greater
Eagle’s Splendor, Mass
Ectoplasmic EnhancementBoVD
Endless SlumberCM
Energy ImmunitySpC
Extract Water ElementalSpC
Eyebite
Eyes of the OracleDrM
Fiendish QuickeningBoVD
Find the Path
FleshshiverSpC
Forbiddance
Force ShapechangeOA
Geas/Quest
Ghost TrapSpC
Ghoul GauntletSpC
Globe of Invulnerability
Harm
Heal
HeartfreezeFrost
Heroes’ Feast
Heroism, Greater
Hidden TruenameToM
Hide the PathSpC
Incarnum VigorMoI
Inflict Moderate Wounds, Mass
Imperious GlareSpC
Impotent PossesorBoVD
Interplanar Telepathic BondSpC
Investiture of the Barbed DevilFCII
Investiture of the MalebrancheFCII
Ironwood
Karmic RetributionCM
Kiss of Draconic DefianceDrM
Legend Lore
Liveoak
Make Manifest, MassSpC
Ooze PuppetSpC
Opalescent GlareSpC
OverwhelmPHBII
Phantasmal DisorientationSpC
Power Word NauseateRotD
PoxLoM
Primal SpeedDrM
Probe ThoughtsSpC
Ray of EntropySpC
RejectionSpC
Repulsion
Resistance, SuperiorSpC
Revive OutsiderSpC
Revive UndeadSpC
SandstormSand
Snare Astral TravelerBoVD
Spectral TouchSpC
Spider PlagueSpC
Spirit AllyOA
Spirit BindingCA
Spirit NeedleCA
Steal SummoningCM
Stone Tell
StormwalkStorm
Suggestion, Mass
Summon Greater ElementalSpC
Summon Desert Ally VISand
Summon Monster VI
Summon Nature’s Ally VI
Thousand NeedlesBoVD
Touch of AdamantineBoED
TransfixCA
Transport via Plants
Undead to Death
Veil
Vengeance HaloBoED
Vigorous CircleSpC
VulnerabilityOA
Wages of SinBoED
Waves of ColdFrost
Weight of SinCC
Wooden BlightCC
Word of Recall
Wrathful DoomMoI


Animalistic Power, MassPHBII
Animate BreathSpC
Animate Plants
Animate Siege WeaponHoB
Antimagic RaySpC
Arcane Sight, Greater
Aura of VitalitySpC
AvasculateSpC
Awaken UndeadSpC
Bastion of GoodBoED
Bestow Curse, GreaterSpC
Blasphemy
Blood to WaterSpC
Body Outside BodyCA
Brain SpiderSpC
Conjure Ice Beast VII[sup]Frost[/sup
Consumptive Field, GreaterSpC
Control Undead
Control Weather
Creeping Doom
Cure Serious Wounds, Mass
Destruction
Dictum
Dispelling Screen, GreaterSpC
Energy AbsorptionCM
Energy EbbSpC
Ethereal Jaunt
Evil GlareSpC
Fiendish ClarityFCI
Finger of Death
Fortunate FateSpC
Glacial Ward, GreaterFrost
Guardian Spirit, MassMoI
Harm, GreaterHoH
Hiss of SleepSpC
Hold Person, Mass
Holy TransformationSpC
Holy Word
Incarnum BladestormMoI
Infernal TransformationSpC
Inflict Serious Wounds, Mass
Insanity
Investiture of the Ice DevilFCII
IronguardSpC
Kiss of the VampireSpC
Limited Wish
Necrotic CurseCM
Open Lesser ChakraMoI
Pact of ReturnHoH
PestilenceBoVD
Planar BubbleSpC
PlaguePHBII
Plane Shift
Power Word Blind
Pulse of HatePHBII
Ravenous DarknessCC
Rebuke, FinalSpC
Regenerate
Renewal PactSpC
Repulsion
Restoration, Greater
Restoration, MassSpC
Resurrection
Retributive EnervationCM
Righteous BurstPHBII
Righteous GlareBoED
Scrying, Greater
Seed of Undeath, GreaterCM
Sequester
Shield of the ArchonsBoED
Simulacrum
SolipsismSpC
Spell Resistance, MassSpC
Spell Turning
Soul LinkFCI
Storm of Elemental FurySpC
Summon Desert Ally VIISand
Summon Monster VII
Summon Nature’s Ally VII
Sword of DarknessSpC
Teleport, Greater
Teleport Object
TransfixSpC
Truename BindingToM
Vision
Wall of EyesBoVD
Waves of Exhaustion
White OutFrost
Withering PalmSpC
Word of BalanceSpC
Word of Chaos
Words of the KamiOA
Wretched BlightBoVD

Abyssal FrenzyFCI
Animal Shapes
Antipathy
Avascular MassSpC
Awaken, MassSpC
BefoulLoM
BlackfireSpC
Bodak BirthBoVD
Bodak’s GlareSpC
Brain SpiderLoM
Chain DispelPHBII
Charm Monster, Mass
Clone
CompelOA
Conjure Greater Midnight ConstructMoI
Conjure Ice Beast VIII[sup]Frost[/sup
Control Plants
Create Greater Undead
Cure Critical Wounds, Mass
Death PactSpC
Death Ward, MassSpC
Demand
Dimensional Lock
Discern Location
Embrace the Dark ChaosFCI
Expunge the SupernaturalToM
Familial GeasHoH
FimbulwinterFrost
Finding the CenterSpC
FlensingSpC
GhostformSpC
GutwrenchBoVD
Heat DrainSpC
Heart of StoneSpC
Horrid Wilting
Inflict Critical Wounds, Mass
Investiture of the Horned DevilFCII
Last JudgmentBoED
Maddening WhispersSpC
Mind of the LabyrinthDrM
Mindblank
Moment of Prescience
Mysterious RedirectionCM
(Otto’s) Irresistible Dance
Phantom WolfSpC
Plane Shift, GreaterSpC
Power Word PetrifyRotD
Power Word Stun
Prying Eyes, Greater
Red TideStorm
Ritual of RenamingToM
Sanguine Fusion, Greater (new; arcane fusion but sanguine)
Screen
Skeletal GuardSpC
Soulbanned ZoneMoI
Soul’s Treasure LostBoVD
Spell Immunity, Greater
Spirit Ally, GreaterOA
Spirit Binding, GreaterCA
Spread of ContentmentBoED
StormrageSpC
Summon Desert Ally VIIISand
Summon Monster VIII
Summon Nature’s Ally VIII
SurelifeOA
Steal LifeBoVD
Sympathy
Temporal Stasis
Touch of the GravebornCM
Trap the Soul
True BanishmentToM
Truename DispelToM
Unyielding Form of Inevitable DeathCM
Valiant Spirit, MassMoI
Veil of UndeathSpC
Visions of the FuturePHBII
Wall of Greater Dispel MagicSpC
Wrathful CastigationSpC


AbsorptionSpC
Abyssal ArmySpC
Abyssal RiftFCI
Astral Projection
Awaken ConstructSpC
Black Blade of DisasterSpC
Conjure Ice Beast IX[sup]Frost[/sup
DespoilLoM
DetonatePHBII
Dominate Monster
Effulgent EpurationSpC
End of StrifeBoED
Energy Drain
Enervating BreathSpC
Etherealness
Eye of PowerSpC
Foresight
Freedom
Gate
GenesisELH
Heal, Mass
Heavenly HostSpC
Hellish HordeSpC
HindsightSpC
Hold Monster, Mass
Implosion
Imprison SoulHoH
Imprisonment
Investiture of the Hellfire EngineFCII
Investiture of the Pit FiendFCII
Invoke MagicLoM
Mantle of the Fiery SpiritSand
MindrapeBoVD
(Mordenkainen’s) Disjunction
Open Greater ChakraMoI
Phantom BearSpC
Plague of UndeadSpC
Planar NavigationStorm
Power Word Kill
Programmed AmnesiaSpC
Reaving DispelSpC
Righteous ExileFCII
Shambler
Shapechange
Soul Bind
Soulmeld DisjunctionMoI
Spread of SavageryBoVD
Sublime RevelryBoED
Summon Desert Ally IXSand
Summon Elemental MonolithSpC
Summon Monster IX
Summon Nature’s Ally IX
Teleportation Circle
Transcend MortalityCM
True Resurrection
Truename Binding, GreaterToM
UnbindingSpC
Undeath’s Eternal FoeSpC
UnnameToM
UtterdarkLoM
Vile DeathSpC
Wail of the Banshee
Weird
Were-DoomBoVD
Wish
Word of GenesisToM

Zaydos
2016-01-01, 05:28 PM
Feats

Anemia Feats

[Anemia] feats are feats which have power which increase the more Constution burn, damage, or drain the possessor is currently suffering.

Blood Feats

feats are feats that are fueled by Blood Points and give a character a Blood Pool (as described above).

[B]
The Feats Themselves

Anemic Battle Prowess [Anemia]
As your health is stripped away, and death hangs low over your brow, your mind focuses on the flow of battle in a desperate effort to survive.
Prerequisites: +2 Base Fortitude save, BAB +3.
Benefit: You gain a +1 bonus on attack rolls and damage per 4 points of Constitution burn, damage, and drain you are currently suffering. If you have Weapon Focus in the weapon used this increases to +1 per 3 points, and if you have Weapon Specialization in the weapon it increases to +1 per 2.

Anemic Power [Anemia]
As your health drains away your magic grows ever stronger.
Prerequisites: Caster level 3+, +5 Base Fortitude save.
Benefit: You gain a +1 bonus to non-sanguine spellcasting caster level per 6 points of Constitution burn, damage, and drain you suffer, and a +1 bonus to sanguine spellcasting caster level per 8 points you suffer.

Anemic Strength [Anemia]
As your health is stripped away, your adrenaline pumps through you increasing your strength.
Prerequisites: +2 Base Fortitude save.
Benefit: You gain a +1 bonus on Strength checks and Strength based skill checks per 3 points of Constitution burn, damage, and drain you are currently suffering. In addition your Strength for the purposes of carrying capacity is considered to be increased by 1/2 the amount of Constitution burn, damage, and drain you are currently suffering.

Anemic Talent [Anemia]
Your talents rise out from the depths when your life force grows weakened.
Prerequisites: +2 Base Fortitude save, at least 5 ranks in each of 10 different skills.
Benefit: You gain a +1 competence bonus to skill checks per 5 points of Constitution burn, damage, and drain you are currently suffering, up to a bonus of 1/2 the number of ranks you possess in that skill. If you possess Skill Focus in a skill the bonus for that skill is increased to +1 per 3 points of Constitution burn.

Anemic Toughness [Anemia]
You lose less health to the ravages of your body than most.
Prerequisites: +2 Base Fortitude save.
Benefit: You gain +1 hp per character level for every 3 points of Constitution burn, damage, and drain you are currently suffering.

Anemic Will [Anemia]
As your heart blood slows, your mind grows more focused and sharpened on its tasks.
Prerequisites: +2 Base Fortitude save.
Benefit: You gain a +1 bonus on Will save per 4 points of Constitution burn, damage, and drain you are currently suffering. If you have Iron Will this increases to +1 per 2 points of Constitution burn.

Anointed in Second Blood [General]
You have studied fragments of another path of Sanguine Magic, dabbling in its arts.
Prerequisites: Patron's Power III.
Benefits: Select a Patron's Power I from a path other than that you selected at 1st level. You gain that Patron's Power. If you have a Patron's Power IV you may select a Patron's Power II, if you have a Patron's Power V you may select a Patron's Power III, if you have a Patron's Power VI you may select a Patron's Power IV.
Special: You may take this feat multiple times you must select a different power each time.

Blood Rejection [Blood]
By channeling the vital essence drawn from creatures' blood you bolster you own bloods' resistance to diseases and toxins.
Prerequisites: Heal 4 ranks.
Benefit: As an immediate action you may spend Blood Points up to twice your character level to gain a Resistance bonus to saving throws against disease and poison for 1 round.

Connoisseur of Blood [General]
You are able to identify a creature from the taste of its blood, sensing its species at a taste.
Prerequisites: Blood Pool, Knowledge (any) 4 ranks.
Benefit: By tasting the blood of a creature you can identify its type and species.

Death's Harvest [Blood, Vile]
When you kill a creature you absorb their life force into yourself, storing it as Blood Points.
Benefit: Whenever you kill a creature you gain Blood Points equal to its Hit Dice. You may still absorb Blood Points from the dead creature's blood as usual.

Follow Blood [Blood]
By tasting a creature's blood you can sense its distance and direction from you, following it with a preternatural sense.
Prerequisites: Survival 6 ranks.
Benefit: By tasting the blood of a creature and spending 3 Blood Points you create a link between you and it. You can sense the general direction to the creature as long as they are within 1 mile per character level squared. If you are within 100 ft per character level squared then you can sense the creature's exact distance and location within 1 square per 50 ft (rounded up) away from you it is. This link lasts for 1 minute before it dissolves, you may spend 3 Blood Points as a free action to extend the duration of the link by 1 minute.

Reclaim Spell's Blood [Blood]
When you cast a sanguine spell and it is resisted you are able to reclaim some of the vital energy spent to work it back once more into your body. It loses a certain potency, however, as it is recollected.
Prerequisites: Ability to cast Sanguine Spells.
Benefit: When you cast a Sanguine Spell and all targets of the spell successfully save against it you gain Blood Points equal to its spell level. In addition you may expend a use of a Sanguine Spell (paying the Constitution burn as normal, or sacrificing the free use) to gain Blood Points equal to its spell level.

Sanguine Counter Spell [Blood]
You are able to use the vital energy within you to attempt to counter and disrupt magic.
Prerequisites: Ability to cast Greater Dispel Magic, ability to cast Sanguine Spells
Benefit: As an immediate action you may attempt to counter a spell or spell-like ability as if you had cast Greater Dispel Magic to do so. To do so you must expend a number of blood points based on its level as shown on the table below, if you are uncertain of its level you must choose an amount to pay and, if it is insufficient, your attempt automatically fails. Your bonus to the dispel check made as part of this effect is equal to your character level.
Spell LevelBlood Points
01
14
29
316
425
536
649
764
881
9100
10121
11144

Second Heart [Blood]
You have a second, smaller, reservoir of sanguine energy into which you may store Blood Points.
Prerequisites: You must possess a Blood Pool.
Benefit: You may store Blood Points equal to 5 times your Character Level instead of 4 times your Character Level.

Transfer Blood [Blood]
You are able to grant the vital power that you have absorbed from others to an ally.
Prerequisites: Constitution 13+.
Benefit: As a standard action you may transfer any number of Blood Points you possess to the Blood Pool of a willing creature that you are touching.

Vital Resistance [Blood]
By channeling the vital essence drawn from creatures' blood you bolster you own bloods' resistance to diseases and toxins.
Prerequisites: Heal 8 ranks.
Benefit: As an immediate action you may spend Blood Points to gain a Resistance bonus to your next saving throw equal to 1/4th the number of Blood Points spent.

Voice of Blood [Blood]
You are able to lace your voice with the powers of blood and its sanguine mysteries.
Prerequisites: Cha 13+, Bluff, Diplomacy, or Intimidate 4 ranks and 2 ranks in each of the other two.
Benefit: By expending 3 Blood Points as a swift action you may grant yourself a +2 competence bonus to Bluff, Diplomacy, and Intimidate checks for 1 minute. By spending 8 Blood Points instead you can increase this bonus to +3. By expending 15 you can increase it to +4. By expending 25 you can increase it to +5. By expending 40 points you can increase it to +6. By expending 60 points you can increase it to +6. By expending 90 points you can increase it to +8.