OttoVonBigby
2016-10-08, 08:57 AM
Any feedback is welcome, but particularly, I'm wondering what tier this would be considered to be. My system is mainly 3.5 with a few PF-ish touches, as you'll see.
In my setting I don't allow beguilers; arcane is overrepresented, and I like all my classes to have some archetypal reality, be it history- or genre-based, and beguiler lacks that IMO. I also felt that "stealthy arcane" was adequately represented, but the closest thing to "stealthy divine" was the (eyeroll) ranger. I found StoryKeeper's Blood Priest class (http://www.giantitp.com/forums/showthread.php?98925-The-Blood-Priest-(PrC)-PEACH) and I liked the fluff, but wanted to go a different route mechanically. (I also borrowed a couple of idea from Justdamohr's Savage Priest class (http://www.giantitp.com/forums/showthread.php?58450-Savage-Priests-A-Stealth-Based-Spell-Caster-Class), and you will notice a couple of beguiler and PF inquisitor class features.) As I see it, this is not as strong as cleric or druid, but not vastly weaker either. I expect it would be a bit reminiscent of the dread necromancer in play style (minus the minionmancy, of course), or maybe the PF Witch.
In the age before mortality, wars were brutal and unending. The immortal ancestors of elf-kin nurtured undying enmities, plotted unending revenge schemes…and pursued ever more desperate means of attaining a strategic advantage. In this time before wizardry and organized religion, the power of nature dominated—and a form of magic that channeled that power through living blood emerged. This blood-fueled spellcasting, rejected by civilized peoples and forbidden by druidic orders, could have faded into the mists of history—but for the enduring principle of wanton savagery.
These ancient, forbidden energies still linger in all creatures, and the bloodpriest can tap their power. Many of the world's more unsavory mages (or would-be mages) employ blood as part of their rituals, but only the bloodpriest understands blood's inherent power. Their art is so widely considered taboo that they learn secrecy and subterfuge as a way of life.
THE BLOODPRIEST
https://s-media-cache-ak0.pinimg.com/236x/49/f0/cd/49f0cd3b05f9bbecde4ebfbc0b4d35e6.jpg
Lvl
BAB
Fort
Ref
Will
Special
0
1
2
3
4
5
6
1st
+0
+2
+0
+2
Bloodpriest somatics, Track
3
2nd
+1
+3
+0
+3
Cloaked casting (+1 DC), surprise casting
4
0+d
3rd
+2
+3
+1
+3
Blood control, cunning initiative
4
1+d
4th
+3
+4
+1
+4
Bloodletting, iron stomach, scent
5
2+d
0+d
5th
+3
+4
+1
+4
Heartsense, pure blood, trackless step
5
3+d
1+d
6th
+4
+5
+2
+5
Surprise casting (move action), transfusion, uncanny dodge
5
3+d
2+d
7th
+5
+5
+2
+5
Bloodletting (swift anoint), camouflage, poisonous blood
6
3+d
2+d
0+d
8th
+6/+1
+6
+2
+6
Arterial spray, cloaked casting (+2 to overcome SR)
6
3+d
3+d
1+d
9th
+6/+1
+6
+3
+6
Blood shaman, improved uncanny dodge, transfusion +2
6
3+d
3+d
2+d
10th
+7/+2
+7
+3
+7
Bloodbathe, keen scent, mettle
6
3+d
3+d
2+d
0+d
11th
+8/+3
+7
+3
+7
Arterial spray (range +10'), ocular spray
6
3+d
3+d
3+d
1+d
12th
+9/+4
+8
+4
+8
Bloodbathe (inhaled & immunities), transfusion +2
6
3+d
3+d
3+d
2+d
13th
+9/+4
+8
+4
+8
Hide in plain sight, reflex bleeding
6
3+d
3+d
3+d
2+d
0+d
14th
+10/+5
+9
+4
+9
Arterial spray (range +10'), bloodbathe (acid & cold resist, disease immunity), cloaked casting (+2 DC)
6
3+d
3+d
3+d
3+d
1+d
15th
+11/+6/+1
+9
+5
+9
Bloodletting (immediate anoint), transfusion +2
6
4+d
3+d
3+d
3+d
2+d
16th
+12/+7/+2
+10
+5
+10
6
4+d
4+d
3+d
3+d
2+d
0+d
17th
+12/+7/+2
+10
+5
+10
Arterial spray (range +10'), bloodbathe (true seeing & immunities)
6
4+d
4+d
4+d
3+d
3+d
1+d
18th
+13/+8/+3
+11
+6
+11
Transfusion +2
6
4+d
4+d
4+d
4+d
3+d
2+d
19th
+14/+9/+4
+11
+6
+11
Bloodbathe (immunities)
6
4+d
4+d
4+d
4+d
4+d
3+d
20th
+15/+10/+5
+12
+6
+12
Bloodbathe (double duration, save bonus), cloaked casting (overcomes SR)
6
4+d
4+d
4+d
4+d
4+d
4+d
Abilities: Wisdom determines how powerful a spell a bloodpriest can cast, how many spells she can cast per day, and how hard those spells are to resist. Constitution not only helps bloodpriests in terms of survivability, but several of their blood-related class abilities (such as poisonous blood) are made more potent by a high Constitution modifier. Since many of their class abilities involve combat, a good Strength or Dexterity score is helpful, and they should not have poor Intelligence scores due to their need for wilderness skills.
Ideal Races: Savage races, such as orcs and goblinoids, are among the likeliest to learn the bloodpriest's arts. Ogre magi in particular make formidable bloodpriests. In some such communities, bloodpriests are respected and/or feared as powerful mystics; some of their spells make them effective enforcers of orthodoxy. In other savage communities, they are virtual outcasts, grudgingly permitted to accompany parties of warriors on hunts. Thus, many savage bloodpriests wear elaborate masks or otherwise conceal their identities from their fellows. Bloodpriests have roles of prominence in kopru, lhosk, and nezumi communities.
Some wood elves also embrace the ancient and savage to such an extent that they might become bloodpriests. Naturally, vampires of any sort find the bloodpriest style of spellcasting well-suited to their proclivities.
Inappropriate Races: Gnome and halfling bloodpriests are rare, and would be considered aberrant in their communities.
Origins: Bloodpriests are usually trained in the ancient mysteries by elder members of a cult or tribal order. That being said, the magic that bloodpriests call upon originates from shed blood itself, not from the elaborate dances or scrawled patterns commonly employed by bloodpriests; this means that a rare few bloodpriests are self-trained, having experimented with bloodcasting in the hope of unleashing bloodpriest magic.
Alignment: Bloodpriests tend toward chaos and evil, though many are nonevil and some are lawful. Even in the uncivilized lands from which they originate, bloodpriests tend to have a grim reputation. Good bloodpriests are unlikely outside of communities where they are the sole spiritual leaders (for instance, in the most backward human tribes of the north, where the scarcity of game contributes to the locals' sense of blood as a truly holy substance).
Hit Die: d6.
Class Skills: Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Bloodpriests are proficient with all simple weapons, plus the kukri, scimitar, shortbow, and composite shortbow. Aquatic bloodpriests are also proficient with the trident. Bloodpriests are proficient with light and medium armor, but not with shields.
Spells: Bloodpriest spells are cast as divine spells; their spell list contains mainly divine spells (selected from the cleric, druid, and ranger spell lists), plus a small number of arcane spells. Their spell list is heavy on divination and necromancy, and low on illusion and summoning. See below for the bloodpriest's spell list. To cast a spell, a bloodpriest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bloodpriest's spell is 10 + the spell level + the bloodpriest's Wisdom modifier.
Like other spellcasters, a bloodpriest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells per day if she has a high Wisdom score.
A bloodpriest prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A bloodpriest may prepare and cast any spell on the bloodpriest spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Domain and Domain Spells: A bloodpriest's philosophies and/or beliefs influence her alignment, what magic she can perform, her values, and how others see her. However, bloodpriests are less reliant on faith (and especially deities or other forces larger than themselves), gaining their divine power from a more immediate, if objectively less cosmically powerful, source: their own blood. A bloodpriest chooses one domain to represent her spiritual inclinations and abilities. A bloodpriest can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.
A bloodpriest's domain gives her access to a domain spell at each spell level she can cast, from 1st on up, as well as a granted power. If a domain spell is not on the bloodpriest spell list, a bloodpriest can prepare it only in her domain spell slot.
I am very much sold on them having a domain. (I don't like that such a huge mechanic in 3.5 is exclusive to clerics and a few PrCs.) Also, I permit the Retraining variant rule from PHB2, so a bloodpriest could retrain their domain, with DM approval.
Chaotic, Evil, Good, and Lawful Spells: A bloodpriest can't cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bloodcasting: A bloodpriest can only cast bloodpriest spells when at least one of her palms is coated in freshly-shed blood. Freshly-shed blood in contact with her person is considered to be her divine focus for the purposes of spells that require one. For the purposes of bloodpriest abilities, freshly-shed blood is that which has been exposed to air for up to four minutes, unless it has been collected in a large tub or similar container. Most bloodpriests keep a sharp eye out for mice, rats, and other small creatures to power their bloodcasting, preferring not to rely completely on their own blood (or that of allies). However, some bloodpriests use leeches to facilitate more efficient bloodcasting. Blood does not replace material components for bloodpriest spells, even inexpensive material components.
One hit point of damage is sufficient to enable bloodcasting. A bloodpriest can bleed herself as a free action, or an adjacent ally as a move action, for 1 point of damage. A bloodpriest need not be armed in either case, provided that she has teeth or fingernails.
Bloodpriest Somatics: Because their source of magic predates even language, bloodpriests often require a mere gesture to cast spells. A bloodpriest gains Silent Spell as a bonus feat at 1st level, but a bloodpriest's silent spell does not use up a spell slot one level higher than the spell's actual level. The bloodpriest may only apply this feat to her bloodpriest spells.
Bloodhound (Ex): Bloodpriests attune their senses for the sake of hunting. At first level, they gain Track as a bonus feat.
Cloaked Casting (Ex): Starting at 2nd level, a bloodpriest's spells become more effective when cast against an unwary foe. A bloodpriest gains a +1 bonus to the spell's save DC when she casts a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
At 8th level, a bloodpriest gains a +2 bonus on rolls made to overcome the spell resistance of any affected target. At 14th level, the bonus to the spell's save DC increases to +2. At 20th level, a bloodpriest becomes able to automatically overcome the spell resistance of any affected target.
This ability can apply to spells a bloodpriest can cast by virtue of levels in another spellcasting class, not only to bloodpriest spells.
Surprise Casting (Ex): Starting at 2nd level, when a bloodpriest successfully uses the Bluff skill to feint in combat, her target is denied its Dexterity bonus (if it has one) to AC for the next melee attack she makes against it or the next spell she casts. She must remain in melee with the target, and the attack must be made or the spell cast on or before the bloodpriest's next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against the bloodpriest if she does not cast defensively.
At 6th level, a bloodpriest gains the ability to feint in combat as a move action instead of a standard action. If she has the Improved Feint feat, she can now feint in combat as a swift action.
This ability can apply to spells a bloodpriest can cast by virtue of levels in another spellcasting class, not only to bloodpriest spells.
Blood Control (Su): Bloodpriests learn to divert the flow of their own blood to a limited degree, allowing them to ignore damage and heal faster. At level 3, a bloodpriest gains damage reduction of 1 + Wis modifier/- (minimum DR of 1; maximum DR of half the bloodpriest's class level, rounded down). Blood control only functions while the bloodpriest is conscious, but it requires no action.
Cunning Initiative (Ex): At 3rd level, a bloodpriest adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Bloodletting (Su): A bloodpriest's mystical connection to blood allows her to learn to draw blood from opponents. Any weapon wielded by a bloodpriest of 4th level deals 1 point of bleed damage per 4 bloodpriest class levels when it hits a creature. Ranged weapons wielded by the bloodpriest bestow the bleed damage on their projectiles. Multiple hits increase the bleed damage (but the bloodletting effect stacks with itself only, not with other bleed effects.) Bleeding creatures take the bleed damage at the start of their turns, and damage reduction does not apply against this bleed damage. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage (so, for example, stabilize does not end the bleed damage, but the vigor spells do). A critical hit does not multiply the bleed damage. Creatures immune to critical hits, and creatures without blood or a similar circulatory substance, are immune to the bleed damage dealt by this weapon.
At 7th level, a bloodpriest can anoint an ally's weapon (within the bloodpriest's reach) with her own blood as a swift action to grant her bloodletting ability to that weapon for its next attack. After the anointed weapon scores a hit, it loses the bloodletting ability until the bloodpriest anoints it again. At 15th level, anointing becomes an immediate action for the bloodpriest.
Iron Stomach (Ex): At 4th level, a bloodpriest gains immunity to the nauseated and sickened conditions.
True Bloodhound (Ex): Bloodpriests gain the Scent special quality (see page 314 of the Monster Manual) at 4th level.
Heartsense (Su): A bloodpriest's blood speaks to the blood of others, giving her insight into their hearts. Beginning at 5th level, a bloodpriest functions at all times, even when unconscious, as if under the effects of a detect attitude spell (Dragon #323, pg. 70), except that she can only detect the attitude of creatures with blood or blood-like circulatory fluid. (The ability does not work on elemental creatures; however, it works on all plant creatures with sap, certain undead, constructs reliant on lubrication, etc.) The bloodpriest uses her class level as her caster level for the purposes of determining the effect's range.
Pure Blood (Ex): At 5th level, a bloodpriest gains immunity to all poisons and all diseases except supernatural ones such as lyncanthropy and mummy rot.
Trackless Step (Ex): Bloodpriests gain Trackless Step at 5th level.
Transfusion (Su): At 6th level, a bloodpriest's unique spellcasting expands in impact, but only when she is wounded. When using cure or inflict spells while at less than maximum hit points, she adds a number of hit points equal to her Wisdom modifier X her Constitution modifier (minimum 1 each) to the total healed or damaged. For example, if Carrie has a Constitution modifier of +2 and a Wisdom modifier of +4, she always adds 8 to the roll result from any cure or inflict spell unless she is at maximum HP. Mass cure or inflict spells add the bonus healing/damage to each target.
Furthermore, when wounded, a bloodpriest may (as a free action) deliberately take 2 points of Constitution damage to reduce the metamagic level increase of a metamagic feat by 1. This damage is taken at the moment she casts the spell, but the bloodpriest must choose the spell to be affected by transfusion when she prepares her spells. The level increase can't be reduced to less than 1. At every three levels thereafter, a bloodpriest can take 2 additional points of Constitution damage to reduce the level increase by an additional 1. Thus, at level 18, she can take 8 points of Con damage to reduce the total metamagic level increase of a spell by 4. This ability works only on the total level increase of a spell; thus, at level 6, a bloodpriest can't add the Empower and Extend metamagic feats and pay 4 Con to reduce the metamagic increase of each by one, thus leading to a total level increase of 1 instead of 3. Instead, the bloodpriest can apply this ability to the combined cost of 3 and reduce it to 2. Creatures immune to Constitution damage, such as undead, cannot gain this benefit of the transfusion ability.
Example: Carrie wants to cast an Empowered inflict critical wounds. At the moment she prepares her spells, she decides that she will use the transfusion class feature on this spell. Thus, she prepares the spell in a 5th level spell slot, rather than in a 6th level spell slot. Afterwards, Carrie can't cast this Empowered inflict critical wounds until she is wounded, or wounds herself. At that moment, she can cast the transfusion-affected spell and suffer 2 Con damage. The whole process has allowed her to save a 6th level spell slot.
Carrie could even prepare a Quickened inflict critical wounds. This spell normally requires a 8th level spell slot, but, by deciding when she prepares her spells that she will use Transfusion for 4 points of Con damage, she can reduce the level of the spell slot required from 8th level to 6th level. Whenever she is wounded or wounds herself, she can cast this spell and instantly suffer 4 Con damage in the process.
Uncanny Dodge (Ex): At 6th level, a bloodpriest retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a bloodpriest already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Camouflage (Ex): A bloodpriest of 7th level or higher can use the Stealth skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Poisonous Blood (Ex): A bloodpriest's magic runs ever deeper as she grows in power. At 7th level, a bloodpriest's blood becomes permanently poisonous to all other creatures, but only when fresh. A bloodpriest may wound herself with any number of hit points of lethal damage (or use an existing wound that dealt hit point damage) in order to coat a weapon with her poisonous blood. Coating a weapon in such a fashion is a standard action, whether the bloodpriest wounds herself to do so or coats it via other means. Bloodpriest poison has the same statistics as bebilith venom (initial damage 1d6 Con, secondary damage 2d6 Con), except that it functions through ingestion or injury and the Fortitude save DC is 10 + 1/2 the bloodpriest's class level + the bloodpriest's Constitution modifier.
Arterial Spray (Su): At 8th level, a bloodpriest learns conscious control over her own bleeding. A bloodpriest may wound herself with any number of hit points of lethal damage (or use an existing wound that dealt hit point damage) in order to make a poisonous ranged touch attack with her blood as a standard action. This attack has a range equal to the bloodpriest's base speed, and grants her blood the contact poison attribute.
The range of this attack increases by 10' at 11th level, 14th level, and 17th level.
Blood Shaman (Su): At 9th level, a bloodpriest's magical connection to blood extends beyond herself. Once per minute, she can cast bleed or stabilize as an immediate action. This casting does not count normally against her spells per day; instead, she may use this ability a number of times per day equal to 1 + her Wisdom modifier.
Improved Uncanny Dodge (Ex): At 9th level, a bloodpriest gains improved uncanny dodge.
Bloodbathe (Su): A bloodpriest of 10th level can coat herself from head to toe in fresh blood in order to gain magical benefits. Bathing in blood requires 10 minutes and, if distracted, a Concentration check as if casting a 6th level spell. This ability requires a liter of blood, and if the bloodpriest uses her own blood, she takes 4 points of Constitution damage. (Creatures immune to Constitution damage, such as undead, must use the blood of another creature to gain the effects of bloodbathing.) To drain blood from another creature, the bloodpriest must succeed at a Survival check of DC 13; the bloodpriest may not take 20 on this check. Whether using her own blood or another creature's, the process of draining the blood is included in the 10 minutes of bathing time. Armor and equipment worn by the bloodpriest has no effect on the bloodbath.
The bloodbath is magically bound to the character's exterior and thus is not washed away by immersion in mundane fluid or by exposure to normal damage-dealing spells unless the bloodpriest wishes it to be. (Certain spells or enchanted fluids can end the effect.) Cancelling the entire effect of a bloodbath is an immediate action for the bloodpriest. If a bloodpriest bathes in blood a second time while the first bloodbath is active, the previous bloodbath is cancelled. A bloodbath is a magical effect that is suppressed within an antimagic field, and is detectable via detect magic (strong aura of Necromancy and Transmutation).
Unless otherwise indicated, all bloodbath effects last for one hour, after which the bloodbath loses its magical effects. When bathed in blood:
• a bloodpriest is considered to have a strong scent for the purposes of other creatures' scent ability. The bloodpriest's own scent ability is unaffected.
• a bloodpriest gains a circumstance bonus to Intimidate checks equal to her Wisdom modifier.
• a bloodpriest gains a deflection bonus to armor class equal to her Wisdom modifier. If the blood came from a slain opponent, the armor class bonus is instead equal to the opponent's Constitution modifier (maximum twice the bloodpriest's Wisdom modifier).
• a bloodpriest can wound herself with any number of hit points of lethal damage, or use ocular spray, in order to magically infuse her bloodbath with a contact and ingested version of the poison in her blood. She may choose to poison opponents via any number of unarmed strikes, grapple checks, or touch attacks for the duration of the bloodbath; additionally, any opponent that bites or swallows the bloodpriest is subject to the poison. . She may add this infusion while preparing her bloodbath or at any time during its effective duration; in the latter case, infusing her bloodbath is a move action, however she accomplishes it (the normal swift action for ocular spray becomes part of the infusion's move action).
• a bloodpriest gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
At higher levels, when bathed in blood:
• a bloodpriest of 12th level or higher gains immunity to fatigue, exhaustion, and paralysis.
• a bloodpriest of 12th level or higher can infuse her bloodbath with an inhaled version of the poison in her blood, either during the bloodbath's preparation, or afterward as a move action. A faint reddish haze with a coppery aroma spreads to fill the volume of a 10-foot cube; all targets within that area are affected by her poisonous blood, and must make a new save each round. The affected area follows the bloodpriest's movements and can be cancelled by the bloodpriest as an immediate action (reactivating it requires another move action). A moderate wind (11+ mph) disperses the haze in 4 rounds; a strong wind (21+ mph) disperses the haze in 1 round.
• a bloodpriest of 14th level gains acid and cold resistance 20, and immunity to all disease including supernatural diseases.
• a bloodpriest of 17th level gains immunity to critical hits, energy drain, and sneak attacks, as well as true seeing (as the spell of a caster level equal to the bloodpriest's class level).
• a bloodpriest of 19th level gains immunity to acid, cold, and polymorph.
• a bloodpriest of 20th level doubles the duration of all bloodbath effects and gains a resistance bonus to saving throws equal to the AC bonus listed above. In addition, for the duration of its effect, the bloodbath cannot be removed except by an antimagic field or by cleaning the bloodpriest's body (rubbing, scraping, etc.) with a +3 or better melee weapon.
Uncanny Bloodhound (Ex): Bloodpriests gain keen scent (as the shark ability) at 10th level. This ability functions in air or water.
Mettle (Ex): At 10th level, a bloodpriest can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the bloodpriest is wearing light armor, medium armor, or no armor. A helpless bloodpriest does not gain the benefit of the mettle ability.
Ocular Spray (Su): At 11th level, a bloodpriest's conscious control over her own bleeding improves. She may squirt blood from her eyes as a swift action. She may make the same ranged touch attack as with her arterial spray ability, except that the attack becomes a swift action. She may also use this blood to coat a weapon, essentially removing the need to wound herself to do so. However, each use of ocular spray leaves the bloodpriest blinded until she uses an immediate action to wipe her eyes clear. A bloodpriest may use this ability a number of times per day equal to her class level plus her Constitution modifier. Ocular spray may be used in the same round as arterial spray.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a bloodpriest of 13th level or higher can use the Stealth skill even while being observed.
Reflex Bleeding (Su): A bloodpriest of 13th level becomes so attuned to her own blood that she may use either her arterial spray or her ocular spray as an immediate action. Moreover, she need not be conscious to use either (or both) spray abilities. If a hostile creature subject to the bloodpriest's heartsense enters the range of the heartsense, she is aware of it and may use a spray ability as an immediate action; if she is unconscious when this occurs, she wakes up.
0 Bleed; Candlelight; Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Inflict Minor Wounds; Know Direction; Light; Mending; Naturewatch; No Light; Preserve Organ; Purify Food and Drink; Read Magic; Resistance; Silvered Weapon; Slash Tongue; Spark; Styptic; Touch of Fatigue
1 Anarchic Water; Angry Ache; Axiomatic Water; Bane; Blade of Blood; Blood Wind; Bloodletting; Breath of the Jungle; Burning Hands; Camouflage; Catsfeet; Cause Fear; Command; Compel Hostility; Comprehend Languages; Create Air; Cure Light Wounds; Curse Water; Cursed Blade; Deathwatch; Decompose Corpse; Delay Disease; Detect Animals or Plants; Detect Attitude; Detect Chaos; Detect Dragonmark; Detect Evil; Detect Fire; Detect Good; Detect Guilt; Detect Law; Detect Snares and Pits; Detect Taint; Detect Undead; Detect Violence; Diagnose Disease; Dispel Ward; Doom; Drug Resistance; Ebon Eyes; Endure Elements; Entropic Shield; Extract Drug; Glimpse of Fear; Grave Strike; Handfire; Heartache; Hemorrhage; Hide from Undead; Hunter's Mercy; Ice Gauntlet; Impede; Incite; Infernal Healing; Inflict Light Wounds; Inhibit; Ironguts; Know Protections; Lightfoot; Locate Water; Magic Fang; Magic Stone; Magic Weapon; Necrotic Awareness; Obscuring Mist; Omen of Peril; Pass without Trace; Protection from Chaos; Protection from Evil; Protection from Good; Protection from Law; Raptor's Sight; Ray of Sickening; Reaving Aura; Recharge Innate Magic; Remove Fear; Remove Sickness; Resinous Tar; Resist Planar Alignment; Restore Corpse; Resurgence; Sacrificial Skill; Sanctuary; Shivering Touch, Lesser; Sign; Slow Consumption; Sorrow; Stupor; Suspend Disease; Wieldskill
2 Aboleth's Lung; Addiction; Align Fang; Align Weapon; Animalistic Power; Augury; Aura Against Flame; Avoid Planar Effects; Balor Nimbus; Barkskin; Bear's Endurance; Bewildering Substitution; Bewildering Visions; Blinding Spittle; Blood Frenzy; Blood Snow; Body Blades; Body Ward; Boiling Blood; Boneblast; Brambles; Bull's Strength; Calm Emotions; Camouflage, Mass; Cat's Grace; Close Wounds; Cloud of Knives; Consecrate; Cure Moderate Wounds; Curse of Ill Fortune; Dance of Ruin; Darkness; Death Knell; Decomposition; Delay Poison; Desecrate; Dessicate; Detect Aberration; Eagle's Splendor; Ease Pain; Enthrall; Execration ; Expose The Dead; Extend Tentacles; Filter; Find Traps; Freedom of Breath; Frost Weapon; Frostburn, Lesser; Gaze Screen; Gentle Repose; Ghost Touch Armor; Healing Lorecall; Hold Person; Hydrate; Infernal Wound; Inflict Moderate Wounds; Inky Cloud; Insignia of Alarm; Invisibility, Swift; Iron Silence; Knife Spray; Lava Missile; Leap Into Animal; Living Undeath; Local Tremor; Magic Weapon, Legion's; Make Whole; Mark of the Outcast; Necrotic Cyst; Necrotic Scrying; Obscuring Snow; Owl's Wisdom; Phade's Fearsome Aspect; Quick March; Razorscales; Remove Addiction; Remove Paralysis; Resist Energy; Resounding Voice; Restoration, Lesser; Rigor Mortis; Sap Strength; Scorching Ray; Sense Weakness; Shield Other; Shroud of Undeath; Silence; Soul Ward; Spawn Screen; Spell Immunity, Lesser; Spores of the Vrock; Stabilize; Status; Stone Fist; Stretch Weapon; Thin Air; Undetectable Alignment; Veil of Shadow; Wave of Grief; Whispering Lore; Zone of Truth
3 Accept Affliction; Affliction; Aid, Mass; Air Breathing; Align Fang, Mass; Align Weapon, Mass; Anarchic Storm; Animate Dead; Awaken Sin; Axiomatic Storm; Battlemagic Perception; Blade of Pain and Fear; Bladebane; Blessed Sight; Blindness/Deafness; Blindsight; Boneblade; Chain of Eyes; Circle Dance; Circle of Nausea; Clutch of Orcus; Contagion; Continual Flame; Corona of Cold; Create Food and Water; Cure Serious Wounds; Curse of Petty Failing; Curse of the Brute; Darkfire; Daylight; Deeper Darkness; Detect Heresy; Devil's Eye; Downdraft; Energize Potion; Energy Aegis; Energy Vortex; Favorable Sacrifice; Fell the Greatest Foe; Find the Gap; Flesh Ripper; Furnace Within; Glyph of Warding; Grace; Hamatula Barbs; Handfang; Hesitate; Holy Storm; Inflict Serious Wounds; Insignia of Healing; Insignia of Warding; Inspired Aim; Invisibility; Invisibility Purge; Invoke the Cerulean Sign; Knight's Move; Know Bloodline; Know Opponent; Know Vulnerabilities; Lightning Bolt; Locate Object; Magic Circle against Chaos; Magic Circle against Evil; Magic Circle against Good; Magic Circle against Law; Magic Fang, Greater; Magic Vestment; Mantle of Chaos; Mantle of Evil; Mantle of Good; Mantle of Law; Mark of Doom; Masochism; Misrepresent Alignment; Mystic Lash; Nauseating Breath; Necrotic Bloat; Obscure Object; Plague Carrier; Protection from Dessication; Protection from Energy; Protection from Negative Energy; Protection from Positive Energy; Refreshment; Remove Blindness/Deafness; Remove Curse; Remove Disease; Remove Nausea; Resist Energy, Mass; Resist Taint; Resurgence, Mass; Ring of Blades; Rockburst; Sadism; Safety; Sands of Time; See Invisibility; Shivering Touch; Shriveling; Skull Watch; Snakebite; Soul of the Waste; Speak with Dead; Spikes; Sweet Water; Sword Stream; Telepathic Bond, Lesser; Thornskin; Toxic Tongue; Tremor; Unholy Storm; Updraft; Venomfire; Vile Lance; Vision of Fear; Wall of Light; Wall of Vermin; Water Breathing; Weapon of Energy; Weapon of Impact; Weather Eye; Web; Wind Wall; Wind Wall
4 Abyssal Might; Air Walk; Aligned Aura; Baleful Resurrection; Bestow Curse; Bleakness; Blood of the Martyr; Camel's Tenacity; Castigate; Claws of the Savage; Consumptive Field; Contagious Touch; Control Water; Cure Critical Wounds; Damning Darkness; Dampen Magic ; Death Ward; Delay Death; Dimensional Anchor; Discern Lies; Dismissal; Dispel Magic; Divination; Early Twilight; Fang Trap; Freedom of Movement; Freeze Armor; Ghost Touch Weapon; Glowing Orb; Heal Fractures; Heart Ripper; Hell's Power; Hypothermia; Identify Transgressor; Inflict Critical Wounds; Last Breath; Lower Spell Resistance; Magic Weapon, Greater; Make Manifest; Moon Bolt; Moral Façade; Necrotic Domination; Negative Energy Aura; Neutralize Poison; Panacea; Planar Tolerance; Poison; Positive Energy Aura; Profane Item; Pronouncement Of Fate; Psychic Poison; Purge Stomach, Mass; Recitation; Reincarnate; Remove Fatigue; Repel Vermin; Resistance, Greater; Restoration; Revenance; Runic Marker; Sending; Shark Bolt; Skull of Secrets; Spell Immunity; Spell Vulnerability; Starvation; Status, Greater; Stop Heart; Sustain; Sword of Conscience; Tongues; Venom Bolt; Wall of Chaos; Wall of Evil; Wall of Good; Wall of Law; Wall of Salt; Wall of Sand; Wall of Water; Watchful Ancestors; Wind at Back; Wrack
5 Baleful Polymorph; Bear's Heart; Bewildering Mischance; Blindsight, Greater; Boreal Wind; Break Enchantment; Choking Sands; Command, Greater; Commune with Earth; Contagion, Mass; Cure Light Wounds, Mass; Curse of Ill Fortune, Mass; Death Throes; Dispel Chaos; Dispel Cold; Dispel Evil; Dispel Fire; Dispel Good; Dispel Law; Dispel Water; Doomtide; Earth Reaver; False Sending; Fire In The Blood; Flame Strike; Flaywind Burst; Hallow; Heartclutch; Hibernate; Inflict Light Wounds, Mass; Jungle's Rapture; Lava Splash; Life's Grace; Mark of Justice; Mark of Sin; Memory Rot; Monstrous Regeneration; Morality Undone; Necrotic Burst; Necrotic Skull Bomb; Orb of Dancing Death; Parboil; Pass through Ice; Plane Shift; Poison Thorns; Polymorph; Profuse Bleeding; Psychic Turmoil; Resonating Resistance; Revivify; Sacred Guardian; Scry Trap; Scrying; Slay Living; Soul Scour; Spell Resistance; Status (HoB), Greater; Summon Blood Elemental; Surge of Fortune; Symbol of Pain; Symbol of Sleep; Symbol Of Spell Loss; Telepathic Aura; Telepathy Block; True Seeing; Unhallow; Vulnerability; Wall of Dispel Magic; Wall of Magma; Wall of Ooze; Wall of Stone; Zone of Respite; Zone of Revelation
6 Avasculate; Animate Objects; Antilife Shell; Banishment; Barghest's Feast; Bear's Endurance, Mass; Blade Barrier; Blood to Water; Blood Sirocco; Bolt of Glory; Bull's Strength, Mass; Cometfall; Consecrate Battlefield; Create Undead; Cure Moderate Wounds, Mass; Demonic Blood Infusion; Desecrate Battlefield; Dessicate, Mass; Dispel Magic, Greater; Eagle's Splendor, Mass; Energy Immunity; Find the Path; Forbiddance; Forced Resurrection; Geas/Quest; Glimpse Of The Prophecy; Glyph of Warding, Greater; Harm; Heal; Heroes' Feast; Hide the Path; Inflict Moderate Wounds, Mass; Magic Weapon, Greater Legion's; Mummify; Necrotic Eruption; Owl's Wisdom, Mass; Pox; Rejection; Remorseless Charm; Resistance, Superior; Spellmantle; Suppress Glyph; Symbol of Fear; Symbol of Persuasion; Symbol of Thirst; Thousand Needles; Touch of Adamantine; Trusted Bloodhound, Mordenkainen's; Vengeance Halo; Weight of Sin; Whirl of Fangs; Wind Walk; Word of Recall; Zealot Pact
7 Avasculate; Bestow Curse, Greater; Blasphemy; Bleakness, Greater; Blood to Water; Brain Spider; Consumptive Field, Greater; Control Weather; Cure Serious Wounds, Mass; Death Dragon; Destruction; Energy Ebb; Ethereal Jaunt; Evil Glare; Fiendish Clarity; Foul Trade; Harm, Greater; Imprison Soul; Inflict Serious Wounds, Mass; Mark of the Unfaithful; Minor Servitor; Necrotic Curse; Necrotic Tumor; Pact of Return; Planar Bubble; Plane Shift, Greater; Psychic Turmoil, Greater; Ravage; Ravenous Darkness; Refuge; Regenerate; Renewal Pact; Repulsion; Restoration, Greater; Resurrection; Righteous Glare; Righteous Smite; Scry Location; Scrying, Greater; Spell Resistance, Mass; Symbol of Stunning; Symbol of Weakness; Withering Palm; Wretched Blight
8 Abyssal Frenzy; Antimagic Field; Avascular Mass; Befoul; Chain of Chaos; Cloak of Chaos; Create Greater Undead; Cure Critical Wounds, Mass; Death Pact; Death Ward, Mass; Dimensional Lock; Discern Location; Earthquake; Flashflood; Heat Drain; Holy Aura; Illusion Purge; Inflict Critical Wounds, Mass; Last Judgment; Necrotic Empowerment; Pestilence; Restoration, Mass; Spell Immunity, Greater; Symbol of Death; Symbol of Insanity; Unholy Aura; Wall of Greater Dispel Magic
9 Astral Projection; Despoil; Energy Drain; Erupt; Etherealness; Feast of Champions; Gate; Heal, Mass; Implosion; Mindrape; Necrotic Termination; Programmed Amnesia; Restoration, Mass Greater; Righteou Exile; Soul Bind; Spread of Savagery; Storm of Vengeance; True Resurrection; Were-Doom
Note on spells:
The significant omissions here are miracle and wish, though they get a couple of invisibility spells and one or two thematically-appropriate assassin and ranger spells. If one REALLY wanted to get miracle or wish, IIRC there are domains for that.
Specific questions:
1- The approximate tier?
2- It IS a lotta spells. Too many? Or does it need a lot to ever even hope to compete with clerics?
3- My hope was that this class would be multiclassing-friendly for a variety of other classes, i.e. anybody from fighters to rogues to casters might find something to like. Have I even come close to that goal?
4- I feel like they ought to get some sort of "swift-self-strike" thing around midway through to help mitigate the limitations of the Bloodcasting thing. Something to represent their experience in rapidly drawing blood from themselves. Not sure what that should look like, though.
5- Is Bloodbathe too easily negated? not easily enough?
6- I'm sure there are consequences to some of these oddball class features that I haven't considered. Anybody see any red flags?
7- It feels just a tiny bit scattered, conceptually, to me. Is it too much so?
In my setting I don't allow beguilers; arcane is overrepresented, and I like all my classes to have some archetypal reality, be it history- or genre-based, and beguiler lacks that IMO. I also felt that "stealthy arcane" was adequately represented, but the closest thing to "stealthy divine" was the (eyeroll) ranger. I found StoryKeeper's Blood Priest class (http://www.giantitp.com/forums/showthread.php?98925-The-Blood-Priest-(PrC)-PEACH) and I liked the fluff, but wanted to go a different route mechanically. (I also borrowed a couple of idea from Justdamohr's Savage Priest class (http://www.giantitp.com/forums/showthread.php?58450-Savage-Priests-A-Stealth-Based-Spell-Caster-Class), and you will notice a couple of beguiler and PF inquisitor class features.) As I see it, this is not as strong as cleric or druid, but not vastly weaker either. I expect it would be a bit reminiscent of the dread necromancer in play style (minus the minionmancy, of course), or maybe the PF Witch.
In the age before mortality, wars were brutal and unending. The immortal ancestors of elf-kin nurtured undying enmities, plotted unending revenge schemes…and pursued ever more desperate means of attaining a strategic advantage. In this time before wizardry and organized religion, the power of nature dominated—and a form of magic that channeled that power through living blood emerged. This blood-fueled spellcasting, rejected by civilized peoples and forbidden by druidic orders, could have faded into the mists of history—but for the enduring principle of wanton savagery.
These ancient, forbidden energies still linger in all creatures, and the bloodpriest can tap their power. Many of the world's more unsavory mages (or would-be mages) employ blood as part of their rituals, but only the bloodpriest understands blood's inherent power. Their art is so widely considered taboo that they learn secrecy and subterfuge as a way of life.
THE BLOODPRIEST
https://s-media-cache-ak0.pinimg.com/236x/49/f0/cd/49f0cd3b05f9bbecde4ebfbc0b4d35e6.jpg
Lvl
BAB
Fort
Ref
Will
Special
0
1
2
3
4
5
6
1st
+0
+2
+0
+2
Bloodpriest somatics, Track
3
2nd
+1
+3
+0
+3
Cloaked casting (+1 DC), surprise casting
4
0+d
3rd
+2
+3
+1
+3
Blood control, cunning initiative
4
1+d
4th
+3
+4
+1
+4
Bloodletting, iron stomach, scent
5
2+d
0+d
5th
+3
+4
+1
+4
Heartsense, pure blood, trackless step
5
3+d
1+d
6th
+4
+5
+2
+5
Surprise casting (move action), transfusion, uncanny dodge
5
3+d
2+d
7th
+5
+5
+2
+5
Bloodletting (swift anoint), camouflage, poisonous blood
6
3+d
2+d
0+d
8th
+6/+1
+6
+2
+6
Arterial spray, cloaked casting (+2 to overcome SR)
6
3+d
3+d
1+d
9th
+6/+1
+6
+3
+6
Blood shaman, improved uncanny dodge, transfusion +2
6
3+d
3+d
2+d
10th
+7/+2
+7
+3
+7
Bloodbathe, keen scent, mettle
6
3+d
3+d
2+d
0+d
11th
+8/+3
+7
+3
+7
Arterial spray (range +10'), ocular spray
6
3+d
3+d
3+d
1+d
12th
+9/+4
+8
+4
+8
Bloodbathe (inhaled & immunities), transfusion +2
6
3+d
3+d
3+d
2+d
13th
+9/+4
+8
+4
+8
Hide in plain sight, reflex bleeding
6
3+d
3+d
3+d
2+d
0+d
14th
+10/+5
+9
+4
+9
Arterial spray (range +10'), bloodbathe (acid & cold resist, disease immunity), cloaked casting (+2 DC)
6
3+d
3+d
3+d
3+d
1+d
15th
+11/+6/+1
+9
+5
+9
Bloodletting (immediate anoint), transfusion +2
6
4+d
3+d
3+d
3+d
2+d
16th
+12/+7/+2
+10
+5
+10
6
4+d
4+d
3+d
3+d
2+d
0+d
17th
+12/+7/+2
+10
+5
+10
Arterial spray (range +10'), bloodbathe (true seeing & immunities)
6
4+d
4+d
4+d
3+d
3+d
1+d
18th
+13/+8/+3
+11
+6
+11
Transfusion +2
6
4+d
4+d
4+d
4+d
3+d
2+d
19th
+14/+9/+4
+11
+6
+11
Bloodbathe (immunities)
6
4+d
4+d
4+d
4+d
4+d
3+d
20th
+15/+10/+5
+12
+6
+12
Bloodbathe (double duration, save bonus), cloaked casting (overcomes SR)
6
4+d
4+d
4+d
4+d
4+d
4+d
Abilities: Wisdom determines how powerful a spell a bloodpriest can cast, how many spells she can cast per day, and how hard those spells are to resist. Constitution not only helps bloodpriests in terms of survivability, but several of their blood-related class abilities (such as poisonous blood) are made more potent by a high Constitution modifier. Since many of their class abilities involve combat, a good Strength or Dexterity score is helpful, and they should not have poor Intelligence scores due to their need for wilderness skills.
Ideal Races: Savage races, such as orcs and goblinoids, are among the likeliest to learn the bloodpriest's arts. Ogre magi in particular make formidable bloodpriests. In some such communities, bloodpriests are respected and/or feared as powerful mystics; some of their spells make them effective enforcers of orthodoxy. In other savage communities, they are virtual outcasts, grudgingly permitted to accompany parties of warriors on hunts. Thus, many savage bloodpriests wear elaborate masks or otherwise conceal their identities from their fellows. Bloodpriests have roles of prominence in kopru, lhosk, and nezumi communities.
Some wood elves also embrace the ancient and savage to such an extent that they might become bloodpriests. Naturally, vampires of any sort find the bloodpriest style of spellcasting well-suited to their proclivities.
Inappropriate Races: Gnome and halfling bloodpriests are rare, and would be considered aberrant in their communities.
Origins: Bloodpriests are usually trained in the ancient mysteries by elder members of a cult or tribal order. That being said, the magic that bloodpriests call upon originates from shed blood itself, not from the elaborate dances or scrawled patterns commonly employed by bloodpriests; this means that a rare few bloodpriests are self-trained, having experimented with bloodcasting in the hope of unleashing bloodpriest magic.
Alignment: Bloodpriests tend toward chaos and evil, though many are nonevil and some are lawful. Even in the uncivilized lands from which they originate, bloodpriests tend to have a grim reputation. Good bloodpriests are unlikely outside of communities where they are the sole spiritual leaders (for instance, in the most backward human tribes of the north, where the scarcity of game contributes to the locals' sense of blood as a truly holy substance).
Hit Die: d6.
Class Skills: Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Bloodpriests are proficient with all simple weapons, plus the kukri, scimitar, shortbow, and composite shortbow. Aquatic bloodpriests are also proficient with the trident. Bloodpriests are proficient with light and medium armor, but not with shields.
Spells: Bloodpriest spells are cast as divine spells; their spell list contains mainly divine spells (selected from the cleric, druid, and ranger spell lists), plus a small number of arcane spells. Their spell list is heavy on divination and necromancy, and low on illusion and summoning. See below for the bloodpriest's spell list. To cast a spell, a bloodpriest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bloodpriest's spell is 10 + the spell level + the bloodpriest's Wisdom modifier.
Like other spellcasters, a bloodpriest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells per day if she has a high Wisdom score.
A bloodpriest prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A bloodpriest may prepare and cast any spell on the bloodpriest spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Domain and Domain Spells: A bloodpriest's philosophies and/or beliefs influence her alignment, what magic she can perform, her values, and how others see her. However, bloodpriests are less reliant on faith (and especially deities or other forces larger than themselves), gaining their divine power from a more immediate, if objectively less cosmically powerful, source: their own blood. A bloodpriest chooses one domain to represent her spiritual inclinations and abilities. A bloodpriest can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.
A bloodpriest's domain gives her access to a domain spell at each spell level she can cast, from 1st on up, as well as a granted power. If a domain spell is not on the bloodpriest spell list, a bloodpriest can prepare it only in her domain spell slot.
I am very much sold on them having a domain. (I don't like that such a huge mechanic in 3.5 is exclusive to clerics and a few PrCs.) Also, I permit the Retraining variant rule from PHB2, so a bloodpriest could retrain their domain, with DM approval.
Chaotic, Evil, Good, and Lawful Spells: A bloodpriest can't cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bloodcasting: A bloodpriest can only cast bloodpriest spells when at least one of her palms is coated in freshly-shed blood. Freshly-shed blood in contact with her person is considered to be her divine focus for the purposes of spells that require one. For the purposes of bloodpriest abilities, freshly-shed blood is that which has been exposed to air for up to four minutes, unless it has been collected in a large tub or similar container. Most bloodpriests keep a sharp eye out for mice, rats, and other small creatures to power their bloodcasting, preferring not to rely completely on their own blood (or that of allies). However, some bloodpriests use leeches to facilitate more efficient bloodcasting. Blood does not replace material components for bloodpriest spells, even inexpensive material components.
One hit point of damage is sufficient to enable bloodcasting. A bloodpriest can bleed herself as a free action, or an adjacent ally as a move action, for 1 point of damage. A bloodpriest need not be armed in either case, provided that she has teeth or fingernails.
Bloodpriest Somatics: Because their source of magic predates even language, bloodpriests often require a mere gesture to cast spells. A bloodpriest gains Silent Spell as a bonus feat at 1st level, but a bloodpriest's silent spell does not use up a spell slot one level higher than the spell's actual level. The bloodpriest may only apply this feat to her bloodpriest spells.
Bloodhound (Ex): Bloodpriests attune their senses for the sake of hunting. At first level, they gain Track as a bonus feat.
Cloaked Casting (Ex): Starting at 2nd level, a bloodpriest's spells become more effective when cast against an unwary foe. A bloodpriest gains a +1 bonus to the spell's save DC when she casts a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
At 8th level, a bloodpriest gains a +2 bonus on rolls made to overcome the spell resistance of any affected target. At 14th level, the bonus to the spell's save DC increases to +2. At 20th level, a bloodpriest becomes able to automatically overcome the spell resistance of any affected target.
This ability can apply to spells a bloodpriest can cast by virtue of levels in another spellcasting class, not only to bloodpriest spells.
Surprise Casting (Ex): Starting at 2nd level, when a bloodpriest successfully uses the Bluff skill to feint in combat, her target is denied its Dexterity bonus (if it has one) to AC for the next melee attack she makes against it or the next spell she casts. She must remain in melee with the target, and the attack must be made or the spell cast on or before the bloodpriest's next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against the bloodpriest if she does not cast defensively.
At 6th level, a bloodpriest gains the ability to feint in combat as a move action instead of a standard action. If she has the Improved Feint feat, she can now feint in combat as a swift action.
This ability can apply to spells a bloodpriest can cast by virtue of levels in another spellcasting class, not only to bloodpriest spells.
Blood Control (Su): Bloodpriests learn to divert the flow of their own blood to a limited degree, allowing them to ignore damage and heal faster. At level 3, a bloodpriest gains damage reduction of 1 + Wis modifier/- (minimum DR of 1; maximum DR of half the bloodpriest's class level, rounded down). Blood control only functions while the bloodpriest is conscious, but it requires no action.
Cunning Initiative (Ex): At 3rd level, a bloodpriest adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Bloodletting (Su): A bloodpriest's mystical connection to blood allows her to learn to draw blood from opponents. Any weapon wielded by a bloodpriest of 4th level deals 1 point of bleed damage per 4 bloodpriest class levels when it hits a creature. Ranged weapons wielded by the bloodpriest bestow the bleed damage on their projectiles. Multiple hits increase the bleed damage (but the bloodletting effect stacks with itself only, not with other bleed effects.) Bleeding creatures take the bleed damage at the start of their turns, and damage reduction does not apply against this bleed damage. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage (so, for example, stabilize does not end the bleed damage, but the vigor spells do). A critical hit does not multiply the bleed damage. Creatures immune to critical hits, and creatures without blood or a similar circulatory substance, are immune to the bleed damage dealt by this weapon.
At 7th level, a bloodpriest can anoint an ally's weapon (within the bloodpriest's reach) with her own blood as a swift action to grant her bloodletting ability to that weapon for its next attack. After the anointed weapon scores a hit, it loses the bloodletting ability until the bloodpriest anoints it again. At 15th level, anointing becomes an immediate action for the bloodpriest.
Iron Stomach (Ex): At 4th level, a bloodpriest gains immunity to the nauseated and sickened conditions.
True Bloodhound (Ex): Bloodpriests gain the Scent special quality (see page 314 of the Monster Manual) at 4th level.
Heartsense (Su): A bloodpriest's blood speaks to the blood of others, giving her insight into their hearts. Beginning at 5th level, a bloodpriest functions at all times, even when unconscious, as if under the effects of a detect attitude spell (Dragon #323, pg. 70), except that she can only detect the attitude of creatures with blood or blood-like circulatory fluid. (The ability does not work on elemental creatures; however, it works on all plant creatures with sap, certain undead, constructs reliant on lubrication, etc.) The bloodpriest uses her class level as her caster level for the purposes of determining the effect's range.
Pure Blood (Ex): At 5th level, a bloodpriest gains immunity to all poisons and all diseases except supernatural ones such as lyncanthropy and mummy rot.
Trackless Step (Ex): Bloodpriests gain Trackless Step at 5th level.
Transfusion (Su): At 6th level, a bloodpriest's unique spellcasting expands in impact, but only when she is wounded. When using cure or inflict spells while at less than maximum hit points, she adds a number of hit points equal to her Wisdom modifier X her Constitution modifier (minimum 1 each) to the total healed or damaged. For example, if Carrie has a Constitution modifier of +2 and a Wisdom modifier of +4, she always adds 8 to the roll result from any cure or inflict spell unless she is at maximum HP. Mass cure or inflict spells add the bonus healing/damage to each target.
Furthermore, when wounded, a bloodpriest may (as a free action) deliberately take 2 points of Constitution damage to reduce the metamagic level increase of a metamagic feat by 1. This damage is taken at the moment she casts the spell, but the bloodpriest must choose the spell to be affected by transfusion when she prepares her spells. The level increase can't be reduced to less than 1. At every three levels thereafter, a bloodpriest can take 2 additional points of Constitution damage to reduce the level increase by an additional 1. Thus, at level 18, she can take 8 points of Con damage to reduce the total metamagic level increase of a spell by 4. This ability works only on the total level increase of a spell; thus, at level 6, a bloodpriest can't add the Empower and Extend metamagic feats and pay 4 Con to reduce the metamagic increase of each by one, thus leading to a total level increase of 1 instead of 3. Instead, the bloodpriest can apply this ability to the combined cost of 3 and reduce it to 2. Creatures immune to Constitution damage, such as undead, cannot gain this benefit of the transfusion ability.
Example: Carrie wants to cast an Empowered inflict critical wounds. At the moment she prepares her spells, she decides that she will use the transfusion class feature on this spell. Thus, she prepares the spell in a 5th level spell slot, rather than in a 6th level spell slot. Afterwards, Carrie can't cast this Empowered inflict critical wounds until she is wounded, or wounds herself. At that moment, she can cast the transfusion-affected spell and suffer 2 Con damage. The whole process has allowed her to save a 6th level spell slot.
Carrie could even prepare a Quickened inflict critical wounds. This spell normally requires a 8th level spell slot, but, by deciding when she prepares her spells that she will use Transfusion for 4 points of Con damage, she can reduce the level of the spell slot required from 8th level to 6th level. Whenever she is wounded or wounds herself, she can cast this spell and instantly suffer 4 Con damage in the process.
Uncanny Dodge (Ex): At 6th level, a bloodpriest retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a bloodpriest already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Camouflage (Ex): A bloodpriest of 7th level or higher can use the Stealth skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Poisonous Blood (Ex): A bloodpriest's magic runs ever deeper as she grows in power. At 7th level, a bloodpriest's blood becomes permanently poisonous to all other creatures, but only when fresh. A bloodpriest may wound herself with any number of hit points of lethal damage (or use an existing wound that dealt hit point damage) in order to coat a weapon with her poisonous blood. Coating a weapon in such a fashion is a standard action, whether the bloodpriest wounds herself to do so or coats it via other means. Bloodpriest poison has the same statistics as bebilith venom (initial damage 1d6 Con, secondary damage 2d6 Con), except that it functions through ingestion or injury and the Fortitude save DC is 10 + 1/2 the bloodpriest's class level + the bloodpriest's Constitution modifier.
Arterial Spray (Su): At 8th level, a bloodpriest learns conscious control over her own bleeding. A bloodpriest may wound herself with any number of hit points of lethal damage (or use an existing wound that dealt hit point damage) in order to make a poisonous ranged touch attack with her blood as a standard action. This attack has a range equal to the bloodpriest's base speed, and grants her blood the contact poison attribute.
The range of this attack increases by 10' at 11th level, 14th level, and 17th level.
Blood Shaman (Su): At 9th level, a bloodpriest's magical connection to blood extends beyond herself. Once per minute, she can cast bleed or stabilize as an immediate action. This casting does not count normally against her spells per day; instead, she may use this ability a number of times per day equal to 1 + her Wisdom modifier.
Improved Uncanny Dodge (Ex): At 9th level, a bloodpriest gains improved uncanny dodge.
Bloodbathe (Su): A bloodpriest of 10th level can coat herself from head to toe in fresh blood in order to gain magical benefits. Bathing in blood requires 10 minutes and, if distracted, a Concentration check as if casting a 6th level spell. This ability requires a liter of blood, and if the bloodpriest uses her own blood, she takes 4 points of Constitution damage. (Creatures immune to Constitution damage, such as undead, must use the blood of another creature to gain the effects of bloodbathing.) To drain blood from another creature, the bloodpriest must succeed at a Survival check of DC 13; the bloodpriest may not take 20 on this check. Whether using her own blood or another creature's, the process of draining the blood is included in the 10 minutes of bathing time. Armor and equipment worn by the bloodpriest has no effect on the bloodbath.
The bloodbath is magically bound to the character's exterior and thus is not washed away by immersion in mundane fluid or by exposure to normal damage-dealing spells unless the bloodpriest wishes it to be. (Certain spells or enchanted fluids can end the effect.) Cancelling the entire effect of a bloodbath is an immediate action for the bloodpriest. If a bloodpriest bathes in blood a second time while the first bloodbath is active, the previous bloodbath is cancelled. A bloodbath is a magical effect that is suppressed within an antimagic field, and is detectable via detect magic (strong aura of Necromancy and Transmutation).
Unless otherwise indicated, all bloodbath effects last for one hour, after which the bloodbath loses its magical effects. When bathed in blood:
• a bloodpriest is considered to have a strong scent for the purposes of other creatures' scent ability. The bloodpriest's own scent ability is unaffected.
• a bloodpriest gains a circumstance bonus to Intimidate checks equal to her Wisdom modifier.
• a bloodpriest gains a deflection bonus to armor class equal to her Wisdom modifier. If the blood came from a slain opponent, the armor class bonus is instead equal to the opponent's Constitution modifier (maximum twice the bloodpriest's Wisdom modifier).
• a bloodpriest can wound herself with any number of hit points of lethal damage, or use ocular spray, in order to magically infuse her bloodbath with a contact and ingested version of the poison in her blood. She may choose to poison opponents via any number of unarmed strikes, grapple checks, or touch attacks for the duration of the bloodbath; additionally, any opponent that bites or swallows the bloodpriest is subject to the poison. . She may add this infusion while preparing her bloodbath or at any time during its effective duration; in the latter case, infusing her bloodbath is a move action, however she accomplishes it (the normal swift action for ocular spray becomes part of the infusion's move action).
• a bloodpriest gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
At higher levels, when bathed in blood:
• a bloodpriest of 12th level or higher gains immunity to fatigue, exhaustion, and paralysis.
• a bloodpriest of 12th level or higher can infuse her bloodbath with an inhaled version of the poison in her blood, either during the bloodbath's preparation, or afterward as a move action. A faint reddish haze with a coppery aroma spreads to fill the volume of a 10-foot cube; all targets within that area are affected by her poisonous blood, and must make a new save each round. The affected area follows the bloodpriest's movements and can be cancelled by the bloodpriest as an immediate action (reactivating it requires another move action). A moderate wind (11+ mph) disperses the haze in 4 rounds; a strong wind (21+ mph) disperses the haze in 1 round.
• a bloodpriest of 14th level gains acid and cold resistance 20, and immunity to all disease including supernatural diseases.
• a bloodpriest of 17th level gains immunity to critical hits, energy drain, and sneak attacks, as well as true seeing (as the spell of a caster level equal to the bloodpriest's class level).
• a bloodpriest of 19th level gains immunity to acid, cold, and polymorph.
• a bloodpriest of 20th level doubles the duration of all bloodbath effects and gains a resistance bonus to saving throws equal to the AC bonus listed above. In addition, for the duration of its effect, the bloodbath cannot be removed except by an antimagic field or by cleaning the bloodpriest's body (rubbing, scraping, etc.) with a +3 or better melee weapon.
Uncanny Bloodhound (Ex): Bloodpriests gain keen scent (as the shark ability) at 10th level. This ability functions in air or water.
Mettle (Ex): At 10th level, a bloodpriest can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the bloodpriest is wearing light armor, medium armor, or no armor. A helpless bloodpriest does not gain the benefit of the mettle ability.
Ocular Spray (Su): At 11th level, a bloodpriest's conscious control over her own bleeding improves. She may squirt blood from her eyes as a swift action. She may make the same ranged touch attack as with her arterial spray ability, except that the attack becomes a swift action. She may also use this blood to coat a weapon, essentially removing the need to wound herself to do so. However, each use of ocular spray leaves the bloodpriest blinded until she uses an immediate action to wipe her eyes clear. A bloodpriest may use this ability a number of times per day equal to her class level plus her Constitution modifier. Ocular spray may be used in the same round as arterial spray.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a bloodpriest of 13th level or higher can use the Stealth skill even while being observed.
Reflex Bleeding (Su): A bloodpriest of 13th level becomes so attuned to her own blood that she may use either her arterial spray or her ocular spray as an immediate action. Moreover, she need not be conscious to use either (or both) spray abilities. If a hostile creature subject to the bloodpriest's heartsense enters the range of the heartsense, she is aware of it and may use a spray ability as an immediate action; if she is unconscious when this occurs, she wakes up.
0 Bleed; Candlelight; Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Inflict Minor Wounds; Know Direction; Light; Mending; Naturewatch; No Light; Preserve Organ; Purify Food and Drink; Read Magic; Resistance; Silvered Weapon; Slash Tongue; Spark; Styptic; Touch of Fatigue
1 Anarchic Water; Angry Ache; Axiomatic Water; Bane; Blade of Blood; Blood Wind; Bloodletting; Breath of the Jungle; Burning Hands; Camouflage; Catsfeet; Cause Fear; Command; Compel Hostility; Comprehend Languages; Create Air; Cure Light Wounds; Curse Water; Cursed Blade; Deathwatch; Decompose Corpse; Delay Disease; Detect Animals or Plants; Detect Attitude; Detect Chaos; Detect Dragonmark; Detect Evil; Detect Fire; Detect Good; Detect Guilt; Detect Law; Detect Snares and Pits; Detect Taint; Detect Undead; Detect Violence; Diagnose Disease; Dispel Ward; Doom; Drug Resistance; Ebon Eyes; Endure Elements; Entropic Shield; Extract Drug; Glimpse of Fear; Grave Strike; Handfire; Heartache; Hemorrhage; Hide from Undead; Hunter's Mercy; Ice Gauntlet; Impede; Incite; Infernal Healing; Inflict Light Wounds; Inhibit; Ironguts; Know Protections; Lightfoot; Locate Water; Magic Fang; Magic Stone; Magic Weapon; Necrotic Awareness; Obscuring Mist; Omen of Peril; Pass without Trace; Protection from Chaos; Protection from Evil; Protection from Good; Protection from Law; Raptor's Sight; Ray of Sickening; Reaving Aura; Recharge Innate Magic; Remove Fear; Remove Sickness; Resinous Tar; Resist Planar Alignment; Restore Corpse; Resurgence; Sacrificial Skill; Sanctuary; Shivering Touch, Lesser; Sign; Slow Consumption; Sorrow; Stupor; Suspend Disease; Wieldskill
2 Aboleth's Lung; Addiction; Align Fang; Align Weapon; Animalistic Power; Augury; Aura Against Flame; Avoid Planar Effects; Balor Nimbus; Barkskin; Bear's Endurance; Bewildering Substitution; Bewildering Visions; Blinding Spittle; Blood Frenzy; Blood Snow; Body Blades; Body Ward; Boiling Blood; Boneblast; Brambles; Bull's Strength; Calm Emotions; Camouflage, Mass; Cat's Grace; Close Wounds; Cloud of Knives; Consecrate; Cure Moderate Wounds; Curse of Ill Fortune; Dance of Ruin; Darkness; Death Knell; Decomposition; Delay Poison; Desecrate; Dessicate; Detect Aberration; Eagle's Splendor; Ease Pain; Enthrall; Execration ; Expose The Dead; Extend Tentacles; Filter; Find Traps; Freedom of Breath; Frost Weapon; Frostburn, Lesser; Gaze Screen; Gentle Repose; Ghost Touch Armor; Healing Lorecall; Hold Person; Hydrate; Infernal Wound; Inflict Moderate Wounds; Inky Cloud; Insignia of Alarm; Invisibility, Swift; Iron Silence; Knife Spray; Lava Missile; Leap Into Animal; Living Undeath; Local Tremor; Magic Weapon, Legion's; Make Whole; Mark of the Outcast; Necrotic Cyst; Necrotic Scrying; Obscuring Snow; Owl's Wisdom; Phade's Fearsome Aspect; Quick March; Razorscales; Remove Addiction; Remove Paralysis; Resist Energy; Resounding Voice; Restoration, Lesser; Rigor Mortis; Sap Strength; Scorching Ray; Sense Weakness; Shield Other; Shroud of Undeath; Silence; Soul Ward; Spawn Screen; Spell Immunity, Lesser; Spores of the Vrock; Stabilize; Status; Stone Fist; Stretch Weapon; Thin Air; Undetectable Alignment; Veil of Shadow; Wave of Grief; Whispering Lore; Zone of Truth
3 Accept Affliction; Affliction; Aid, Mass; Air Breathing; Align Fang, Mass; Align Weapon, Mass; Anarchic Storm; Animate Dead; Awaken Sin; Axiomatic Storm; Battlemagic Perception; Blade of Pain and Fear; Bladebane; Blessed Sight; Blindness/Deafness; Blindsight; Boneblade; Chain of Eyes; Circle Dance; Circle of Nausea; Clutch of Orcus; Contagion; Continual Flame; Corona of Cold; Create Food and Water; Cure Serious Wounds; Curse of Petty Failing; Curse of the Brute; Darkfire; Daylight; Deeper Darkness; Detect Heresy; Devil's Eye; Downdraft; Energize Potion; Energy Aegis; Energy Vortex; Favorable Sacrifice; Fell the Greatest Foe; Find the Gap; Flesh Ripper; Furnace Within; Glyph of Warding; Grace; Hamatula Barbs; Handfang; Hesitate; Holy Storm; Inflict Serious Wounds; Insignia of Healing; Insignia of Warding; Inspired Aim; Invisibility; Invisibility Purge; Invoke the Cerulean Sign; Knight's Move; Know Bloodline; Know Opponent; Know Vulnerabilities; Lightning Bolt; Locate Object; Magic Circle against Chaos; Magic Circle against Evil; Magic Circle against Good; Magic Circle against Law; Magic Fang, Greater; Magic Vestment; Mantle of Chaos; Mantle of Evil; Mantle of Good; Mantle of Law; Mark of Doom; Masochism; Misrepresent Alignment; Mystic Lash; Nauseating Breath; Necrotic Bloat; Obscure Object; Plague Carrier; Protection from Dessication; Protection from Energy; Protection from Negative Energy; Protection from Positive Energy; Refreshment; Remove Blindness/Deafness; Remove Curse; Remove Disease; Remove Nausea; Resist Energy, Mass; Resist Taint; Resurgence, Mass; Ring of Blades; Rockburst; Sadism; Safety; Sands of Time; See Invisibility; Shivering Touch; Shriveling; Skull Watch; Snakebite; Soul of the Waste; Speak with Dead; Spikes; Sweet Water; Sword Stream; Telepathic Bond, Lesser; Thornskin; Toxic Tongue; Tremor; Unholy Storm; Updraft; Venomfire; Vile Lance; Vision of Fear; Wall of Light; Wall of Vermin; Water Breathing; Weapon of Energy; Weapon of Impact; Weather Eye; Web; Wind Wall; Wind Wall
4 Abyssal Might; Air Walk; Aligned Aura; Baleful Resurrection; Bestow Curse; Bleakness; Blood of the Martyr; Camel's Tenacity; Castigate; Claws of the Savage; Consumptive Field; Contagious Touch; Control Water; Cure Critical Wounds; Damning Darkness; Dampen Magic ; Death Ward; Delay Death; Dimensional Anchor; Discern Lies; Dismissal; Dispel Magic; Divination; Early Twilight; Fang Trap; Freedom of Movement; Freeze Armor; Ghost Touch Weapon; Glowing Orb; Heal Fractures; Heart Ripper; Hell's Power; Hypothermia; Identify Transgressor; Inflict Critical Wounds; Last Breath; Lower Spell Resistance; Magic Weapon, Greater; Make Manifest; Moon Bolt; Moral Façade; Necrotic Domination; Negative Energy Aura; Neutralize Poison; Panacea; Planar Tolerance; Poison; Positive Energy Aura; Profane Item; Pronouncement Of Fate; Psychic Poison; Purge Stomach, Mass; Recitation; Reincarnate; Remove Fatigue; Repel Vermin; Resistance, Greater; Restoration; Revenance; Runic Marker; Sending; Shark Bolt; Skull of Secrets; Spell Immunity; Spell Vulnerability; Starvation; Status, Greater; Stop Heart; Sustain; Sword of Conscience; Tongues; Venom Bolt; Wall of Chaos; Wall of Evil; Wall of Good; Wall of Law; Wall of Salt; Wall of Sand; Wall of Water; Watchful Ancestors; Wind at Back; Wrack
5 Baleful Polymorph; Bear's Heart; Bewildering Mischance; Blindsight, Greater; Boreal Wind; Break Enchantment; Choking Sands; Command, Greater; Commune with Earth; Contagion, Mass; Cure Light Wounds, Mass; Curse of Ill Fortune, Mass; Death Throes; Dispel Chaos; Dispel Cold; Dispel Evil; Dispel Fire; Dispel Good; Dispel Law; Dispel Water; Doomtide; Earth Reaver; False Sending; Fire In The Blood; Flame Strike; Flaywind Burst; Hallow; Heartclutch; Hibernate; Inflict Light Wounds, Mass; Jungle's Rapture; Lava Splash; Life's Grace; Mark of Justice; Mark of Sin; Memory Rot; Monstrous Regeneration; Morality Undone; Necrotic Burst; Necrotic Skull Bomb; Orb of Dancing Death; Parboil; Pass through Ice; Plane Shift; Poison Thorns; Polymorph; Profuse Bleeding; Psychic Turmoil; Resonating Resistance; Revivify; Sacred Guardian; Scry Trap; Scrying; Slay Living; Soul Scour; Spell Resistance; Status (HoB), Greater; Summon Blood Elemental; Surge of Fortune; Symbol of Pain; Symbol of Sleep; Symbol Of Spell Loss; Telepathic Aura; Telepathy Block; True Seeing; Unhallow; Vulnerability; Wall of Dispel Magic; Wall of Magma; Wall of Ooze; Wall of Stone; Zone of Respite; Zone of Revelation
6 Avasculate; Animate Objects; Antilife Shell; Banishment; Barghest's Feast; Bear's Endurance, Mass; Blade Barrier; Blood to Water; Blood Sirocco; Bolt of Glory; Bull's Strength, Mass; Cometfall; Consecrate Battlefield; Create Undead; Cure Moderate Wounds, Mass; Demonic Blood Infusion; Desecrate Battlefield; Dessicate, Mass; Dispel Magic, Greater; Eagle's Splendor, Mass; Energy Immunity; Find the Path; Forbiddance; Forced Resurrection; Geas/Quest; Glimpse Of The Prophecy; Glyph of Warding, Greater; Harm; Heal; Heroes' Feast; Hide the Path; Inflict Moderate Wounds, Mass; Magic Weapon, Greater Legion's; Mummify; Necrotic Eruption; Owl's Wisdom, Mass; Pox; Rejection; Remorseless Charm; Resistance, Superior; Spellmantle; Suppress Glyph; Symbol of Fear; Symbol of Persuasion; Symbol of Thirst; Thousand Needles; Touch of Adamantine; Trusted Bloodhound, Mordenkainen's; Vengeance Halo; Weight of Sin; Whirl of Fangs; Wind Walk; Word of Recall; Zealot Pact
7 Avasculate; Bestow Curse, Greater; Blasphemy; Bleakness, Greater; Blood to Water; Brain Spider; Consumptive Field, Greater; Control Weather; Cure Serious Wounds, Mass; Death Dragon; Destruction; Energy Ebb; Ethereal Jaunt; Evil Glare; Fiendish Clarity; Foul Trade; Harm, Greater; Imprison Soul; Inflict Serious Wounds, Mass; Mark of the Unfaithful; Minor Servitor; Necrotic Curse; Necrotic Tumor; Pact of Return; Planar Bubble; Plane Shift, Greater; Psychic Turmoil, Greater; Ravage; Ravenous Darkness; Refuge; Regenerate; Renewal Pact; Repulsion; Restoration, Greater; Resurrection; Righteous Glare; Righteous Smite; Scry Location; Scrying, Greater; Spell Resistance, Mass; Symbol of Stunning; Symbol of Weakness; Withering Palm; Wretched Blight
8 Abyssal Frenzy; Antimagic Field; Avascular Mass; Befoul; Chain of Chaos; Cloak of Chaos; Create Greater Undead; Cure Critical Wounds, Mass; Death Pact; Death Ward, Mass; Dimensional Lock; Discern Location; Earthquake; Flashflood; Heat Drain; Holy Aura; Illusion Purge; Inflict Critical Wounds, Mass; Last Judgment; Necrotic Empowerment; Pestilence; Restoration, Mass; Spell Immunity, Greater; Symbol of Death; Symbol of Insanity; Unholy Aura; Wall of Greater Dispel Magic
9 Astral Projection; Despoil; Energy Drain; Erupt; Etherealness; Feast of Champions; Gate; Heal, Mass; Implosion; Mindrape; Necrotic Termination; Programmed Amnesia; Restoration, Mass Greater; Righteou Exile; Soul Bind; Spread of Savagery; Storm of Vengeance; True Resurrection; Were-Doom
Note on spells:
The significant omissions here are miracle and wish, though they get a couple of invisibility spells and one or two thematically-appropriate assassin and ranger spells. If one REALLY wanted to get miracle or wish, IIRC there are domains for that.
Specific questions:
1- The approximate tier?
2- It IS a lotta spells. Too many? Or does it need a lot to ever even hope to compete with clerics?
3- My hope was that this class would be multiclassing-friendly for a variety of other classes, i.e. anybody from fighters to rogues to casters might find something to like. Have I even come close to that goal?
4- I feel like they ought to get some sort of "swift-self-strike" thing around midway through to help mitigate the limitations of the Bloodcasting thing. Something to represent their experience in rapidly drawing blood from themselves. Not sure what that should look like, though.
5- Is Bloodbathe too easily negated? not easily enough?
6- I'm sure there are consequences to some of these oddball class features that I haven't considered. Anybody see any red flags?
7- It feels just a tiny bit scattered, conceptually, to me. Is it too much so?