PDA

View Full Version : D&D 3.x Class The Book of Blood



Lanth Sor
2019-04-03, 08:24 AM
The Book of Blood


The Artist Macabre
https://i.pinimg.com/originals/74/61/35/746135174dc2697bc2f8bd1ab57098ae.jpg
"Sometimes the news doesn't need pictures, a few words can convey my art, and only true connoisseur truly would understand its beauty." Selina Sinclair the Black Buther of Westromere


Many men venerate the field of battle, know the horror and macabre beauty of the scene after. Some say the sky is painted in red the morn after a great battle. And still, there are those who experience this and testament to the horrors of war. While few men would argue the horror there-in, the Artist Macabre is one of those few. Masters of murder, butcher, serial killers, artist macabre provide a vital service bringing beauty into the world.

Bards sing songs and recite poetry to be passed on through word and pen, while painters create beautiful image venerated and put on a show by the masses. The artist macabre carves their art into the skin of the subjects, and perform diligent work in the aftermath of a fresh kill to ensure not an ounce goes to waste. There are those who relish in the artist's work, but constraints of society get in the way. It is not uncommon for an artist to begin by following a fellow artist or believe they are. Should they find their inspiration to be less it's not uncommon for the inspiration to become the art.

Hit Die: d8
Skill Points: 6+ Intelligence Modifier
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Proficiencies: Artist Macabre are proficient with simple weapons, but no armor.


LevelBABFortRefWillSpecialUnearthly
MeinsTechniques
Known
1st
+1
+0
+2
+2
Dance of Blood, Unearthy Grace
0
1

2nd
+2
+0
+3
+3
-
1
2

3rd
+3
+1
+3
+3
-
1
3

4th
+4
+1
+4
+4
Unearthly Nervel
2
3

5th
+5
+1
+4
+4
-
2
4

6th
+6/+1
+2
+5
+5
-
3
5

7th
+7/+2
+2
+5
+5
-
3
6

8th
+8/+3
+2
+6
+6
Unearthly Fortitude
4
6

9th
+9/+4
+3
+6
+6
-
4
7

10th
+10/+5
+3
+7
+7
-
5
8

11th
+11/+6/+1
+3
+7
+7
-
5
9

12th
+12/+7/+2
+4
+8
+8
Unearthly Guise
6
9

13th
+13/+8/+3
+4
+8
+8
-
6
10

14th
+14/+9/+4
+4
+9
+9
-
7
11

15th
+15/+10/+5
+5
+9
+9
-
7
12

16th
+16/+11/+6/+1
+5
+10
+10
Uneartly Presence
8
12

17th
+17/+12/+7/+2
+5
+10
+10
-
8
13

18th
+18/+13/+8/+3
+6
+11
+11
-
9
14

19th
+19/+14/+9/+4
+6
+11
+11
-
9
15

20th
+20/+15/+10/+5
+6
+12
+12
Unearthly Dance Imortalis
10
15


Dance of Blood (Ex): Artists earn their name not only from the scenes they leave behind, but also the beauty of their combat. Whenever an artist provokes an attack of opportunity, and the attack misses the artist, they add 1d8 damage to their next attack, each missed attack adds an additional d8. In a round, the artist moves at least 10ft they add their level to the damage roll of any attack they make until the end of their next turn. All damage from this ability stacks with other sources of damage. While using a 2 handed weapon the damage dice increase to 1d12 and the damage for moving 10ft is increased to 1.5 times your level. All damage provided by dance of blood is precision damage.
If an attack benefiting from dance of blood would bring a target to 0hp or less they must fort save or die, DC equal to the damage dealt.
If an artist makes a perform check of any kind and uses the remains of someone that was killed by the artist, they add the bonus damage from Dance of Blood they dealt to the victim, to the perform check.

Unearthly Mien (Su): Artist draw on an otherworldly power that makes others unnerved. At the start of each day, they begin with unearthly mien points equal to class level and loose any points beyond that. Their maximum number of mien points is equal to class level times charisma modifier. Unearthly mien points can be gained by doing any of the following.

Dealing damage with Dance of Blood grants 1 point of unearthly mien
Scoring a critical hit grants a number of points equal to the weapons critical multiplier
Killing something grants points equal to 1/4th its HD(min 1). The thing killed must have 1 HD.

All supernatural abilities of the class are tied to their mien as such they provide a mien bonus if a bonus is provided, unless otherwise stated. Mien bonus functions similar to deflection bonus for armor and is negated against anything that instills fear to the source of the mien bonus, IE the artist is the source of their bonus.

Starting at the 2nd level and every even level after the Artist learns a mien chosen from the list below


Aether Step (Su): If the artist spends a move action traveling in a strait line they may spend a standard action to teleport as dimension door in a random direction out of line of sight by spending 2 points. Requires 7th level.
Blood Stained Laughter (Su): While making a preform check the artist can make some audible display, laughter is a favorite, and make a single intimidate check against all in audible range, on success they are shaken. If they have sight of the gore and you exceed the DC by 10 they are frightened, if you exceed the DC by 20 they are panicked.
Collateral Damage (Su): The artist gains the collateral damage ability of a hobkins gremlin (http://www.d20pfsrd.com/bestiary/monster-listings/fey/gremlins/gremlin-hobkins/). Activating the ability costs 1 point.
Fight or Flight (Su): Whey you effect a target with a fear effect poisons have their intervals halved.
Lingering Fear (Su): You inspire such fear that creatures you intimidate continue to act intimidated after you leave, too afraid to raise their voice in defiance even after you have apparently left them far behind. After any fear effect you create ends they are spooked (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) for 24 hours.
Lingering Dread (Su): You inspire such terror that creatures you intimidate continue to act intimidated after you leave, too afraid to raise their voice in defiance even after you have apparently left them far behind. After what ever fear effect ends they are effected by the fear effect (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) 4 steps down from the initial effect for 24 hours. Requires class level 6th and Lingering fear.
Lingering Terror (Su): You inspire such terror that creatures you intimidate continue to act intimidated after you leave, too afraid to raise their voice in defiance even after you have apparently left them far behind. After what ever fear effect ends they are effected by the fear effect (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) 3 steps down from the initial effect for 24 hours. Requires class level 12th, Lingering Dread and Lingering Fear.
Mien of Terror: You gain a bonus to intimidate checks equal to 1/2 your current unearthly mien points.
Out of Phase (Su): The artist gains the out of phase ability of a hobkins gremlin (http://www.d20pfsrd.com/bestiary/monster-listings/fey/gremlins/gremlin-hobkins/). Additionally they gain the benfit of blur spell as a supernatural ability, activating the ability costs 3 points and last 1 minute.
Preternatural Grace (Su): While benefiting from unearthly grace the artist additionally gains evasion as the rogue ability. Requires 3rd level
Preternatural Fortitude (Su): When the artist makes a fortitude save for partial, on a successful save they instead negate the effect. Requires 11th level.
Preternatural Nerve (Su): When the artist makes a will save for partial, on a successful save they instead negate the effect. Requires 7th level.
Primal Lingering Horror (SU): You inspire such terror that creatures you intimidate continue to act intimidated after you leave, too afraid to raise their voice in defiance even after you have apparently left them far behind. After what ever fear effect ends they are effected by the fear effect (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) 2 steps down from the initial effect for 24 hours. Requires class level 18th, Lingering Terror, Lingering Dread, and Lingering Fear.
Psuedonatural Grace (Su): While benefiting from unearthly grace the artist additionally gains improved evasion as the rogue ability. Requires 7th level
Psuedonatural Fortitude (Su): When the artist makes a fortitude save for partial, on a failed, save they instead take the partial effect. Requires 15th level.
Psuedonatural Nerve (Su): When the artist makes a will save for partial, on a failed save they instead take the partial effect. Requires 11th level.
Sinister Bladework (Su): While benefiting from Dance of Blood the artist can expend points equal to 1/2 your level to add an additional die of precision damage per point spent.
Sanguine Leak (Su): When dealing damage with Dance of Blood the artist can spend 1 point to cause 1 bleed damage per die of precision damage.
Sanguine Slick (Su): When causing bleed damage the artist can spend 1 points to unleash a torrent of blood form their victim creating the grease spell. Unlike the spell this is blood and cannot burn.
Unearthly Strikes (Su): The artist can use their charisma modifier instead of strength or dexterity modifier for weapons attack and damage rolls. By spending a swift action and a point the artist's attacks ignore miss chance.



Techniques (Ex):


Adoring Fan (Ex): Some idiot saw your work now they think you the best. Gain a cohort as per leadership feat, but you only gain one cohort. Requires 3rd level.
Alchemical Mastery (Ex): The Artist receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost. In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the itemís gp value as its sp value when determining your progress (do not multiply the itemís gp cost by 10 to determine its sp cost). Requires Craft (alchemy) 8 ranks.
Anything Can Make Art (Ex): The artist gains catch off guard and throw anything as bonus feats.
Bash Their Brains In (Ex): While attacking with a bludgeoning weapon, the artist can make a perform check against the targets AC on a success the target is dazed for 1 round, in addition to the other effects of the attack.
Classically Trained Alchemist (Ex): Gain Journeyman Alchemist* as a bonus feat. This technique can be taken an unlimited number of times. This technique has the same requirements as the feat you learn when taking it Feats marked with * are found in More Magic and Mayhem. Each time taken after the first grants one of the following feats: Alchemical Specialty*, Alchemistís Constitution*, Artisan Alchemist*, Instant Alchecmy (http://www.d20pfsrd.com/feats/general-feats/instant-alchemy/)(Craft(Alchemy 4 ranks), Expert Alchemist*, Master Alchemist*.
Crowd Pleaser (Ex): The artist treats all weapon as if they had the performance (http://www.d20pfsrd.com/equipment/weapons#wpn-quality-performance) quality and adds 1/2 their level to such any performance check made with a weapon with that quality.
Deadly Finesse (Ex): The artist gains the weapon finesse feat as a bonus feat, and any weapon that benefits from weapon finesse also uses dexterity for damage.
Death Attack (Ex): The artist gains Death Attack as the Assassin class feature. DC 10 + 1/2 class level + Charisma Modifier. Requires 6th class level.
Frightener (Ex): The artist gains frightener ability of a hobkins gremlin (http://www.d20pfsrd.com/bestiary/monster-listings/fey/gremlins/gremlin-hobkins/).
Gleeful Carnage (Ex): The artist's critical hits provoke an attack of opportunity against the target of their critical. Requires 8th class level.
Combat Training (Ex): The artist gains a fighter bonus feat. They must meet any prerequisites for the feat.
Crown Prince (Ex): The artist gains evil leadership as a bonus feat. Requires 6th level and Adoring Fan.
Lasting Application (Ex): When the artist applies poison to their weapon they can make a number of attacks equal to their dexterity modifier before the poison is used up, minimum one extra attack is effected.
Madman's Present (Ex): The artist may make an intimidation check on a target and provide them with a gift. If the intimidate succeeds the target must take the gift. If the intimidate check succeeded by 10 or more they must use the gift if possible, drinking a liquid. If use of the gift would be fatal to the user or an ally and the recipient is aware of this the intimidate DC is increased by 5. Prerequisite: Frightener, and intimidate 8 ranks.
Martial Discovery (Ex): The artist learns 2 martial maneuvers or one martial stance.The artist must meet the requirements for the maneuvers and have ranks equal to (maneuver level x 2) - 1 in the discipine's related skill. This technique can be taken an unlimited number of times granting new maneuvers and stances.
Martial Virtuoso (Ex): Choose a martial discipline you gain 1 marital maneuver from that discipline. You may recover a maneuver as a full round action in which you move your move speed and provoke at least one attack of opportunity, every attack provoked past the fist recovers an additional maneuver. Additionally the artist may spend a swift action by expending 1 point of unearthly mien. The Artist Macabre levels count as levels as levels in a martial adept class when determining IL. The artist must have 4 ranks in the discipline's related skill.
Nock to Tip (Ex): The artist gains point blank shot and precise shot.
Poison Training (Ex): Gain poison use as an assassin class feature. Any poison the artist uses has its DC increased by 1/2 class level.
Poke Them Full of Holes (Ex): While attacking with a piercing weapon, the artist can make a perform check against the targets AC on a success the target gains bleed damage equal to the artist charisma modifier, in addition to the other effects of the attack. Because of the nature of the wound the heal DC is increased by 1/2 class level + charisma modifier.
Poisoncraft Efficiency (Ex): The artist can make any poison with in 1/10 the normal time, and uses half the normal materials to make the same amount of poison.
Seeds of Sin (Ex): The artist gains the ability to make a bluff check, to convince the target of their fault for a major negative event in their life. If they previously had battled with if it was their fault they take a -5 to sense motive. If they never considered it before they gain a +5 to their sense motive check. If the artist succeeds the target is demoralized and cannot benefit form any morale bonuses. Requires level 3.
Slice Them to Ribbons (Ex): While attacking with a slashing weapon, the artist can make a perform check against the targets AC on a success the target looses your dexterity modifier + charisma modifier in armor bonus to AC to a maximum penalty equal to the artist level. If the target has natural armor any excess penalty is applied to their natural armor. Any repair spell fixes the damage to the armor and any healing spell restores the natural armor, other wise the armor can be fixed with a craft check and a days work, and natural armor heals at the same rate has hitpoints.
Speed Application (Ex): The artist can coat their weapon or lace an object in poison as a move action. Starting at the 7th level it takes a swift action. Starting at the 14th level it is a immediate action.
Talented Conspirator (Ex): The artist gains a bonus Conspiracy Feat (http://www.giantitp.com/forums/showthread.php?542083-Conspiracy-feats-Lets-make-a-few!). This technique can be taken multiple times each time grants a new conspiracy feat.
Trade Tool Training, Advanced (Ex): The artist gains weapon specialization with chosen weapon, and greater weapon focus at the 10th level. The artist must have weapon focus and be level 6 to learn technique.
Trade Tool Training (Ex): The artist gains proficiency with a weapon chosen and weapon focus with the weapon. This may be taken multiple times. Each time take for a new weapon.
Trade Tool Mastery (Ex): The artist gains melee weapon mastery or ranged weapon mastery depending on weapon type. The artist must have Advanced Weapon Training with the weapon and be class level 14.
Wicked Ones True Talent (Ex): The artist gains a Vile Feat of their choice. They must meet all but the alignment requirements for. This feat may be taken multiple times.




Unearthly Grace (Su): The first indication of their unearthly mien comes with their odd way of moving that almost twists their bodies in ways it shouldn't. As long as the artist wears no armor or light armor and is not above light load, they add their charisma modifier to AC and reflex saves. Additionally, if they wear no armor they add 1/2 their class level to AC in addition to their charisma modifier.

Unearthly Nerve (Su): The next sign is their dead eyes, alight with glee. Though the sign is their eyes the true concern is their mind, starting at the 4th level artist gain immunity to fear and emotion based effects and add their charisma modifier to Will saves.

Unearthly Fortitude (Su): There is something wrong almost dead in the flesh of an artist. At the 8th level, the artist adds becomes immune to disease and adds their charisma modifier to Fortitude saves.

Unearthly Guise (Su): Artists lose something along the way normal people covet. The flesh is so universal, the artist learns to meld their own and use their other worldly abilities to change faces as easily as you or I change clothes, starting at the 12th level, artists gaining Alter Self at-will, and are constantly under the effects of a nondetection spell, both have a caster level equal to class level and are supernatural abilities. The form they take with alter self becomes their new form after 1 week in the form, at which point they can only change their base form back to their original form by spending a week in the form via this alter self ability.

Unearthly Presence (Su): Begining at the 16th level the artist projects an aura of abnormality even when people are not directly aware of the artist's presence they feeling unease. The aura of unease causes all with in 30ft of the artist to make a Fortitude save or be sickened on a failed roll. If someone knows who the artist is, the line of sight is enough to force them to save, at level 20 someone aware of the artist is instead affected if they are with-in 1 mile of the artist. While making a perform check using a victim the aura quadruples in size, Anyone witnessing the event is nauseated on a failed save.

Unearthly Dance Imortalis (Su): At the 20th level the artist learns the cadence of immortals. When an attack benefiting from Dance of Blood would knock a target below 25% health, it must make a Fortitude save DC equal to the damage dealt or die. This is not a death effect. Any attack benefiting from Dance of Blood ignore precision damage immunity and critical immunity.




Sanguinare

http://4.bp.blogspot.com/-6Mi4_Nb7pso/U-qaAeAIFUI/AAAAAAAAEkw/E_uIRKgyN5w/s1600/3823-1-1375799514.jpg
"I know secrets so ancient your gods were young when they were lost." Ceirif Kalamida




LevelBABFortRefWillSpecial
1+1+2+0+2Blood Bonded Object, Blood Pool, Blood Sustenance
2+2+3+0+3Blood Talent
3+3+3+1+3Blood Call
4+4+4+1+4Blood Talent, Natural Armor +1
5+5+4+1+4Blood Transformation, Purity of Blood(Disease)
6+6+5+2+5Blood Talent
7+7+5+2+5Blood Power
8+8+6+2+6Blood Talent, Natural Armor +2
9+9+6+3+6Blood Power, Purity of Blood(Poison)
10+10+7+3+7Blood Talent, Mettle
11+11+7+3+7Greater Blood Transformation, Blood Power
12+12+8+4+8Blood Talent, Natural Armor +3
13+13+8+4+8Blood Power, Purity of Blood(Bleed)
14+14+9+4+9Blood Talent
15+15+9+5+9Blood Power
16+16+10+5+10Blood Talent, Natural Armor +4
17+17+10+5+10Blood Power, Purity of Blood(Con Damage)
18+18+11+6+11Blood Talent
19+19+11+6+11Blood Power, Improved Mettle
20+20+12+6+12Perfect Blood Transformation, Natural Armor +5


HD: d10
Class Skills: The sanguinareís class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill points: 4+Int per level


Class Features

Weapon and armor proficiencies: A sanguinare is proficient in simple weapons and scythe, whip, surgical claws (https://www.dandwiki.com/wiki/Surgical_Claws_(3.5e_Equipment)), and any weapon that deals bleed damage. A Sanguinare is also proficient with light armor and shields

Blood Bonded Object: At 1st level, the sanguinare chooses an object to focus their powers through. The sanguinare loses access to their blood points stored in the object when not in contact with their bonded object. The object can be any item, and is treated as proficient with the item if there is related feat such as weapons or armor. Additionally if they must meet other requirements like caster level, as long as their class level is equal to the required caster level they are treated as meeting that prerequisite.

The blood Bonded Object has an unlimited capacity for blood points. Infusing blood points in the blood bonded object requires a 1 minute ritual per blood point.

Blood Pool: The sanguinaire draws power from the blood of those they slay. Blood points represent the reservoir of blood they have collected in their travels. They can maintain a maximum of constitution score(min 10) * class level blood points in your blood pool. You can only gain points by dealing the killing blow to a living creature with HD equal to at least 1/4 your character level.

Blood Sustenance: Starting at the 1st level the sanguinaire may expend 1 blood point to sate their hunger and thirst for 12 hours. Additionally the sanguinaire no longer gains sustenance from normal food or drink. They may consume normal food and drink for beneficial effects such as magic or alchemy but not to quench thirst or prevent hunger. If the Sanguinaire has a racial dietary need for blood they do not cease to gain sustenance form that means.

Blood Talent: Starting at 2nd level, a sanguinaire gains one blood talent. They gain an additional blood talent for every 2 levels of sanguinaire attained after 2nd level. A sanguinaire cannot select an individual talent more than once.

Animate Blood Legion: The sanguinaire invests their blood pool to animated the dead. By expending
5 + 1 / HD animated blood points the sanguinare can imbue a corpse with life via the animate dead spell. The material component onyx is instead a ruby, and the created undead have the lifeblood template. Undead created through this ability HD count toward their blood thrall pool, not normal animate dead pool. Creatures animate through this ability have an effective HD of 1/3rd their actual HD unless they also have levels in a class.
Assume Blood Heritage (Ex): The sanguinaireís mastery of blood allows them to imitate the blood of other races. When the sanguinare chooses this talent they choose a race. They gains that raceís subtype, but only gains one of the benefits of the subtype. The benefit is chosen by the sanguinare and cannot be changed. The sanguinare cannot choose a spell like ability, regeneration, energy type immunity, or similar power abilities if the subtype grants any other benefits. Additionally they gain one feat that has that race as a prerequisite, or bonus generic feat no feats exist, the generic feat must have no prerequisites. They do not gain any spell-like abilities or similar abilities, such as spell casting tied to the subtype, but you do gain Su and EX, DM has final say in what is and isn't gained from the subtype. This may be taken multiple times each time choosing a new subtype, the new subtype cannot oppose an existing one, ie Fire vs cold, Angel vs Demon, etc.
Bloodlash (Su): As a standard action, spend 1 blood point, you make a single attack against an adjacent enemy or fire the line without an attack. All targets in a 15ft line take damage. If they are in melee range you also do weapon damage. Anyone in the line takes 1d6 damage per class level. This damage is untyped damage.
Blood Barrier(Su): As the gore from your attacks flails through the air it solidifies long enough to impede your enemies attacks for a short time after. As a swift action spend 1 blood point to cause all attacks you make to grant you a stacking +1 AC until the start of your next turn. This bonus acts as and stacks with shield bonus. If using a 2-handed weapon the bonus is doubled. Requires melee or thrown weapon bond.
Blood Charm(Su): Claim the mind of a target by controlling the flow of blood with in their body. Spend 5 blood points to cast charm monster on a target. Charmed creatures count as blood thralls. Charmed creatures count as 1/4th their HD round up to nearest whole number.
Blood Command (Su): Claim the mind of a target by controlling the flow of blood with in their body. Spend 10 blood points to cast command undead on a target. You may target non-undead with this command. Commanded creatures count as blood thralls. Requires level 10
Blood Demand(Su): Claim the mind of a target by controlling the flow of blood with in their body. Spend 2 blood points to cast command on a target.
Blood Domination (Su): Claim the mind of a target by controlling the flow of blood with in their body. Spend 15 blood points to cast dominate monster on a target. Dominated creatures count as blood thralls. Requires level 12
Blood Stone Golem Creation(Su): By expending a number of blood points as a 1 round action the sanguinare may create a Blood Stone Golem. The golem has a number of HD equal to the number of blood points expended in its creation. The golem last 1 minute per class level. Golems created by this ability count as blood thralls with an effective HD of twice the golems HD. If released form your control he golem erupts into a pool of blood soaking all squares in its reach.
Bloody Weapon (Su): The saguinare can expend 1 point from his blood pool as a swift action to grant any natural weapon or weapon they are holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
A sanguinare can only enhance a blood bound weapon in this way.
Cannibalize Blood (Ex): The sanguinare may take 1 point of burn per the kineticist (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/kineticist/) class feature to gain 1 blood point. The burn limit is 10+ con mod. This burn is recovered at a rate of 1 per night.
Coagulate(Su): As an immediate action, at the cost of 2 blood point, the sanguinare coagulates the blood at point of impact preventing 5 damage per class level.
Crimson Fury(Su): As a swift action, by spending 2 blood points, the sanguinare may enter a rage as per the barbarian class feature. The rage lasts a number of rounds equal to the sanguinareís con mod.
Culling the Blood(Su): As a standard action, call the blood from all creatures in 30ft. Any corpse in the area, you have gained no blood points form grants 1 blood point.
Culling the Living(Su): As an attack action, deal 1d4 per odd level to a target in close range and gain 1 blood point. The damage is halved on a successful fortitude save and no blood point is gained. Requires level 3
Critical Bloodletting (Ex): Upon scoring a critical hit with an attack that causes bleed damage the sanguinare gains blood points equal to the critical multiplier of the weapon. Requires 8th level
Enduring Gorementals (Ex): Gorementals duration increases to hours per level. This blood talent can be taken a second time starting at the 6th level increasing the goremental duration to days per level. This talent can be taken a third time starting a the 12th level making any goremental permanent.
Esoteric Assume Blood Heritage (Ex): The sanguinaireís mastery of blood allows them to imitate the blood of other races. When the sanguinare chooses this talent they choose a subtype. They gain that subtype and one of the benefits of the subtype, but can never grant spellcasting, manifesting, or similar abilities. The subtypes spell-like abilities, or similar effects, each count as a separate ability and only one can be chosen. If the subtype chosen does not grant anything other than counting as a race the sanguinare also gains one of the abilities off creatures racials. Examples include drow darkvision, goblin faster movespeed, Dwarven stability, Lion's claws, bears bite, etc. Any race not mixed blood like half-elf has their own unique subtype unless specified otherwise. This may be taken once per subtype. Exsanguination (Su): Call the blood from your foe. As a standard action absorb 1d8/2 class levels hp from target in close range. Cost 2 blood points. Fort halves DC 10+1/2+Cha mod.
Expanded Control (Ex): You can control 2 extra HD per level blood thralls. This can be taken multiple times. Requires sanguinare level 4, and an ability that creates blood thralls.
Extended Bloodlash (SU): By spending additional blood points the range of bloodlash is increased to 15ft + 15ft per extra blood point spent. If the bloodlash damage, but not the weapon damage, kills a creature the lash is extended an extra 15ft per creature killed. Requires level 4, Bloodlash.
Frenzy (Su): As a move action incite rage in yourself granting haste for constitution modifier rounds. Frenzy cost 2 blood points. Requires sanguinare level 8
Greater Sanguine Healing (Su): Sanguine healing now provides its healing passively. Now when you activate sanguine healing you instead double your fast healing. Requires Sanguinare level 12, Sanguine Healing, and Improved Sanguine Healing
Goremental Creation (Su): By expending a number of blood points as a 1 round action the sanguinare may create a goremental. The goremental has a number of HD equal to the number of blood points expended in its creation. Goremental count as a blood thrall with an effective HD of twice the goremental's HD. The goremental last 1 minute per class level. Gorementals created by this ability count as blood thralls. If released form your control he goremental erupts into a pool of gore soaking all squares in its reach.
Improved Bloodlash (Ex): The range of bloodlash is increased to 30ft. If the bloodlash damage, but not the weapon damage, kills a creature the lash is extended an extra 15ft. Requires Bloodlash.
Improved Bloody Weapon (Su): When expending points for bloody weapon the sanguinare now gains an additional pool of virtual enhancement bonus that can only be spent on magic weapon properties. The virtual enhancement bonus is +1 at 3rd, and increases by 1 every 4 levels there after. Adding these properties consumes an amount of blood points bonus equal to the propertyís base price modifier.
These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the blood point is spent and cannot be changed until the next time the sanguinare uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the sanguinare.
A sanguinare can only enhance a blood bound weapon in this way.
Improved Goremental Creation (Ex): Gorementals effective HD is now 1.5 times their actual HD for blood thrall HD. Requires level 10 and Goremental Creation.
Improved Sanguine Healing (Su): By spending a standard action instead of a move action and 2 additional blood points when activating sanguine healing you may also immediately heal yourself 1d8 + class level HP. Each level the fast healing increases the immediate healing gains an extra die, 2d8 at 3rd, 3d8 at 6th, etc. Requires Sanguine Healing
Incite Frenzy (Su): As a standard action expend 2 blood points to cause a blood thrall to enter a frenzy, becoming effected by haste for 1 round per class level. During the hasted period they take 1d3 bleed damage per round. If they are immune to bleed damage they cannot be effected. Requires the ability to make blood thralls and sanguinare level 8.
Purity of Blood Heritage (Ex): The sanguinare gains one ability for the chosen subtype they did not previously gain, ie Aura of Menace for archons. This may be taken multiple times gaining a new ability each time.
Sanguine Healing (Su): The sanguinare may spend 1 blood point, as a move action, to gain fast healing 1 for 5 rounds. This fast healing increases 2 at the 3rd level, Fast Healing 3 6th, Fast Healing 4 at 9th, Fast Healing 5 at 12th, Fast Healing 7 at 15th, and Fast Healing 10 at 18th.
Sanguine Regeneration (Su): The sanguinare may now spend 10 blood points as a move action to convert all fast healing into regeneration for 1 minute, any detached limbs can be reattached instantly by placing them to the stump, new body parts are grown over 1 minute. While this regeneration is active you cannot die due to loss of body parts, ie heart, head etx. Requires Sanguinare level 16, Sanguine Healing, Improved Sanguine Healing, and Greater Sanguine Healing.
Sanguine Tide (Su): The sanguinare performs a whirlwind attack as the feat. The attack deal an extra 1d6/4 levels supernatural damage. Additionally all enemies in 5 ft. past the weapons reach take the bonus damage. 2 Blood Points Requires Sanguinare level 8
Undying Blood (Su): When the sanguinare would die due to a cause that would be prevented by regeneration, and have at least 10 blood points in their pool they may activate Sanguine Regeneration. Any destroyed body part is restored over the 1 minute period and any damage is healed as normal, this can restore a person to life if their body becomes fully functioning, This cannot revive from death effects or similar abilities that don't cause physical harm. Requires Sanguinare level 18, Sanguine Healing, Improved Sanguine Healing, Greater Sanguine Healing, and Sanguine Regeneration.
Vampiric Mark (Su): As a standard action, may spend 2 blood points, make an attack as part of the action dealing normal damage, and causes bleed equal to 1/3 class levels(min 1). Unlike normal bleed the heal DC is 10 + 1/2 class level + str mod. When the target takes bleed damage from this effect, the sanguinare heals damage equal to the bleed damage.


Natural Armor: At the 3rd level the sanguinare gains natural armor +1 or increase their natural armor by the amount 1. This increases by 1 every 4 levels there after.

Blood Call: Starting at the 3rd level, as a 1 round action call the blood from a corpse, gain blood points equal to 1/2 the corpse's constitution score, up to the corpses HD. The target must be subject to bleed damage and have a constitution score when alive.

Blood Transformation: At 5th level the Sanguinare gains the ability erupt into a demon of blood and flesh. The transformation expends 1 blood point per round until all blood points the sanguinare had stored in himself and his blood bound object if it is in his possession are expended. The Sanguinare cannot leave Blood Transformation until all points are expended.

Angel: +2 Str, +6 Dex, +4 Con, +2 Nat Armor, create 2 short swords as free action, 45ft. Fly(Good)
Demon: +6 Str, +2 Dex, +4 Con, +2 Nat Armor, 2 Claw Attacks 1d6, 60ft. Fly(Average)
Golem: +4 Str, +8 Con, +4 Nat Armor, 1 slam 1d10, +10ft Move speed, +5 Bull Rush/Overrun
Giant: +8 Str, +4 Con, +2 Nat Armor, 2 Claw Attacks 1d8, Large Size
Paragon: +4 Str, +4 Dex, +4 Con, +4 Nat Armor, 2 Claw Attacks 1d6
Sprite: +8 Dex, +4 Con, +1 Dodge, Tiny Size, 30ft Fly(Perfect), Blood Needles(1d6, 150ft range, uses full number of attacks)


Purity of Blood: At the 5th level the Sanguinare gains disease immunity at the 9th level he gains poison immunity, at the 13th level he gains bleed immunity, and at the 17th level he gains immunity to all forms of con damage but not drain.

Blood Power: At 7th level and every odd level thereafter the sanguinare gains one blood power from the list below. The sanguinaire only gains access to these powers while in the Blood Transformation.

Blood Ammunition: Your bonded weapon has unlimited ammunition and increase the weapon bonus by +2. Must have a ranged weapon blood bound object.
Constitution Increase: The sanguinareís constitution bonus while in blood transformation is increased by +2. You may take this an additional time for every 4 levels past the 7th.
Dexterity Increase: The sanguinareís dexterity bonus while in blood transformation is increased by +2. You may take this an additional time for every 4 levels past the 7th.
Dual Bloodlash: Bloodlash creates 2 lines instead of 1. each dealing normal damage. The two lines begin in 2 non adjacent squares that you are adjacent to. Both lines must end in the same square.
Enlarge Weapon: The sanguinare's natural attacks, weapon blood bond objects, and blood transformation weapons damage dice is increased by 1 step.
Iron Blood: The sanguinare natural armor bonus increase by 2. This can be taken multiple times.
Flight: While in blood form gain a fly speed of 30ft. with average maneuverability. fly becomes a class skill, if your form has a fly speed it instead increases by 1/3rd base. This may be taken multiple times.
Gore Endurance: While in blood form the sanguinare's HP increase by 50%. These are not temporary HP and when lost it is their max HP dropping which can result in them being unconscious after a transformation.
Gore Resilience: Reduce any incoming damage by 2. Only things that say they over come resistance or all damage reduction ignore this reduction. This may be taken multiple times. Each time taken increases the reduction by 2.
Mass Exsanguination: Exsanguination effects all targets in a 15ft radius burst from your target. You must have line of effect on all targets.
Strength Increase: The sanguinareís strength bonus while in blood transformation is increased by +2. You may take this an additional time for every 4 levels past the 7th.
Wounding Attacks: Any attack made while in blood transformation deals 2 point of bleed


Mettle: You can resist magical attacks with greater effectiveness than others. If you succeed on a fortitude or will save that would have a lesser effect you instead negate the effect entirely. (IE. disintegrate still does 5d6 on save this damage would be negated.) This ability doesnít function while the sanguinaire is asleep or unconscious.

Greater Blood Transformation: At 11th level the Sanguinare gains the ability erupt into a demon of blood and flesh. The transformation expends 1 blood point per round until all blood points the sanguinare had stored in himself and his weapon if it is in his possession.

Angel: +4 Str, +8 Dex, +6 Con, +4 Nat Armor, create 2 long swords as free action, 60ft. Fly(Good)
Demon: +8 Str, +4 Dex, +6 Con, +4 Nat Armor, 2 Claw Attacks 1d8, 90ft. Fly(Average)
Golem: +6 Str, +10 Con, +4 Nat Armor, 1 slam 2d6, +20ft Move speed, +15 Bull Rush/Overrun
Giant: +10 Str, +6 Con, +4 Nat Armor, 2 Claw Attacks 2d6, Huge Size
Paragon: +6 Str, +6 Dex, +6 Con, +6 Nat Armor, 2 Claw Attacks 1d10, +2 attack and damage
Sprite: +10 Dex, +6 Con, +2 Dodge, Tiny Size, 45ft Fly(Perfect), Blood Needles(2d6, 150ft range, uses full number of attacks)


Improved Mettle: Your control over self is great enough to overcome even the most severe attacks. If you fail a fortitude or will save that would have a lesser effect you instead take the lesser effect.

Perfect Blood Transformation: At 20th level the Sanguinare gains the ability erupt into a demon of blood and flesh. The transformation expends 1 blood point per round until all blood points the sanguinare had stored in himself and his weapon if it is in his possession.

Angel: +6 Str, +10 Dex, +8 Con, +6 Nat Armor, create 2 one handed great swords as free action, 90ft. Fly(Good)
Demon: +10 Str, +6 Dex, +8 Con, +6 Nat Armor, 2 Claw Attacks 2d6, 120ft. Fly(Average)
Golem: +8 Str, +12 Con, +8 Nat Armor, 1 slam 3d8, +30ft Move speed, +30 Bull Rush/Overrun
Giant: +12 Str, +8 Con, +6 Nat Armor, 2 Claw Attacks 3d6, Gargantuan Size
Paragon: +8 Str, +8 Dex, +8 Con, +8 Nat Armor, 2 Claw Attacks 2d8, +4 attack and damage
Sprite: +12 Dex, +8 Con, +3 Dodge, Diminutive Size, 60ft Fly(Perfect), Blood Needles(3d6, 150ft range, uses full number of attacks)

Lanth Sor
2019-04-03, 08:25 AM
https://memestatic.fjcdn.com/pictures/Scribe+of+hell+5e+dnd+i+was+bummed+that+contract_2 20a50_6625560.jpg


Blood Bonded Object
A Blood bound object is bonded to a particular sanguinare, much like a familiar, but in more of a partnership than a master-servant relationship.
Blood Pool: Unlike the sanguinare the blood bound object can store an unlimited number of blood points. The blood points can be used by the sanguinare as long as the object is in their possession. If the blood bonded object is in the hands of another they may only take blood points from it if they succeed in a ego check.
Unbreakable (Ex): As long as it has at least 1 point in its blood pool, a blood bound object is immune to the broken condition. If broken, the blood bound object is unconscious and powerless until repaired. If destroyed, the blood bound object can be reforged 1 week later through a special ritual that costs 200 gp per Sanguinare level. The ritual takes 24 hours to complete.
Bonded Enhancement: The sanguinare can enhance the object with any magic appropriate for the item. They gain the warlocks enchanting ability, but only in regards to the bonded object

Blood Thralls

A character may control 2 HD of blood thralls per character level. Abilities will specify when something counts as a blood thrall.
A single bloodthrall cannot have effective HD greater then the sanguinare.


Alternate Rules
Daily Blood
Blood Pool: The sanguinare draws power from the blood of those they slay. Blood points represent the reservoir of blood they have collected in their travels. They can maintain a maximum of constitution modifier + class level blood points in your blood pool. Once per day you must preform a 15 minute ritual where you extract the blood of a living creature to recover lost blood points. The process deals 1 bleed damage per blood point recovered and can be split between multiple creatures(such as your party). This process can only be done once per day.


Feats

Extra Blood Talent
Prerequisite: Blood Talent
Benefit: Gain an additional blood talent.
Special: This may be taken multiple times, each time grants a new blood talent.

Extra Technique
Prerequisite: Technique class feature.
Benefit: Gain an additional technique from your class list.
Special: This may be taken multiple times, each time grants a new technique.

Extra Technique
Prerequisite: Technique class feature.
Benefit: Gain an additional technique from your class list.
Special: This may be taken multiple times, each time grants a new technique.

Extra Unearthly Mien
Prerequisite: Unearthly Mien class feature.
Benefit: Gain an additional Unearthly Mien.
Special: This may be taken multiple times, each time grants a new Unearthly Mien.

Expand Blood Pool
Prerequisite: Blood Pool
Benefit: Increase max blood pool by class level.
Special: This may be taken multiple times, its effects stack.

Expand Blood Thrall Command
Prerequisite: An ability that creates blood thralls
Benefit: Your blood thrall control pool increase by 1 per character level.
Special: This may be taken multiple times, its effects stack.

Forceful Blood Reservoir
Prerequisite: Blood Pool, Cha 11
Benefit: When determining max blood points use charisma instead of constitution.


Religion

Order of Sanguinius
A monastic order of war priests that parley with angelic beings for powers of healing and war.

Alignment: LG
Favored Weapon: Surgical Claws
Favored Class: The Channeler (http://www.giantitp.com/forums/showthread.php?196557-3-5-The-Channeler-an-angelic-invoker-Base-Class)

Ideals/Concepts

Healing: The first commandmant
Sanguine is the term used to describe the human condition.
The Red Sword is the term for war or combat.

Lanth Sor
2019-04-03, 08:26 AM
New Items
Surgical Claws
Type: Exotic, Light, Medium, Melee
Damage: 1d4
Critical: 18-20/x2
Range Increment: ó
Type: Slashing and Piercing
Hardness: 5
HP: 5
Cost: 400g
Weight: 1lb.

Cost includes the cost of masterwork.
These finely crafted mechanical marvels preform both as masterwork surgical tools and as a masterwork weapon. Due to the care required to make functional surgical claws the claws must always be masterwork. If broken they cannot be used as surgical tools.

Likely the most peculiar aspect of these claws is when used as a weapon their razor sharp blades can cause wounds the bleed profusely. If an attack score a critical, in addition to the normal critical effect the victim's wound begins bleeding profusely, dealing bleed damage equal to claws base damage each round(1d4 for medium, 1d3 for small). Due to the fine cuts the heal DC to stop the bleeding increases by 5(Heal DC 20).

When preforming any heal check where precision cutting tools would help the claws provide a +3 circumstance bonus.

Lanth Sor
2019-04-03, 08:27 AM
Bloodstone Golem

https://i.pinimg.com/originals/16/4d/73/164d733a25f7e34f5ae699a916990c36.jpg


Level/HDBABFortRefWillStrDexConIntWisChaSpecial
1+0+0+0+0+0+0+0+0+0+0Construct Traits, Bloodstone Body, Magic Immunity I
2+1+0+0+0+0+0+0+0+0+0Bloodstone Talent
3+2+1+1+1+0+0+0+0+0+0Magic Immunity I
4+3+1+1+1+0+0+0+0+0+0Bloodstone Talent, Advanced Form I
5+3+1+1+1+0+0+0+0+0+0Magic Immunity I
6+4+2+2+2+0+0+0+0+0+0Bloodstone Talent
7+5+2+2+2+0+0+0+0+0+0Magic Immunity I
8+6+2+2+2+0+0+0+0+0+0Bloodstone Talent, Advanced Form II
9+6+3+3+3+0+0+0+0+0+0Magic Immunity I
10+7+3+3+3+0+0+0+0+0+0Bloodstone Talent
11+8+3+3+3+0+0+0+0+0+0Magic Immunity I
12+9+4+4+4+0+0+0+0+0+0Bloodstone Talent, Advanced Form III
13+9+4+4+4+0+0+0+0+0+0Magic Immunity I
14+10+4+4+4+0+0+0+0+0+0Bloodstone Talent
15+11+5+5+5+0+0+0+0+0+0Magic Immunity I
16+12+5+5+5+0+0+0+0+0+0Bloodstone Talent, Advanced Form IV
17+12+5+5+5+0+0+0+0+0+0Magic Immunity I
18+13+6+6+6+0+0+0+0+0+0Bloodstone Talent
19+14+6+6+6+0+0+0+0+0+0Magic Immunity I
20+15+6+6+6+0+0+0+0+0+0Bloodstone Talent, Advanced Form V




Bloodstone Body: Bloodstone is a blood red gemlike material. The following are the racial traits of a bloodstone golem. Only bloodstone golems may take levels in the bloodstone golem class.

Attributes: +6 Strength, -6 Dexterity(min 1), No Consitution, -10 intelligence(min 1), Charisma -8 (min 1)
Type: Construct
Size: Small
Speed: 20ft land speed
Unsettling: Bloodstone golems take no penalties to intimidate due to size and use strength instead of charisma for intimidate.
Golem Senses: Bloodstone Golems have Low-light Vision and Darkvision 60ft
Improved Unarmed Strike: Bloodstone golems gain Improved Unarmed Strike as a bonus feat, he may treat unarmed strikes as grouped natural weapons (as many as he has fists or analogous limbs to use) or as manufactured weapons as he prefers.






No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creatureís description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected.
Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not eat, sleep, or breathe.

Stone Stained in Blood: Bloodstone craves blood and bloodstone golems are no exception. Bloodstone golems deal 1 bleed for every die of physical damage they deal.

Blood Pool: The bloodstone golem draws power from the blood staining their form. Blood points represent the reservoir of blood they have collected. They can maintain a maximum of 20 * HD blood points in their blood pool. They can only gain points by dealing the killing blow to a living creature with HD equal to at least 1/4 their character level.

Immunity to Magic (Ex): A bloodstone golem is immune to any level 0 spell or spell-like ability that allows spell resistance. This protection applies to stronger magics in a limited capacity, granting SR 11 + Class level. In addition, certain spells and effects function differently against the creature, as noted below. Any noted spell i

A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the golemís structure but negates its damage reduction and immunity to magic for 1 full round.

A bleed spell causes the golem to lose 1 blood point.

Bloodstone Talents: The golem gains a blood talent at the second level and every 2 levels there after. Bloodstone golem levels count as 3/4ths as many sanguinare levels for meeting prerequisites. Ie level 1=0, level 2=1, level 3=2, level 4=3, level 5=3, level 6=4, etc.

Gore Enhancements: At the third level and every odd level there after the goremental gains one gore enhancement from the list below.

Advanced Shifting Form: The gorementalís chooses an alternate form. That alternate form benefits form advanced form at the same levels as their base form.
Blood Ammunition: Your bonded weapon has unlimited ammunition and increase the weapon bonus by +2. Must have a ranged weapon blood bound object.
Charisma Increase: The gorementalís charisma is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Constitution Increase: The gorementalís constitution is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Dexterity Increase: The gorementalís dexterity is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Dual Bloodlash: Bloodlash creates 2 lines instead of 1. each dealing normal damage. The two lines begin in 2 non adjacent squares that you are adjacent to. Both lines must end in the same square. Requires bloodlash blood talent.
Enlarge Weapon: The gorementalís natural attacks and weapon blood bond objects weapons damage dice is increased by 1 step.
Intelligence Increase: The gorementalís intelligence is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Iron Blood: The gorementalís natural armor bonus increase by 2. This can be taken multiple times.
Flight: The goremental gains a fly speed of 30ft. with average maneuverability. fly becomes a class skill, if your form has a fly speed it instead increases by 1/3rd base. This may be taken multiple times.
Frightful Presence: The goremental unsettling form strikes fear in all but the most stalwart creatures. The goremental gains frightful presence as the dragon ability. Their age category is equal to their base form's advanced form number + 1 per size category larger than medium - 1. Must have Advanced Form II or be large size and have Advanced Form I.
Gore Resilience: Gore body's damage reduction is increased by 1. This may be taken multiple times. Each time taken increases the reduction by 1.
Mass Exsanguination: All in 15ft of your target are affected by exsanguination. Requires Exsanguination blood talent.
Shifting Form: The gorementalís chooses a base form other than their base form, this is an alternate form. As a full round action they can change their form to that of their alternate form or back to their base form. Changing forms replaces all form specific benefits and penalties. The alternate form only gains the benefits listed in the base form ability. This may be taken multiple times, each time taken they choose a new base form. The Alternate forms gain the benefits of Advanced Form I at 6th level, Advanced Form II at 12th level, Advanced Form II at 18th level, Advanced Form IV at 24th level.
Shifting Mass: The gorementalís chooses one size category larger or smaller then their base form size. As a full round action they can adjust their size category to that size or back to their normal size. Changing size incurs the normal bonuses and penalties except con changes, and natural armor changes. This may be taken multiple times, each time taken they choose if the new size is one size larger then their current largest size or smaller then their current smallest size.
Strength Increase: The gorementalís strength is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Wisdom Increase: The gorementalís wisdom is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Wounding Attacks: The gorementalís attack now also deal 2 point of bleed.


Advanced Form: The truth of bloodstone creation is disconcerting to even the most advance mages. The collection of blood feeds their massive forms, the stone grows to accommodate their ever growing hunger.
I

Angel: +4 Dex, +2 Con, +2 Int, +1 Nat Armor, create 2 short swords as free action, 45ft. Fly(Good)
Constrictor: +6 Str, +2 Con, +2 Int, +1 Natural Armor, -10ft base move speed, 10ft climb, 10ft swim, Bite 1d6, Constrict 1d6
Demon: +4 Str, +2 Con, +2 Int, +1 Nat Armor, 2 Claw Attacks 1d6, 60ft. Fly(Average)
Drake: +6 int, Bite 1d6, 2 claws 1d4, 100ft. Fly(Clumsy), Small, Quadruped
Golem: +2 Str, +6 Con, +2 Int, +2 Nat Armor, 1 slam 1d10, +10ft Move speed, +5 Bull Rush/Overrun
Giant: +6 Str, +2 Con, +2 Int, +1 Nat Armor, 2 Claw Attacks 1d8, Large Size, Looses Powerful Build
Hound: +4 Str, +4 Wis +1 Nat Armor, 1 bite 1d10, +20ft Move speed, Quadruped, Scent 30ft
Paragon: +2 Str, +2 Dex, +2 Con, +6 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d6, +2 attack and damage
Sprite: +6 Dex, +2 Con, +2 Int, +1 Dodge, Tiny Size, 30ft Fly(Perfect), Blood Needles(1d6, 150ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +6 Dex, +1 Dodge, Tiny Size, Swarm Subtype, 40ft Fly(good), Blood Swarm(1d3 + 1d2 beed)

II

Angel: +2 Str, +6 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, create 2 short swords as free action, 45ft. Fly(Good)
Constrictor: +8 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Natural Armor, 20ft base move speed, 20ft climb, 20ft swim, Bite 1d8, Constrict 1d8
Drake: +2 Str, +2 Dex, +2 Con, +8 Int, +2 Wis, +2 Cha, Bite 1d8, 2 claws 1d6, 150ft. Fly(Clumsy), Medium, Quadruped
Demon: +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d6, 60ft. Fly(Average)
Golem: +4 Str, +8 Con, +2 Int, +2 Wis, +2 Cha, +4 Nat Armor, 1 slam 1d10, +10ft Move speed, +5 Bull Rush/Overrun
Giant: +8 Str, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d8, Large Size, Gains powerful Build
Hound: +6 Str, +2 Dex, +2 Con, +6 Wis, +2 Cha, +2 Nat Armor, 1 bite 1d10, +30ft Move speed, Quadruped, Scent 45ft
Paragon: +4 Str, +4 Dex, +4 Con, +8 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 1d6, +4 attack and damage
Sprite: +8 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +1 Dodge, Tiny Size, 30ft Fly(Perfect), Blood Needles(1d6, 150ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +8 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d4 + 1d3 beed)

III

Angel: +4 Str, +8 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, create 2 long swords as free action, 60ft. Fly(Good)
Constrictor: +10 Str, +4 Dex, +4 Con, +4 Int, +4 Wis, +4 Cha, +4 Natural Armor, 30ft base move speed, 30ft climb, 30ft swim, Bite 2d6, Constrict 2d6
Demon: +8 Str, +4 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 1d8, 90ft. Fly(Average)
Drake: +4 Str, +4 Dex, +4 Con, +10 Int, +4 Wis, +4 Cha, Bite 2d6, 2 claws 1d8, 200ft. Fly(Clumsy), Large, Quadruped
Golem: +6 Str, +10 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 1 slam 2d6, +20ft Move speed, +15 Bull Rush/Overrun
Giant: +10 Str, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 2d6, Huge Size
Hound: +6 Str, +2 Dex, +2 Con, +6 Wis, +2 Cha, +2 Nat Armor, 1 bite 1d10, +30ft Move speed, Quadruped, Scent 45ft
Paragon: +6 Str, +6 Dex, +6 Con, +10 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 1d10, +6 attack and damage
Sprite: +10 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +2 Dodge, Tiny Size, 45ft Fly(Perfect), Blood Needles(2d6, 150ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +10 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +1 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d6 + 1d4 beed)

IV

Angel: +6 Str, +10 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, create 2 one handed great swords as free action, 90ft. Fly(Good)
Constrictor: +12 Str, +6 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Natural Armor, 40ft base move speed, 40ft climb, 40ft swim, Bite 3d6, Constrict 3d6
Demon: +10 Str, +6 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 2d6, 120ft. Fly(Average)
Drake: +6 Str, +6 Dex, +6 Con, +12 Int, +6 Wis, +6 Cha, Bite 4d6, 2 claws 2d6, 250ft. Fly(Clumsy), Huge, Quadruped
Golem: +8 Str, +12 Con, +6 Int, +6 Wis, +6 Cha, +8 Nat Armor, 1 slam 3d8, +30ft Move speed, +30 Bull Rush/Overrun
Giant: +12 Str, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 3d6, Gargantuan Size
Paragon: +8 Str, +8 Dex, +8 Con, +12 Int, +8 Wis, +8 Cha, +8 Nat Armor, 2 Claw Attacks 2d8, +8 attack and damage
Sprite: +12 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, 60ft Fly(Perfect), Blood Needles(3d6, 150ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +12 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d8 + 1d6 beed)

V

Angel: +8 Str, +12 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, create 2 one handed large great swords as free action, 120ft. Fly(Good)
Constrictor: +14 Str, +8 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Natural Armor, 50ft base move speed, 50ft climb, 50ft swim, Bite 4d6, Constrict 4d6
Demon: +10 Str, +6 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, 2 Claw Attacks 3d6, 180ft. Fly(Average)
Drake: +8 Str, +8 Dex, +8 Con, +14 Int, +8 Wis, +8 Cha, Bite 4d6, 2 claws 3d6, 300ft. Fly(Clumsy), Gargantuan, Quadruped
Golem: +10 Str, +14 Con, +8 Int, +6 Wis, +6 Cha, +10 Nat Armor, 1 slam 4d8, +40ft Move speed, +30 Bull Rush/Overrun
Giant: +14 Str, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, 2 Claw Attacks 4d6, Colossal Size
Paragon: +10 Str, +10 Dex, +10 Con, +14 Int, +10 Wis, +10 Cha, +10 Nat Armor, 2 Claw Attacks 3d8, +10 attack and damage
Sprite: +14 Dex, +10 Con,, +8 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, 75ft Fly(Perfect), Blood Needles(4d6, 150ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +14 Dex, +10 Con,, +8 Int, +6 Wis, +6 Cha, +4 Dodge, Fine Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(2d6 + 1d8 beed)




Goreamental

https://vignette.wikia.nocookie.net/pastarezista/images/0/08/%D0%AD%D0%BB%D0%B5%D0%BC%D0%B5%D0%BD%D1%82%D0%B0%D 0%BB%D1%8C_%D0%BA%D1%80%D0%BE%D0%B2%D0%B8_%D0%B1%D 1%80%D1%83%D1%82%D0%B0%D0%BB%D1%8C%D0%BD%D1%8B%D0% B9.jpg/revision/latest?cb=20150829144951&path-prefix=ru


Level/HDBABFortRefWillStrDexConIntWisChaSpecial
1+0+2+0+0+0+0+0+0+0+0Elemental Traits, Gore Body, Blood Form
2+1+3+0+0+0+0+0+0+0+0Blood Talent
3+2+3+1+1+0+0+0+0+0+0Gore Enhancements
4+3+4+1+1+0+0+0+0+0+0Blood Talent, Advanced Form I
5+3+4+1+1+0+0+0+0+0+0Gore Enhancements
6+4+5+2+2+0+0+0+0+0+0Blood Talent
7+5+5+2+2+0+0+0+0+0+0Gore Enhancements
8+6+6+2+2+0+0+0+0+0+0Blood Talent, Advanced Form II
9+6+6+3+3+0+0+0+0+0+0Gore Enhancements
10+7+7+3+3+0+0+0+0+0+0Blood Talent
11+8+7+3+3+0+0+0+0+0+0Gore Enhancements
12+9+8+4+4+0+0+0+0+0+0Blood Talent, Advanced Form III
13+9+8+4+4+0+0+0+0+0+0Gore Enhancements
14+10+9+4+4+0+0+0+0+0+0Blood Talent
15+11+9+5+5+0+0+0+0+0+0Gore Enhancements
16+12+10+5+5+0+0+0+0+0+0Blood Talent, Advanced Form IV
17+12+10+5+5+0+0+0+0+0+0Gore Enhancements
18+13+11+6+6+0+0+0+0+0+0Blood Talent
19+14+11+6+6+0+0+0+0+0+0Gore Enhancements
20+15+12+6+6+0+0+0+0+0+0Blood Talent, Advanced Form V


Elemental Type
An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.

Features
An elemental has the following features.

8-sided Hit Dice.
Base attack bonus equal to ĺ total Hit Dice (as cleric).
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Goremental Traits
An elemental possesses the following traits (unless otherwise noted in a creatureís entry).

-6 Int Goreementals are not smartest of creatures.
Move speed 30ft
Darkvision out to 60 feet.
Natural Armor +3
Immunity to poison, sleep effects, paralysis, and stunning.
Not subject to critical hits or flanking.
Unlike most other living creatures, an elemental does not have a dual natureóits soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, donít work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
Proficient with natural weapons.
Elementals do not eat, sleep, or breathe.


Gore Body: The goremental is made of pure gore it takes reduced damage from all sources. Reduce any incoming damage by 1 per class level. Only things that say they over come resistance or all damage reduction ignore this reduction. Additionally their hit points are doubled after all other calculations.

Blood Pool: The goremental draws power from the blood of those they slay. Blood points represent the reservoir of blood they have collected in their travels. They can maintain a maximum of constitution score * HD blood points in their blood pool. They can only gain points by dealing the killing blow to a living creature with HD equal to at least 1/4 their character level.

Blood Form: At the first level the goremental chooses a base form from the list below. Feel free to brew your own forms but use these as a guideline.

Angel: +2 Dex, create 2 Daggers as free action, 30ft. Fly(Good)
Constrictor: +4 Str, -10ft base move speed, 10ft climb, 10ft swim Bite 1d4, Constrict 1d4
Demon: +2 Str, 2 Claw Attacks 1d4, 45ft. Fly(Average)
Drake: +4 Int, Bite 1d4, 2 claws 1d3, 50ft. Fly(Clumsy), Tiny Size, Quadruped
Golem: +4 Con, +2 Nat Armor, 1 slam 1d8, +5ft Move speed, +2 Bull Rush/Overrun
Giant: +4 Str, 2 Claw Attacks 1d6, Powerful Build
Hound: +2 Str, +2 Wis +1 Nat Armor, 1 bite 1d8, +10ft Move speed, Quadruped, Scent
Paragon: +4 Int, +1 Nat Armor, 2 Claw Attacks 1d4, +1 attack and damage
Sprite: +4 Dex, +1 Dodge, Tiny Size, 20ft Fly(Perfect), Blood Needles(1d4, 75ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +4 Dex, +1 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d2 + 1 beed)


Blood Talents: The goremental gains a blood talent at the second level and every 2 levels there after. Racial class levels/HD count as sanguinare levels for qualifying for blood talents.

Gore Enhancements: At the third level and every odd level there after the goremental gains one gore enhancement from the list below.

Advanced Shifting Form: The gorementalís chooses an alternate form. That alternate form benefits form advanced form at the same levels as their base form.
Blood Ammunition: Your bonded weapon has unlimited ammunition and increase the weapon bonus by +2. Must have a ranged weapon blood bound object.
Charisma Increase: The gorementalís charisma is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Constitution Increase: The gorementalís constitution is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Dexterity Increase: The gorementalís dexterity is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Dual Bloodlash: Bloodlash creates 2 lines instead of 1. each dealing normal damage. The two lines begin in 2 non adjacent squares that you are adjacent to. Both lines must end in the same square. Requires bloodlash blood talent.
Enlarge Weapon: The gorementalís natural attacks and weapon blood bond objects weapons damage dice is increased by 1 step.
Intelligence Increase: The gorementalís intelligence is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Iron Blood: The gorementalís natural armor bonus increase by 2. This can be taken multiple times.
Flight: The goremental gains a fly speed of 30ft. with average maneuverability. fly becomes a class skill, if your form has a fly speed it instead increases by 1/3rd base. This may be taken multiple times.
Frightful Presence: The goremental unsettling form strikes fear in all but the most stalwart creatures. The goremental gains frightful presence as the dragon ability. Their age category is equal to their base form's advanced form number + 1 per size category larger than medium - 1. Must have Advanced Form II or be large size and have Advanced Form I.
Gore Resilience: Gore body's damage reduction is increased by 1. This may be taken multiple times. Each time taken increases the reduction by 1.
Mass Exsanguination: All in 15ft of your target are affected by exsanguination. Requires Exsanguination blood talent.
Shifting Form: The gorementalís chooses a base form other than their base form, this is an alternate form. As a full round action they can change their form to that of their alternate form or back to their base form. Changing forms replaces all form specific benefits and penalties. The alternate form only gains the benefits listed in the base form ability. This may be taken multiple times, each time taken they choose a new base form. The Alternate forms gain the benefits of Advanced Form I at 6th level, Advanced Form II at 12th level, Advanced Form II at 18th level, Advanced Form IV at 24th level.
Shifting Mass: The gorementalís chooses one size category larger or smaller then their base form size. As a full round action they can adjust their size category to that size or back to their normal size. Changing size incurs the normal bonuses and penalties except con changes, and natural armor changes. This may be taken multiple times, each time taken they choose if the new size is one size larger then their current largest size or smaller then their current smallest size.
Strength Increase: The gorementalís strength is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Wisdom Increase: The gorementalís wisdom is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
Wounding Attacks: The gorementalís attack now also deal 2 point of bleed.


Advanced Form: As the goremental increases in level its base form becomes more advanced. The information listed here replaces the base form information, and does not stack with it. Each level a new rank is gained the old benefits are replaced with the new ones.
I

Angel: +4 Dex, +2 Con, +2 Int, +1 Nat Armor, create 2 short swords as free action, 45ft. Fly(Good)
Constrictor: +6 Str, +2 Con, +2 Int, +1 Natural Armor, -10ft base move speed, 10ft climb, 10ft swim, Bite 1d6, Constrict 1d6
Demon: +4 Str, +2 Con, +2 Int, +1 Nat Armor, 2 Claw Attacks 1d6, 60ft. Fly(Average)
Drake: +6 int, Bite 1d6, 2 claws 1d4, 100ft. Fly(Clumsy), Small, Quadruped
Golem: +2 Str, +6 Con, +2 Int, +2 Nat Armor, 1 slam 1d10, +10ft Move speed, +5 Bull Rush/Overrun
Giant: +6 Str, +2 Con, +2 Int, +1 Nat Armor, 2 Claw Attacks 1d8, Large Size, Looses Powerful Build
Hound: +4 Str, +4 Wis +1 Nat Armor, 1 bite 1d10, +20ft Move speed, Quadruped, Scent 30ft
Paragon: +2 Str, +2 Dex, +2 Con, +6 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d6, +2 attack and damage
Sprite: +6 Dex, +2 Con, +2 Int, +1 Dodge, Tiny Size, 30ft Fly(Perfect), Blood Needles(1d6, 150ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +6 Dex, +1 Dodge, Tiny Size, Swarm Subtype, 40ft Fly(good), Blood Swarm(1d3 + 1d2 beed)

II

Angel: +2 Str, +6 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, create 2 short swords as free action, 45ft. Fly(Good)
Constrictor: +8 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Natural Armor, 20ft base move speed, 20ft climb, 20ft swim, Bite 1d8, Constrict 1d8
Drake: +2 Str, +2 Dex, +2 Con, +8 Int, +2 Wis, +2 Cha, Bite 1d8, 2 claws 1d6, 150ft. Fly(Clumsy), Medium, Quadruped
Demon: +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d6, 60ft. Fly(Average)
Golem: +4 Str, +8 Con, +2 Int, +2 Wis, +2 Cha, +4 Nat Armor, 1 slam 1d10, +10ft Move speed, +5 Bull Rush/Overrun
Giant: +8 Str, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d8, Large Size, Gains powerful Build
Hound: +6 Str, +2 Dex, +2 Con, +6 Wis, +2 Cha, +2 Nat Armor, 1 bite 1d10, +30ft Move speed, Quadruped, Scent 45ft
Paragon: +4 Str, +4 Dex, +4 Con, +8 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 1d6, +4 attack and damage
Sprite: +8 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +1 Dodge, Tiny Size, 30ft Fly(Perfect), Blood Needles(1d6, 150ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +8 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d4 + 1d3 beed)

III

Angel: +4 Str, +8 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, create 2 long swords as free action, 60ft. Fly(Good)
Constrictor: +10 Str, +4 Dex, +4 Con, +4 Int, +4 Wis, +4 Cha, +4 Natural Armor, 30ft base move speed, 30ft climb, 30ft swim, Bite 2d6, Constrict 2d6
Demon: +8 Str, +4 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 1d8, 90ft. Fly(Average)
Drake: +4 Str, +4 Dex, +4 Con, +10 Int, +4 Wis, +4 Cha, Bite 2d6, 2 claws 1d8, 200ft. Fly(Clumsy), Large, Quadruped
Golem: +6 Str, +10 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 1 slam 2d6, +20ft Move speed, +15 Bull Rush/Overrun
Giant: +10 Str, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 2d6, Huge Size
Hound: +6 Str, +2 Dex, +2 Con, +6 Wis, +2 Cha, +2 Nat Armor, 1 bite 1d10, +30ft Move speed, Quadruped, Scent 45ft
Paragon: +6 Str, +6 Dex, +6 Con, +10 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 1d10, +6 attack and damage
Sprite: +10 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +2 Dodge, Tiny Size, 45ft Fly(Perfect), Blood Needles(2d6, 150ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +10 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +1 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d6 + 1d4 beed)

IV

Angel: +6 Str, +10 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, create 2 one handed great swords as free action, 90ft. Fly(Good)
Constrictor: +12 Str, +6 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Natural Armor, 40ft base move speed, 40ft climb, 40ft swim, Bite 3d6, Constrict 3d6
Demon: +10 Str, +6 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 2d6, 120ft. Fly(Average)
Drake: +6 Str, +6 Dex, +6 Con, +12 Int, +6 Wis, +6 Cha, Bite 4d6, 2 claws 2d6, 250ft. Fly(Clumsy), Huge, Quadruped
Golem: +8 Str, +12 Con, +6 Int, +6 Wis, +6 Cha, +8 Nat Armor, 1 slam 3d8, +30ft Move speed, +30 Bull Rush/Overrun
Giant: +12 Str, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 3d6, Gargantuan Size
Paragon: +8 Str, +8 Dex, +8 Con, +12 Int, +8 Wis, +8 Cha, +8 Nat Armor, 2 Claw Attacks 2d8, +8 attack and damage
Sprite: +12 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, 60ft Fly(Perfect), Blood Needles(3d6, 150ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +12 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d8 + 1d6 beed)

V

Angel: +8 Str, +12 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, create 2 one handed large great swords as free action, 120ft. Fly(Good)
Constrictor: +14 Str, +8 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Natural Armor, 50ft base move speed, 50ft climb, 50ft swim, Bite 4d6, Constrict 4d6
Demon: +10 Str, +6 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, 2 Claw Attacks 3d6, 180ft. Fly(Average)
Drake: +8 Str, +8 Dex, +8 Con, +14 Int, +8 Wis, +8 Cha, Bite 4d6, 2 claws 3d6, 300ft. Fly(Clumsy), Gargantuan, Quadruped
Golem: +10 Str, +14 Con, +8 Int, +6 Wis, +6 Cha, +10 Nat Armor, 1 slam 4d8, +40ft Move speed, +30 Bull Rush/Overrun
Giant: +14 Str, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, 2 Claw Attacks 4d6, Colossal Size
Paragon: +10 Str, +10 Dex, +10 Con, +14 Int, +10 Wis, +10 Cha, +10 Nat Armor, 2 Claw Attacks 3d8, +10 attack and damage
Sprite: +14 Dex, +10 Con,, +8 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, 75ft Fly(Perfect), Blood Needles(4d6, 150ft range, uses full number of attacks)
Swarm: -10 STR(min 1), +14 Dex, +10 Con,, +8 Int, +6 Wis, +6 Cha, +4 Dodge, Fine Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(2d6 + 1d8 beed)

Lanth Sor
2019-04-03, 02:10 PM
Monster space

Lanth Sor
2019-04-03, 04:56 PM
Feel free to PEACH complete content.

Completion Status
Sanguinare - Complete
Surgical -


Change Log

JoshuaZ
2019-04-03, 05:05 PM
I haven't looked at it in detail, but my basic reaction is that this is low T3 maybe T4. Note that in Blood Transformation you say " At 5th level the Sanguinare gains the ability erupt into a demon of blood and flesh. " I don't think you mean demon there given the options, maybe you mean "monster" or something similar?


Things that might be nice:

A feat which lets one get an extra blood talent (able to take multiple times):

A feat which lets one base the maximum size of your blood pool off of your charisma rather than con (useful for undead wanting to take this class. A vampire should be able to do this sort of thing for example).

A few blood talents which allow one additional ways of getting blood points. It might be nice to a fixed number of times daily be able to take damage from yourself and get a blood point. Similarly, it might be nice to have an ability which gives a blood point when one confirms a critical hit against a living foe (again maybe with a limited number of daily uses).


If you don't mind, I might want to make some other material which interacts with this class.

Lanth Sor
2019-04-03, 11:00 PM
I haven't looked at it in detail, but my basic reaction is that this is low T3 maybe T4. Note that in Blood Transformation you say " At 5th level the Sanguinare gains the ability erupt into a demon of blood and flesh. " I don't think you mean demon there given the options, maybe you mean "monster" or something similar?
Fair point


Things that might be nice:

A feat which lets one get an extra blood talent (able to take multiple times):

I'll add later tonight.



A feat which lets one base the maximum size of your blood pool off of your charisma rather than con (useful for undead wanting to take this class. A vampire should be able to do this sort of thing for example).

I debated on this one but landed at the current system of setting it to min 10. But I guess eating a feat for it would be ok.



A few blood talents which allow one additional ways of getting blood points. It might be nice to a fixed number of times daily be able to take damage from yourself and get a blood point. Similarly, it might be nice to have an ability which gives a blood point when one confirms a critical hit against a living foe (again maybe with a limited number of daily uses).

I'll see what I can conjure up.



If you don't mind, I might want to make some other material which interacts with this class.

Of course not. More content is always beneficial to all.

JoshuaZ
2019-04-06, 09:14 AM
A few other quick notes: You refer to "supernatural damage" - this isn't a defined damage type, so I think you just mean untyped damage and mean the effect is supernatural.

Under unearthly mien you have "doin" where you mean "doing."

Some of the wording on some of the blood talents and techniques could use a little work. Feat names (e.g. "catch off guard" "throw anything" and "weapon finesse" should probably be capitalized).

For "Assume Blood Heritage" - I take it that you gain a single feat of your choice there? If so, it would be good to say that explicitly.

It may make sense for the blood bonded object to have a maximum number of blood points it can have. Otherwise there's a lot of room for shena*****ns with it.

Also, how much is this intended for PF and how much for 3.5? It seems like skills are done for 3.5, but you mention bleed damage which is PF. It would probably be easy to run it for either (with the requisite saves adjusted accordingly) but it might make sense to write the material for one or other, or to have rules for each broken down.