Addling Bloodtide
Greater; 6th
This bloodtide augment invocation allows you to change your
bloodtide into an
addling bloodtide. Any creature that affected by an
addling bloodtide must make a successful Will save or become confused for one minute as their life force becomes chaotic and disorienting. In addition, as an immediate action you can cause the target to roll three times to determine the effect of its confusion and choose which one it must do.
Anhæmia
Greater; level 5
With a touch, you cause a single creature's life force to lose its potency and its blood to suddenly be unable to deliver energy to its body. The target is staggered for 1 round, exhausted for 2 rounds, and fatigued for 1 minute. If the target makes a successful Fortitude save it is instead fatigued for 1d4 rounds.
Animate Bloodtide
Greater; 7th
This bloodtide augment invocation allows you to change your
bloodtide into an
animate bloodtide. Any creature with blood that is reduced to -1 HP or below by an
animate bloodtide immediately dies and their blood animates itself as a mobile globule under your command. It has the stats of an animated object of a size one larger than the slain creature plus the drench and vortex aiblities of a water elemental. It can constrict and blind, and has a fly speed of 30 feet (perfect).
Blade of Blood
Lesser; 4th
This invocation functions like
lesser blade of blood, except that you may also apply a special ability to a weapon you create using hæmogenesis that is equivalent to a +1 bonus or up to 5000 GP. Once you have chosen this ability, any further uses of this invocation apply the same ability until the next midnight.
Blood sacrifice: 7
Blade of Blood, Greater
Greater; 6th
This invocation functions like
blade of blood, except that the special ability you apply may be equivalent to up to a +3 bonus or 15,000 GP. In addition, if you hit a creature that would be affected by an élan shift you know with a weapon you create using hæmogenesis, that creature suufers the effect of that élan shift (though not the save penalty or increased damage).
Blood sacrifice: 12
Blade of Blood, Lesser
Least; 1st
For 24 hours, you gain an insight bonus of +1 plus +1 per four levels to attack and damage with a weapon you create using hæmogenesis and it is treated as magic for overcoming damage reduction and damaging incorporeal creatures. In addition, you may create ammunition (including shurikens) as a free action with no sacrifice, though this ammunition is reabsorbed immediately upon hitting its target or missing.
Blood sacrifice: 2
Blood Brother
Lesser; 4th
By mingling your blood with another creature's, you create a powerful bond between you. For 24 hours you and your blood brother can determine the other's condition and position as the spell
status. In addition, so long as you remain within 100 feet of each other, your blood brother gains DR/Bludeoning and Magic equal to half what your hæmostasis ability bestows you and any time your blood brother would take hit point damage he takes only half damage. The amount of damage not taken by your blood brother is taken by you. This damage is not reduced by damage reduction. You may have only one blood brother at a time; using this invocation again before the first one has ended causes the first one to end.
Blood sacrifice: 5 from you and 5 from your blood brother
Bloodcloud
Greater; 7
Scattering your blood into the air, you cause a cloud of blood to surround you. This functions like the
obscuring mist, except that creatures inside are nauseated while they remain in the
bloodcloud and for 1d6 rounds after they leave. In addition, any creature within the
bloodcloud takes a -1 penalty to saves against
bloodtide (including the effects of
bloodtide augments) and élan shift. You are immune to the effect of
bloodclouds that you create.
Blood sacrifice: 10
Blood Hound
Least; 2nd
You gain the ability to detect blood for 24 hours. This functions similarly to the
scent special ability, except that you can only detect creatures with blood or a particular affinity for blood or amounts of freshly spilled (within the last hour) blood of at least half a pint, the range is 60 feet regardless of wind direction, it is not affected by the presence of other scents or spells or effects that specifically mask scent, you can pinpoint the source of the blood so long as you are within 10 feet of it, and you can not use this ability to track.
You further gain a +4 bonus to Sense Motive
Blood Hound, Greater
Greater; 5th
You gain the ability to detect blood for 24 hours. This functions similarly to the
blindsight special ability, except that you can only detect creatures with blood or a particular affinity for blood or freshly spilled (within the last hour) blood. The range is 60 feet.
You further gain a +10 bonus to Sense Motive
Blood to Water
Sanguine; 7th
You can use
blood to waterSpC as the spell.
Blood Eagle
Sanguine; level 9
As you touch it, the target's ribs suddenly explode through its back, and his lungs rip through the ragged hole to create a grotesque parody of an eagle's fluttering wings. The target is dazed as he takes 2d4 Constitution drain per round until he dies. A successful Fortitude save negates the Constitution drain and the target is instead dazed for one round. Each round the target can make a Fortitude save as a full-round action. If it succeeds at two Fortitude saves in a row, its lungs shift back into place and the effect ends.
You must make an additional blood sacrifice each round the effect continues after the first.
Blood sacrifice: 12 plus 6 per round.
Boiling Bloodtide
Lesser; 3rd
This bloodtide augment invocation allows you to change your
bloodtide into a
boiling bloodtide. The blood of any creature with blood that is affected by a
boiling bloodtide begins to boil and it takes additional fire damage equal to 2d6 + your Constitutuion modifier + your Charisma modifier. In addition, this intense heat weakens it, causing it to become fatigued for 1 minute. A successful Fortitude save negates the fatigue, but not the fire damage.
Crimson Angel
Sanguine; 7th
Whipping a blade across both shoulders, you command your blood to form great crimson wings. For 24 hours you gain a fly speed equal to twice your land speed with perfect maneuverability. If you already possess a fly speed, this invocation doubles your flight speed and changes your maneuverability to perfect. You also gain a +13 circumstance bonus to Intimidate.
If you are not flying, you can use the wings to make two natural attacks. Each wing deals 2d6 bludgeoning damage and deal quadruple damage on a critical hit. If you make a full attack with other weapons, you can also make use these attack as secondary attacks (-5 to hit).
Blood sacrifice: 7
Disorienting Bloodtide
Least; 2nd
This bloodtide augment invocation allows you to change your
bloodtide into a
disorienting bloodtide. Any creature affected by a
disorienting bloodtide must make a Will save as your control of their blood affects their ability to move. If it fails its save, it must make a DC 10 + your Constitution modifier Balance check at the start of each turn in order to take a move action. If it fails, it cannot move. If it fails the check by 5 or more, it falls prone. Airborne creatures are not affected by the disorienting aspect of a
disorienting bloodtide but still take damage normally. Likewise, a creature under the effect of a
disorienting bloodtide is not affected by the disorienting aspect of a
disorienting bloodtide but still take damage normally.
Draining Bloodtide
Lesser; 4th
This bloodtide augment invocation allows you to change your
bloodtide into a
draining bloodtide. You siphon some of the life force of the creatures affected by the
draining bloodtide, gaining 5 temporary hit points for each creature that fails its Fortitude save for half damage and 2 temporary hit points for each creature that succeeds on its Fortitude save for half damage. The temporary HP gained from a
draining bloodtide last one minute. Temporary HP from multiple
draining blasts replace each other and do not stack.
Enervating Bloodtide
Sanguine; 8th
This bloodtide augment invocation allows you to change your
bloodtide into an
enervating bloodtide. A creature affected by an
animate bloodtide is rendered insensate by its life force overwhelming its nerves. It must make a Fortitude save or be stunned for 1 round. If it is immune to stunning, it is instead dazed for 1 round. A successful save instead renders the subject staggered for 1 round.
Eruption of Blood
Sanguine; 9th
Slicing the palm of your hand, you command your blood to engulf your enemies. All creatures in a 60-foot radius centered on you take damage equal to four times your Constitution modifier times your level and are dazed for 1 round. A successful Reflex save reduces the damage by half and negates the dazing.
Blood sacrifice: 9
Eyeburst Bloodtide
Lesser; 5th
This bloodtide augment invocation allows you to change your
bloodtide into an
eyeburst bloodtide. A creature affected by an
eyeburst bloodtide suffers an instant of overwhelming life force pass through its eyes, and if it fails a Fortitude save its eyeballs pop and it goes blind. Unfortunately, the remnants of this surge of life force quickly mends the eyes, so the blindness lasts only 1d4+1 rounds. A creature that succeeds on its save still briefly suffers impaired vision and takes a -1 penalty to attack rolls and a -1 penalty to AC for one round.
Fire in the Blood
Greater; 6th
You charge your blood with energy to make your blood attack those who would harm you. This invocations functions like
fire in the bloodHoH, except that a piercing or slashing attack that would be negated by your hæmostasis ability still trigger the spell's damage.
Fountain of Blood
Greater; 7th
Slicing the palm of your hand, you fire a burst of blood at your enemies. All creatures in a 60-foot line take damage equal to twice your Constitution modifier times your level and is nauseated for 1 round. A successful Reflex save reduces the damage by half and negates the nauseating.
Blood sacrifice: 7
Gelid Bloodtide
Lesser; 3rd
This bloodtide augment invocation allows you to change your
bloodtide into a
gelid bloodtide. Any creature affected by a
gelid bloodtide begins to freeze, and unless they make a successful Fortitude save they take a -2 penalty to Strength, Dexterity, and Intelligence and a -10 foot penalty to their speed for 1 minute.
Gout of Blood
Lesser; 4th
Slicing the palm of your hand, you fire a burst of blood at your enemies. All creatures in a 60-foot line take damage equal to your Constitution modifier times your level and is sickened for 1d4 rounds. A successful Reflex save reduces the damage by half and negates the sickening.
Blood sacrifice: 4
Hæmic Shield
Lesser; 3rd
As an immediate action, you loose your blood to form a barrier between you and your enemies for an instant. This functions as the spell
wings of cover except that the barrier is not a force effect and does not hinder incorporeal touch attacks, though you still have partial concealment from any incorporeal touch attacks.
Blood sacrifice: 10
Hæmophilic Bloodtide
Least; 1st
This bloodtide augment invocation allows you to change your
bloodtide into a
hæmophilic bloodtide. Any creature with blood that is affected by a
hæmophilic bloodtide bleeds profusely and takes additional damage equal to half of your Constitution modifier (minimum 1) from slashing and piercing weapons for one minute. A creature under the effect of a
hæmophilic bloodtide are not affected by the bleeding aspect of a
hæmophilic bloodtide but still take damage normally.
Jet of Blood
Least; 1st
Slicing the palm of your hand, you fire a burst of blood at your enemies. All creatures in a 60-foot line take damage equal to your Constitution modifier times half your level (rounded up). A Reflex save reduces the damage by half.
Blood sacrifice: 1
Porphyria
Sanguine; 8th
With a touch, you alter a target's blood so that it becomes toxic in the sun. The target must make a Fortitude save or become sun-sensitive. In direct sunlight it takes a -8 penalty to Strength and Dexterity, a -2 penalty to attacks, weapon damage rolls, saving throws, and skill and ability checks, and takes 1d10 damage per round. In other bright light these penalties are halved and it takes no damage. This effect lasts 1 minute.
Rending Bloodtide
Greater; 5th
This bloodtide augment invocation allows you to change your
bloodtide into a
rending bloodtide. The skin of any creature affected by by a
rending bloodtide bloats as its own life force is corrupted into ripping it apart. Unless it succeeds on a Fortitude save it takes 2 Constitution damage from this force. A creature killed by the damage from a
rending bloodtide explodes into a bloody pulp, and can only be returned to live by
resurrection,
true resurrection, or
miracle. Bone shards fly in all directions, dealing 5d6 damage to all creatures and objects within a 20-foot radius.
Sanguine Avatar
Sanguine; 8th
You shift your own life force, becoming an avatar of blood-shed. Blood streams from your skin, forming an armor and enhancing you movements. You gain a +5 enhancement bonus to your natural armor and a +6 enhancement bonus to Strength. The damage reduction you normally have from hæmostasis is doubled. You become unable to use your bloodtide normally, but any creature you strike with a weapon you have created using hæmogenesis is affected as if you had used your bloodtide on it. (If you also have
greater blade of blood active, your élan shift abilities apply only once per attack.) You can apply a bloodtide augment to this ability. This ability lasts for 1 minute.
Blood sacrifice: 20
Scarlet Angel
Lesser; 3rd
Whipping a blade across both shoulders, you command your blood to form wings. For 24 hours you gain a fly speed equal to your land speed with good maneuverability. If you already possess a fly speed, this invocation grants you a +15 enhancement bonus to your speed. You also gain a +3 circumstance bonus to Intimidate.
Blood sacrifice: 5
Strangling Cord
Greater; 5th
You fashion a noose out of your own blood that strangles a victim of its own volition. You must hit the target with a ranged touch attack with a range of 30 feet. The victim immediately begins taking nonlethal damage, initially 1/4 of its maximum HP and an additional 1/4 of its maximum HP at the beginning of each of your turns until the target is unconscious. In addition, the creature cannot move more than 30 feet away from you. If you wish to move more than 30 feet from the target, you must succeed on an opposed Strength check. You add your Constitution modifier to your Strength check, and if you succeed the target is dragged along with you.
The noose can be escaped with a successful Escape Artist check (a full round action) against a DC of 20 + your Constitution modifier. It has HP equal to your Constitution modifier times your level and hardness 5, and can be burst with a Strength check against a DC of 25 + your Constitution modifier—also a full-round action. If the noose (including the trailing line between you and the target) is destroyed or you choose to dismiss it, the effect ends.
Blood sacrifice: 9
Tentacles of Ichor
Greater; 5th
Spattering your blood on the ground, you cause vast tentacles of some foul ichor to arise and begin strangling your foes. This invocation functions identically to the [i]black tentacles[/b] spell, except that when the tentacles grapple a creature they begin drawing blood and life force from it. On a successful grapple check to deal damage they deal an extra 1d4 + your Charisma modifier damage (this is not bludgeoning damage) and for each creature they have dealt this damage to they gain a +4 bonus to their Strength.
Blood sacrifice: 12
Torturous Bloodtide
Lesser; 5th
This bloodtide augment invocation allows you to change your
bloodtide into a
torturous bloodtide. Subtle alterations of the flow of their life force cause any creature that is affected by a
disorienting bloodtide to suffer wracking pain and take a -3 penalty on attack rolls, saves, and skill checks for 1 minute. A successful Will save reduces this penalty to -1 and the duration for 1 round.
Tumultuous Bloodtide
Least; 2nd
This bloodtide augment invocation allows you to change your
bloodtide into a
tumultuous bloodtide. Any creature affected by a
torturous bloodtide must make a Fortitude save or be sickened for one minute. A creature under the effect of a
tumultuous bloodtide are not affected by the sickening aspect of a
tumultuous bloodtide but still take damage normally.
Twice-Over Prana-Slaying Bloodtide
Sanguine; 9th
This bloodtide augment invocation allows you to change your
bloodtide into a
twice-over prana-slaying bloodtide. Any creature affected by a
twice-over prana-slaying bloodtide has its life force wrenched from its body, torn to shreds, and then forced back into its mortal shell. It must make a Fortitude save or gain a negative level and a Will save or become frightened for 1 minute (on a successful save the subject is instead shaken for 1 minute). If it fails both saves it must make a further Will save with a -2 penalty or become dazed for one round. Negative levels from this ability fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies. If humanoid dies because of a negative level bestowed by a
twice-over prana-slaying bloodtide it becomes a bloodhulk fighter (see Monster Manual page 20).
Vampire's Fangs
Greater; 5th
You grow vampire-like fangs, giving you a bite natural attack that deals 1d6 points of damage (1d4 for a small creature) and 1 point of Constitution damage. If you make a full attack with other weapons, you can also make a bite attack as a secondary attack (-5 to hit). When you successfully deal Constitution damage to a creature you gain 5 temporary hit points. Temporary hitpoints gained from this ability do not stack with each other and last only 1 minute.