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    Default [Invoker] Anyone know how to get blood stains out of carpet? The hæmaturge

    Hæmaturge


    Image by vesner.

    Ow, you gave me a nosebleed! ...I can work with that.
    —Gladys the Bloody, halfling hæmaturge

    Blood has power. This is plain—vampires must drink blood to survive, a swarm of stirges can be deadly, and of course, when a person loses too much of it their life ends. What is not obvious is the nature of this power; hæmaturges look for this answer—and some say they've found it.

    Hæmaturges manipulate a life force that surrounds all living things. This has many names: ki, élan vital, anima, vim, and prana, along with many more. Normally this life force flows through a creature along with their blood, sustaining them. When the blood is blocked, diverted, or forcibly drained from the body, so too does the life force fail.

    By manipulating the flow of blood and life force hæmaturges can cause physical damage to their foes, but their true power lies in debilitating their foes and using their own blood as a tool to face whatever challenge they come up against.

    Races
    Becoming a hæmaturge requires a fascination with blood, a willingness to shed it (whether of an enemy's or of one's own), and an appreciation of its power. Races that lack these, such as elves and halflings typically do not become hæmaturges. Dwarves, particularly gold dwarves, make up a significant proportion of hæmaturges, as do half-orcs. Humans, of course, are the most common race to become hæmaturges.

    A creature without blood or a special connection to it (see Blood and Vital Fluids, below) cannot become a hæmaturge, and if a hæmaturge ceases to have blood (e.g. by becoming a lich) it loses all hæmaturge class abilities. If it later regains its blood (e.g. a lich affected by true resurrection) it can use its class abilities again.

    Abilities
    Charisma and Constitution are the most important abilities to a hæmaturge. Charisma makes their bloodtide and invocations harder to resist, while Constitution increases the damage their bloodtide does and increases their HP—important when they must deal themselves damage to power some of their abilities. Some hæmaturges prefer to fight with a weapon they craft from their own blood, and these find Strength or Dexterity to be important. Finally, with a low base Will save, hæmaturges benefit from a decent Wisdom score to protect their mind from influence.

    Alignment
    Hæmaturges can be of any alignment, but by the nature of what they do few Good or Lawful characters are drawn to hæmaturgy. Their abilities, though not inherently evil, are largely destructive and harmful to life, and rare is the society that does not have taboos against bloodletting. When hæmaturges turn their abilities against the undead, the oppressors of man, and the denizens of Hell, however, they become powerful and terrifying forces for good.

    Other Classes
    As both classes derive their abilities from dark and often unsavory forces, hæmaturges sympathize with and often work with warlocks. They also get along well with arcane casters interested in the power of blood and clerics of deities of suffering. Some warriors find hæmaturgy distasteful or outright disgusting, while others (especially barbarians) appreciate the fortitude required to work hæmaturgy and the myriad scars hæmaturges accumulate. Druids frequently oppose hæmaturges as violent abominations against nature and life itself.

    Starting Gold: 3d4×10 (75 gp).
    Starting Age: As bard.

    Hitdie
    d12.

    Table: the Hæmaturge
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Invocations
    1st +0 +2 +0 +2 Bloodtide 1d6, invocations (least), hæmogenesis 1
    2nd +1 +3 +0 +3 Hæmostasis (stabilization), élan shift I 2
    3rd +2 +3 +1 +3 Bloodtide 2d6, hæmostasis (DR 2) 3
    4th +3 +4 +1 +4 Hæmogenesis (masterwork) 4
    5th +3 +4 +1 +4 Bloodtide 3d6, élan shift II 5
    6th +4 +5 +2 +5 Homunculus, invocations (lesser) 6
    7th +5 +5 +2 +5 Bloodtide 4d6, hæmostasis (DR 4) 7
    8th +6/+1 +6 +2 +6 Hæmostasis (DR 4), élan shift III 8
    9th +6/+1 +6 +3 +6 Bloodtide 5d6 9
    10th +7/+2 +7 +3 +7 Hæmostasis (25% fortification) 10
    11th +8/+3 +7 +3 +7 Bloodtide 6d6, élan shift IV, invocations (greater) 11
    12th +9/+4 +8 +4 +8 Swift hæmogenesis 12
    13th +9/+4 +8 +4 +8 Bloodtide 7d6, hæmostasis (DR 6) 13
    14th +10/+5 +9 +4 +9 Élan shift V 14
    15th +11/+6/+1 +9 +5 +9 Bloodtide 8d6, hæmostasis (50% fortification) 15
    16th +12/+7/+2 +10 +5 +10 Invocations (sanguine) 16
    17th +12/+7/+2 +10 +5 +10 Bloodtide 9d6, élan shift VI, hæmostasis (damage immunity) 17
    18th +13/+8/+3 +11 +6 +11 Hæmostasis (DR 8) 18
    19th +14/+9/+4 +11 +6 +11 Bloodtide 10d6 19
    20th +15/+10/+5 +12 +6 +12 Baptized in the blood, élan shift VII 20
    Class Skills (4 + Int modifier per level, x4 at first level): Concentration, Craft, Disguise, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Profession, Sense Motive, Spellcraft

    Class Features
    All of the following are Class Features of the the strega class.

    Weapon and Armor Proficiency
    Hæmaturges are proficient with all simple weapons. They are proficient with light armor but not with shields.

    Because the somatic components required for hæmaturge invocations are relatively simple, a hæmaturge can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a hæmaturge wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including bloodtide, have a somatic component). A multiclass hæmaturge still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

    Invocations
    A hæmaturge does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the life force that courses through his veins. A hæmaturge can use any invocation he knows at will, with the following qualifications:

    A hæmaturge's invocations are spell-like abilities; using an invocation is therefore a standard action (unless otherwise noted) that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A hæmaturge is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A hæmaturge can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A hæmaturge's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A hæmaturge's caster level with his invocations is equal to his hæmaturge level.

    The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the hæmaturge's Charisma modifier. Since spell-like abilities are not actually spells, a hæmaturge cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
    The four grades of invocations, in order of their relative power, are least, lesser, greater, and sanguine. A hæmaturge begins with knowledge of one invocation, which must be of the lowest grade (least). At each level a hæmaturge gains access to a new invocation.

    At each level a hæmaturge can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a hæmaturge can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a hæmaturge can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a hæmaturge can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).

    Some invocations require a blood sacrifice to be used. As part of the action used to use the invocation, the hæmaturge must open one of his veins with a piercing or slashing weapon (usually a dagger) as part of using the invocation, dealing himself nonlethal damage equal to the blood sacrifice specified in the invocation description. (A hæmaturge can choose to bypass any damage reduction he might have.) If the invocation has a duration other than instantaneous, the damage from its blood sacrifice cannot be healed until the invocation ends. If this damage is negated or reduced in any way, the invocation fails.

    Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hæmaturges can qualify for some prestige classes usually intended for spellcasters; see Hæmaturges and Prestige Classes, below.

    Bloodtide (Sp)
    The first ability a hæmaturge masters is the capacity to manipulate another creature's blood and, by extension, its life force, to damage its body and leave it weakened. How this manifests itself depends on the hæmaturge. Some drain the creature's blood away from vital organs. Some others instead restrict the blood's proper flow. (This typically turns humanoids purple as the blood stagnates in their body.) Still others prefer to roughly shove subtlety to the side and cause their victim to begin bleeding from their mouth, nose, eyes, ears, or even finger tips. Regardless of the manifestation, this power, called bloodtide, has the same negative effects on the target's body.

    Creatures possessing blood or a similar fluid such as sap or ichor (or those with a particular affinity to it; see Blood and Vital Fluids, below) are the most vulnerable to the hæmaturge's power. At 1st level the hæmaturge's bloodtide deals 1d6 plus his Constitution modifier in damage to such creatures and increases in power as he gains levels. (A successful Fortitude save against a DC of 10 + ½ the hæmaturge's level + his Charisma modifier halves the damage.)

    Undead without a particular affinity for blood are somewhat resistant to a hæmaturge's bloodtide, but as the hæmaturge disrupts the negative energy that powers the undead, it flies wild. These creatures take half the normal damage from bloodtide and a successful Fortitude save further halves the damage. (Undead are not immune to this effect by virtue of their lack of a Constitution score.) However, the negative energy spills forth, damaging both the hæmaturge and up to one other creature per 4 of the target's HD that is within 10 feet of the target, as chosen by the hæmaturge. (The hæmaturge must choose the maximum number of targets unless insufficient targets are in range, including allies other than himself if necessary.) The hæmaturge and these creatures take damage equal to one half the hæmaturge's normal bloodtide damage, and a successful Fortitude save further halves the damage (again, creatures without a Constitution score are not immune to this effect). Any additional affects your bloodtide would have do not apply to this negative energy damage. The negative energy so released is so chaotic and inimical to existance that it harms undead as easily as it does the living.

    Finally, all other creatures take 2 damage for each 1d6 damage the bloodtide would normally deal. A successful Fortitude save halves this damage.

    Initially, the hæmaturge's bloodtide can only affect a single creature within 60 feet. As he gains levels, he can target multiple creatures. At 8th level and every 4th level thereafter the hæmaturge can affect an additional creature. All targets must be within 60 feet of the hæmaturge and no more than 30 feet from each other.

    Bloodtide can also be used to attack objects that are living plants (such as trees, grass, etc.) In the place of a creature a hæmaturge may target the plants in a 10 foot radius take damage equal to the damage the bloodtide would normally do. Attended plants may make a Fortitude save to halve this damage. A plant reduced to 0 HP dies, wilting and cracking as its sap is disrupted.

    Spoiler: Blood and Vital Fluids
    Show
    A hæmaturge's abilities, particularly his bloodtide require or are enhanced by the use of blood or similar fluids as a conduit to the power locked in a creature's life force. Some creatures do not have these requisite fluids. In general, whether a creature has blood or a similar fluid can be determined by type, or, in some cases, subtype.
    Usually has blood:
    Aberrations
    Animals
    Dragons
    Elementals of the Water subtype
    Fey
    Giants
    Humanoids
    Living constructs
    Magical Beasts
    Monstrous Humanoids
    Oozes
    Outsiders
    Plants
    Vermin

    Usually does not have blood:
    Constructs
    Elementals without the Water subtype
    Incorporeal creatures
    Undead

    In general, a creature's subtype is more indicative of whether it has blood or not than its type. So, for example, joystealers (incorporeal Fey) do not have blood, while warforged (living construct Constructs) do.

    Some creatures, while lacking blood of their own, have a particular affinity for blood. Such creatures include vampires, bloodhulks, and blood golems. These creatures are treated as though they had blood of their own.

    A hæmaturge is able to sense whether a creature within 60 feet has blood or not by briefly concentrating as a free action that does not provoke attacks of opportunity or require a Concentration check. He must be aware of the creature's presence to tell this and he does not necessarily know the type or subtype of the creature without a successful Knowledge check.


    Hæmogenesis (Su)
    In addition to disrupting other creatures' blood and life force, a hæmaturge can use his own to create solid objects from his blood. Creating an object in this way requires him to deal damage to himself with a piercing or slashing weapon (usually a dagger), and the object appears in his hand. If the object is too large to be held in one hand, it forms adjacent to the hæmaturge. If there is not sufficient room for the object to form, the attempt fails (but the hæmaturge still takes damage as normal). The amount of damage required depends on the size of the object to be created:

    Object Size (Example) Damage
    Fine (potion bottle) 1
    Diminutive (scroll) 1d2+1
    Tiny (book, light weapon for a medium creature) 1d4+1
    Small (chair, one-handed weapon for a medium creature) 1d6+1
    Medium (barrel, two-handed weapon for a medium creature.) 1d8+1
    Large (big door) 1d10+1
    Huge (wagon) 2d8+3
    Gargantuan (narrow side of a barn) 3d8+3
    Colossal (broad side of a barn) 4d8+4

    When using this ability, the hæmaturge always deals the amount of damage needed to create the object desired, even if the weapon would not normally be capable of dealing that damage or would normally deal more. (If the hæmaturge rolls more damage than his current HP, he can elect to stop the bleeding after only 5 points of damage, but the object does not form.) If this damage is negated or reduced in any way, the attempt to create the object fails. (A hæmaturge can choose to bypass any damage reduction he might have.) This damage cannot be healed until the object is reabsorbed by the hæmaturge.

    Initially, any objects a hæmaturge creates are entirely ordinary. He can create weapons or armor, but these are not of masterwork quality. Likewise he can create tools, but these are not of masterwork quality either. Beginning at 4th level any weapons, armor, or tools he creates with this ability are of masterwork quality. These objects can have the consistency of any solid material, but regardless of the consistency has a hardness of 5 and 10 HP/inch, or, in the case of weapons and armor, half that of armor or a metal weapon of the same type. They weigh as much as the material they are designed to replicate. A hæmaturge cannot use this ability to produce special materials (like adamantine or cold iron), living beings (such as a tree or rust monster wand) or alchemical items.

    The time it takes to create an object depends on its complexity. Very simple items (such as a wooden spoon; objects that would have a Craft DC of 5 or below) take a full round action. Typical items (such as an iron pot or most tools; objects that would have a Craft DC of 10 or below) take two consecutive full round actions. High quality items (such as a bell or most weapons; objects that would have a Craft DC of 15 or below) take five consecutive full round actions. Complex or superior items (such as a lock or most armor; objects that would have a Craft DC greater than 15) take a full minute.

    As a free action the hæmaturge can choose to reabsorb an item he created, destroying it and allowing him to heal the damage taken to create the object. An object in contact with the hæmaturge can remain intact and functional indefinitely, but once i loses direct contact with the hæmaturge's flesh it can maintain its form for only 1d4+1 hours before it is automatically reabsorbed. An object can be reabsorbed by the hæmaturge at any distance, and any that is more than a mile from the hæmaturge that created it is automatically reabsorbed.

    Hæmostasis (Su)
    A hæmaturge learns to control the flow of blood to ensure his body's continued safety. Beginning at 2nd level, a hæmaturge automatically stabilizes when he drops below 0 HP and is never at risk of losing hitpoints because he has less than 0 HP.

    At 3rd level he gains the ability to rapidly close otherwise debilitating wounds. He gains DR 2/bludgeoning and magic. At 8th level, and every 5 levels thereafter, this DR increases by 2. Beginning at level 10, this damage reduction can only be overcome by weapons that are bludgeoning, magic, and silver. When dealing himself damage to fuel abilities like hæmogenesis or some invocations, a hæmaturge ignores this damage reduction. This ability does not prevent a hæmaturge's skin or flesh from being injured, though, and experienced hæmaturges are frequently covered with scars—many of their own making.

    Starting at 10th level, a hæmaturge gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability. At 15th level, this fortification increases to 50%.

    At 17th level the hæmaturge picks either slashing or piercing damage. He is henceforth immune to that type of damage and takes only half damage from the other. (This is factored in before damage reduction).

    Élan shift (Ex)
    Blood is a powerful conduit to the life force, but it is not the only way to access its power. By careful study of particular creatures, a hæmaturge is able better affect their life force—their élan vital—even if they lack blood.

    At 2nd level, and every third level thereafter, a hæmaturge selects one of the following élan shifts:
    Animal magnetism: Your bloodtide deals an additional 2 damage per damage die to animals, fey, and vermin, and such creatures take a -2 penalty on saves versus your bloodtide. In addition, an animal or vermin affected by your bloodtide must make a Will save or become frightened for one round and shaken for one minute therafter. Mindless vermin flee as if frightened for one round, but do not then become shaken. Fey are bemused by the unfamiliar turbulance in their life force and become sickened for one round

    Blood of man Your bloodtide deals an additional 2 damage per damage die to giants, humanoids, and monstrous humanoids, and such creatures take a -2 penalty on saves versus your bloodtide. As their blood drains away from their titanic muscles, giants affected by your bloodtide suffer a -4 penalty to Strength for one minute. Humanoids and monstrous humanoids affected by your bloodtide become more sluggish, and must succeed on a Fortitude save or take a -2 penalty to AC, Reflex saves, and attack rolls for one round. Multiple penalties from this ability do not stack.

    Humouric obstruction Your bloodtide deals an additional 2 damage per damage die to elementals and constructs, and such creatures take a -2 penalty on saves versus your bloodtide. A construct affected by your bloodtide must make a Will save or be affected as if by the spell command as you redirect its animating spirit to do your bidding rather than its creator's. This is not a mind-affecting effect. Elementals suffer a breakdown of the lines of pure energy that control their movements and take a -4 penalty to Dexterity. Multiple penalties from this ability do not stack. In addition, constructs are not immune to the effects of bloodtide augments or invocations that require a Fortitude save.

    Ectoplasmic wrench Your bloodtide deals an additional 2 damage per damage die to incorporeal creatures, and such creatures take a -2 penalty on saves versus your bloodtide. Your bloodtide tears at the ectoplasmic energies that animate incorporeal creatures, and they must succeed on a Fortitude saving throw or become unable to pass completely through corporeal objects for one round. This prevents them from, for instance, passing through a wall or hiding in the ground, but they are still unable to pick up or interact with corporeal objects. In addition, it has only a 25% chance of ignoring damage corporeal sources instead of a 50% chance.

    Purify ichor Your bloodtide deals an additional 2 damage per damage die to aberrations, and such creatures take a -2 penalty on saves versus your bloodtide. Most aberrations have some foul ichor coursing through them rather than blood, and, paradoxically, exposing it to too much of their élan vital can damage it. An aberration affected by your bloodtide takes a -1 penalty to Constitution. A successful Fortitude save negates the penalty as well as further effects of this élan shift. For one minute, the aberration must make a Fortitude save at the beginning of each of its turns. If it succeeds, the penalty is removed and the aberration need make no further Fortitude saving throws against this effect. If it fails, the Constitution penalty increases by 1, though this can never reduce its Constitution below 1. At the end of the minute the penalty is lifted if it hasn't already. An aberration suffering from this effect is immune to further applications of it until the effect ends.

    Call to life Your bloodtide deals an additional 2 damage per damage die to undead, and such creatures take a -2 penalty on saves versus your bloodtide. Undead affected by your bloodtide must make a Will save or have the shadows of the élan vital that infused them while alive forced into their ghastly animating force. These shadows, regardless of the creature's stance toward undeath in life, are repulsed by the corruption of its former body and revile the new energies animating it. The undead is nauseated for 1 round and sickened for 1 minute thereafter. On a successful Will save it is sickened for 1 round. In addition, undead are not immune to the effects of bloodtide augments or invocations that require a Fortitude save. This has no effect on the burst of negative energy damage that occurs when you target an undead creature with your bloodtide.

    Blood of Fafnir Your bloodtide deals an additional 2 damage per damage die to dragons, and such creatures take a -2 penalty on saves versus your bloodtide. When a dragon fails a Fortitude save against your bloodtide (including a Fortitude save against another élan shift or augment invocation) you gain temporary HP equal to twice the dragon's HD and become immune to the dragon's breath weapon, if any, for five rounds. The temporary HP from this ability last one minute, and the temporary HP from multiple uses of this ability replace each other but do not stack.

    Planar hemorrhage Your bloodtide deals an additional 2 damage per damage die to outsiders, and such creatures take a -2 penalty on saves versus your bloodtide. Any extraplanar outsiders affected by your bloodtide must make a Will save or be slowed (as the slow spell) for one round as part of their essence is shunted back to their own plane. Outsiders on their home plane instead take maximum damage from your bloodtide as a rush of energy flows into their life stream, overflowing and damaging them.

    The wilting Your bloodtide deals an additional 2 damage per damage die to oozes and plants, and such creatures take a -2 penalty on saves versus your bloodtide. Oozes and plants are particularly devastated by your bloodtide. The variable damage dealt to them by your bloodtide increases by one half, and they must make a Fortitude save or become fatigued for one minute.

    If a hæmaturge knows two élan shifts that would apply to the same creature, the save penalty and bonus damage do not stack, but all other effects affect the target. The save DC of an élan shifts is the same as the DC for the hæmaturge's bloodtide, but the penalty to saves does not apply.

    Homunculus (Su)
    From 6th level on, a hæmaturge can distil the energy in his own blood to create new life—a homunculus (a hæmaturge can create a homunculus of other forms, such as those found in pages 285-287 of the Eberron Campaign Setting and pages 152-153 of Magic of Eberron). A hæmaturge need not meet any of the given prerequisites to create the homunculus; however, a hæmaturge must permanently sacrifice 1 hit point as part of the creation process. The process requires 1 hour. A hæmaturge enjoys a stronger than normal link with his homunculus, which gains the special abilities of a familar (but not other abilities, such as the ability to use its master's skill ranks), using its master's hæmaturge level to determine which special abilities it gains. Each even level after 6th, the hæmaturge's homunculus advances 1 Hit Die, as described on page 290 of the Monster Manual, and it gains all the normal benefits of its increased Hit Dice (increased base attack bonus, saves, and so on). If his homunculus is destroyed, a hæmaturge takes 2d10 points of damage, as noted in the Monster Manual. A hæmaturge’s death results in the death of his homunculus. A hæmaturge can have only one homunculus at any given time.

    Swift hæmogenesis (Ex)
    At 12th level a hæmaturge learns to shape his blood into useful objects far more rapidly than before. Now very simple items now require only a swift action, typical items require a standard action, high quality items require a full round action, and complex or superior items require two full round actions.

    Baptized in the Blood (Su)
    At the zenith of his abilities, a hæmaturge gains the ability to return the dead to life. By killing himself and infusing his blood with his own life force, his blood can be used to create an effect similar to true resurrection except that it requires at least a part of a creature's body to resurrect it and it functions on constructs and undead creatures. Regardless of his size, a hæmaturge has enough blood to resurrect eight creatures. A hæmaturge can arrange to bleed on one creature by himself (though certain special preparations may allow him to bleed on more) or an assistant can apply the blood. The blood must be applied to the bodies within one hour of the hæmaturge's death in order to have any effect.

    This process creates a fundamental connection between the hæmaturge and the creatures he resurrects. For a year and a day they receive a +2 morale bonus on saving throws, attacks, and skill checks whenever they are within sixty feet of the hæmaturge. They also behave as though under the effect of charm monster during this period, though this friendliness can be lost in the same way a creature's disposition normally would. Finally, once during this period the hæmaturge may invoke the effect of dominate monster on each creature he resurrected. The creature is entitled to a Will saving throw (DC 20 + the hæmaturge's Charisma modifier) to negate the effect. This effect lasts for 20 minutes, after which the creature no longer gains the morale bonuses nor necessarily regards the hæmaturge in a favorable light. Neither the charm or domination effect is actually a mind-affecting effect, and so affects undead and mindless creatures.

    A hæmaturge that sacrifices himself in this way automatically returns to life after three days or may be resurrected normally. Regardless of how he returns to life he loses one level (even if resurrected using true resurrection, wish, or miracle), which cannot be prepared by any means.
    Last edited by Jeff the Green; 2014-09-14 at 04:51 AM.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Hæmaturge Invocations

    Bloodtide Augment Invocations

    Least Bloodtide Augment Invocations
    Disorienting Bloodtide: Target must make a Fortitude save or become disoriented, causing it to be unable to tell up from down.
    Hæmophilic Bloodtide: Target must make a Fortitude save or begin to bleed profusely, taking extra damage from piercing and slashing attacks.
    Tumultuous Bloodtide: Target must make a Fortitude save or become sickened.

    Lesser Bloodtide Augment Invocations
    Boiling Bloodtide: Target takes extra fire damage and must make a Fortitude save or become fatigued.
    Draining Bloodtide: Gain temporary HP from damaging targets.
    Eyeburst Bloodtide: Target must make a Fortitude save or go blind.
    Gelid Bloodtide: Target must make a Fortitude save or take penalties to Strength, Dexterity, Intelligence, and speed.
    Torturous Bloodtide: Target takes penalties to attack rolls, saves, and skill checks, which are reduced by a successful Will save.

    Greater Bloodtide Augment Invocations
    Addling Bloodtide: Target must make a Will save or become confused.
    Animate Bloodtide: If a target is killed, its blood becomes animated under your control.
    Rending Bloodtide: Target must make a Fortitude save or take Constitution damage, and if killed explodes to damage all creatures around it.

    Sanguine Bloodtide Augment Invocations
    Enervating Bloodtide: Target must make a Fortitude save or be stunned or dazed.
    Twice-Over Prana-Slaying Bloodtide: Target must make a Fortitude save or gain a negative level and a Will save or become frightened.


    Other Invocations

    Least Invocations
    Beguiling InfluenceCAr: Gain bonus on Bluff, Diplomacy, and Intimidate checks.
    Blade of Blood, Lesser: Gain bonuses to attack and damage when wielding a weapon made of your blood.
    Blood Hound: Sense blood and creatures with blood.
    Breath of the NightCAr: Create a fog cloud, as the spell.
    Drain IncarnumMoI: Drain 1 point of essentia or Wisdom from target.
    Jet of Blood: Deal damage to creatures in a line with a spurt of your blood.
    Mask of FleshCM: Touch attack deals 1d6 Charisma damage and transforms you to look like the target.
    Serpent's TongueCM: Gain the scent ability, +5 bonus on saves against poison.
    Soulreaving AuraCM: As reaving auraCM plus gain temporary hitpoints if nearby creature dies.
    Summon Swarm (bats only)CAr: Use summon swarm, as the spell.

    Lesser Invocations
    Blade of Blood: Gain bonuses to attack and damage and a weapon special ability when wielding a weapon made of your blood.
    Blood Brothers: Form a bond with another creature, allowing you to monitor each other and take damage dealt to your blood brother.
    CharmCAr: Cause a single creature to regard you as a friend.
    Disembodied HandCM: Detatch one of your hands and send it forth to manipulate objects or attack.
    Dread SeizureDrM: Target must make a Fortitude save or suffer a reduction of speed and a penalty to attacks.
    Gout of Blood: Deal damage and sicken creatures in a line with a spurt of your blood.
    Hæmic Shield: Interrupt an attack with a shield made of your blood.
    Humanoid ShapeDrM: Take the form of any humanoid creature.
    Scarlet Angel: Create wings from your own blood, allowing you to fly.
    Steal IncarnumMoI: Temporarily steal essentia from touched opponent.

    Greater Invocations
    Anhæmia: Target must make a Fortitude save or become staggered, exhausted, and fatigued.
    Blade of Blood, Greater: Gain bonuses to attack and damage and a weapon special ability when wielding a weapon made of your blood, and your élan shifts apply to creatures you strike with it.
    Bloodcloud: Create a cloud that nauseates all within it and makes them more vulnerable to bloodtide
    Blood Hound, Greater: Detect blood and creatures with blood.
    Fire in the Blood: Use fire in the bloodHoH as the spell.
    Fountain of Blood: Deal damage and nauseate creatures in a line with a spurt of your blood.
    Painful Slumber of AgesCM: Creature falls asleep, takes damage when awakened.
    Strangling Cord: Target takes nonlethal damage until it becomes unconscious.
    Tentacles of Ichor: Use black tentacles, as the spell, and the tentacles grow more powerful by devouring blood from creatures they grapple
    Vampire's Fangs: Gain a bite attack that deals Constitution damage.
    **Warp Flesh:

    Sanguine Invocations
    Blood to Water: Use blood to water as the spell.
    Blood Eagle: Target must make a Fortitude save or be stunned and take Constitution damage each round.
    Crimson Angel: Create wings from your own blood, allowing you to fly and granting you two natural attacks.
    Dark DiscorporationCAr: Become a swarm of batlike shadows, gaining many of the benefits of the swarm subtype.
    Eruption of Blood: Damage and daze creatures with a blast of your blood.
    Porphyria: Target must make a Fortitude save or take penalties in bright light.
    Sanguine Avatar: Use your blood to fuel your body and weapons.

    † New invocation.



    Invocation Descriptions

    Spoiler
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    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.
    Last edited by Jeff the Green; 2014-09-14 at 04:52 AM.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Feats
    Bloodknight of Savnok [General]
    Your understanding of blood has strengthened your connection with the Instigator.
    Prerequisites: Battle CasterCA, Hematopoietic Reserves, ability to bind Savnok.
    Benefits: You can use any of your invocations while wearing the armor called using Savnok's Call Armor ability without incurring the normal arcane spell failure chance. You also add your hæmaturge level to your effective binder level for the purpose of determining the effects of Savnok's granted abilities.
    Special: A binder may select Bloodknight of Savnok as a bonus feat.

    Hematopoietic Reserves [General]
    You recover from lost blood far more quickly than most.
    Prerequisites: Two invocations with a blood sacrifice.
    Benefits: When the effect of an invocation with a blood sacrifice ends or you use an instantaneous invocation, you heal 1 point of non-lethal damage each round for a number of rounds equal to half of the invocation's blood sacrifice. If the effect of another invocation with a blood sacrifice ends or you use another instantaneous invocation with a blood sacrifice before this time has elapsed, you add a number of rounds equal to half of the new invocation's blood sacrifice to the time remaining. So, for example, if the effect of crimson angel (blood sacrifice 7) ends, you would heal 1 point of non-lethal damage each round for three rounds. If after one round you used gout of blood (blood sacrifice 4) you would add an additional two rounds to the duration, for four remaining rounds.
    Special: If an invocation's blood sacrifice is changed by an ability or check, use the modified cost to determine the number of rounds you heal non-lethal damage.

    Martyr of Savnok [Tactical]
    Your connection with the Instigator gives you additional options when you use his powers.
    Prerequisites: Bloodknight of Savnok, Favored Vestige (Savnok), must know one of lesser blade of blood, blade of blood or greater blade of blood.
    Benefits: The Martyr of Savnok feat enables the use of three tactical maneuvers:
    Strike of the Martyr: To use this maneuver, you must use Savnok's Move Ally ability and move to a position from which you threaten an enemy. As a free action you may make a single melee attack at your highest base attack bonus with a weapon you created using hæmogenesis. The target is flatfooted against this attack, but this attack takes a -2 penalty, as does each subsequent attack you make that round. You take 4 damage when using this maneuver, which cannot be reduced, modified, or negated in any way, even by such abilities as regeneration.

    Crushing Grip of the Martyr: To use this maneuver, you must succeed on a grapple check to damage your opponent while wearing armor called using Savnok's granted ability. The damage you do to your opponent is lethal and receives a bonus equal to your Constitution modifier, or twice that if any élan shift that you have would apply to your enemy. Any applicable élan shift effect also affects your opponent (or you, in the case of Blood of Fafnir) as if it had failed a save to halve damage done by your bloodtide. You can use this maneuver as many times in a turn as you succeed on grapple checks to damage your opponent, but élan shift effects apply only once per turn. You take 4 damage when using this maneuver for the first time in a turn and 2 more for each subsequent time, which cannot be reduced, modified, or negated in any way, even by such abilities as regeneration.

    Vengeance of the Martyr: To use this maneuver, you must be hit by a weapon attack that deals lethal damage to you, despite wearing Savnok's armor. As an immediate action, you may use an invocation (including bloodtide) that targets or includes in its area the enemy that hit you. This use of an invocation does not provoke an attack of opportunity. You take 8 damage when using this maneuver, which cannot be reduced, modified, or negated in any way, even by such abilities as regeneration.

    Red of Tooth and Claw [Fighter]
    You blend martial prowess with blood manipulation to terrible effect.
    Prerequisites: Weapon Focus (claws), two Tiger Claw maneuvers (including at least one of 2nd level or higher), bloodclaws 2d6, blood of man élan shift, Vendetta (blood of man)
    Benefits: Your swordsage and warblade levels stack with your hæmaturge levels to determine the damage of your bloodclaws, and you add your full hæmaturge level to your swordsage or warblade levels to calculate your initiator level for the purpose of learning Tiger Claw maneuvers. In addition, when you hit an enemy with at least one of your bloodclaws as part of a Tiger Claw maneuver, you can apply the effect of an additional bloodtide augment to one enemy you hit during that turn.
    Special: You can gain this feat more than once. Its effects do not stack. Each time you take the feat, it applies to a new élan shift.

    Vendetta [General]
    You have a knack for affecting the blood of certain creatures.
    Prerequisites: Élan shift
    Benefits: Choose one élan shift you know. The creatures affected by this élan shift take a -2 penalty to saves against its effects and an additional 2d6 damage from your bloodtide. This extra damage is reduced by half with the normal bloodtide damage if the target succeeds on its Fortitude save, but not for being bloodless. It does not affect damage to you or the nearby creature from the wild negative energy released when you target an undead creature.
    Special: You can gain this feat more than once. Its effects do not stack. Each time you take the feat, it applies to a new élan shift.



    Magic Items
    Hæmaxaos
    Price: +1
    Property: Weapon
    Caster Level: 9th
    Aura: Moderate; (DC 19) necromancy
    Activation: Swift (command)

    This weapon flashes glints of blood-red light, even in total darkness

    On a successful melee attack, you can command this weapon to send the target's blood into roiling chaos. Unless the target succeeds on a Fortitude save (DC 10 + 1/2 your character level + your Cha modifier), it is nauseated for one round and sickened for one round after that.

    This has a unique effect on hæmaturges. In addition to being nauseated and sickened a hæmaturge loses access to his bloodtide and any invocations that have a blood sacrifice for three rounds. In addition, any ongoing invocations active on him are dispelled.

    This ability is usable a number of times per day equal to your Charisma modifier (minimum 1). Once you activate this ability, it can't be activated by any other creature until the following day.

    Prerequisites: Craft Magic Arms and Armor, bloodtide
    Cost to Create: Varies

    Rod of Thorns
    Price: 500 gp (no abilities), 3,000 gp (+1), 10,500 gp (+2), 23000 gp (+3), 40,500 gp (+4), 63,000 gp (+5)
    Body Slot: — (held)
    Caster Level: 9th
    Aura: Moderate; (DC 19) necromancy
    Activation: Use activated
    Weight: 3 lb

    This jet-black rod is short but thick and covered in long thorns made of some dark red gemstone.

    A rod of thorns can be enchanted with special abilities as if it were a weapon, though with an increase in cost of 25%. While it does not benefit from these properties if wielded alone, it does enhance hæmogenesis. The hæmaturge must grasp the rod firmly enough to draw blood and then begin creating a weapon with hæmogenesis. As the weapon forms, the rod melds into it and the weapon gains the properties instilled into the rod. Using the rod in this way increases the damage that the hæmaturge using it must take to create the weapon by 2xthe rod of thorns's effective weapon bonus.

    You can never put a weapon property on a rod of thorns if it would make the total effective weapon bonus higher than +5.

    Prerequisites: Craft Rod, brambles, greater magic weapon
    Cost to Create: 250 gp, 20 XP, 1 day (no abilities).



    Alternative Class Features
    Bloodclaws
    Level: 1st
    Replaces: If you select this class feature, you do not gain bloodtide or a new élan shift at level 2 or 11
    Benefit: As a free action, you can grow a pair of claws made of your own blood. These give you two claw attacks that deal damage equal to the damage bloodtide would normally. Creatures hit by your claws not get a Fortitude save to reduce the damage; for effects that would depend on whether a creature you hit failed this save (such as draining bloodtide or the Vendetta feat) they are treated as having failed it even though they cannot actually attempt a save. All other effects, such as reduced damage to bloodless creatures, the wild negative energy caused by attacking undead, and élan shifts apply to your attacks (though an élan shift, including increased damage can only be applied to any given creature once in a round). You can apply a bloodtide augment to your claws as a free action once per turn; this effect lasts until you decide to cease using it as a free action.

    Erythropoiesis
    Level: 2nd
    Replaces: If you select this class feature, you do not gain hæmostasis.
    Benefit: Beginning at 2nd level, you regain twice as many HP from resting as normal and Conjuration (healing) spells restore additional HP equal to your hit dice. At 3rd level you gain fast healing 3, though this healing can never restore you to more than 3/4 of your maximum HP. At 8th level and every 5th level thereafter your fast healing increases by 2. At 10th level this becomes normal fast healing. At 15th level you heal 2 points in each damaged ability score every round and 2 points in all drained ability scores every hour. At 17th level you gain regeneration 1, which is overcome by silver weapons.


    Substitution levels
    Dwarf Hæmaturge
    Requirements
    To take a dwarf hæmaturge substitution level, a character must be a dwarf about to take his 1st, 5th, or 6th level of hæmaturge.
    Hit Die: d12

    Class Skills
    Dwarf hæmaturge substitution levels have the class skills of the standard hæmaturge class, plus Knowledge (history).

    Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

    Table: Dwarf Hæmaturge Racial Substitution Levels
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Invocations
    1st +0 +2 +0 +0 Bloodtide 1d6, invocations (least), hæmogenesis, Weapon Focus, Toughness 1
    5th +3 +4 +1 +1 Bloodtide 2d6, élan shift II, Improved Toughness, phlebotimist 5
    6th +4 +5 +2 +2 Bloodweapon master, invocations (lesser) 6

    Class Features
    All the following are features of the dwarf hæmaturge racial substitution levels.

    Weapon and Armor Proficiency
    Dwarf hæmaturges are proficient with all simple weapons, light hammers, warhammers, and one racial weapon (any weapon with "dwarven" in the name). They are proficient with light armor and with shields (except tower shields).

    Dwarf hæmaturges train extensively to make their invocations come naturally to them even with hands full. A dwarf hæmaturge can use any of his invocations while wearing shields without incurring the normal arcane spell failure chance and can perform the somatic components of his invocations while both of his hands are occupied with a weapon or shield. (He cannot perform his somatic components if one is occupied with something else, like a wand, even if the other is occupied with a weapon or shield.)

    Invocations
    A dwarf hæmaturge must pick lesser blade of blood as his invocation learned at 1st level. He cannot retrain or replace lesser blade of blood, blade of blood, or greater blade of blood unless he knows at least one of the two others.

    Weapon Focus
    A dwarf hæmaturge's emphasis on using weapons crafted of his own blood means that he trains with weaponry more than hæmaturges from other races. At 1st level he gains Weapon Focus as a bonus feat.

    Toughness
    The scarification a dwarf hæmaturge undergoes as part of his initiation results in exceptional ability to remain standing even while losing blood. He gains Toughness as a bonus feat.

    Improved Toughness
    At 5th level a dwarf hæmaturge gains Improved ToughnessCW as a bonus feat.

    Phlebotomist (Su)
    Dwarf hæmaturges gain the ability to be more efficient with their blood. Starting at 5th level, he subtracts 1 plus 1/5 levels from the blood sacrifice cost of his invocations and 1 + 1/10 levels from the damage required to use hæmogenesis (to a minimum of 1.

    This benefit replaces the standard hæmaturge's increased bloodtide damage at 5th level. From now on, the dwarf hæmaturge's bloodtide does 1d6 less damage than shown on Table: The Hæmaturge.

    Bloodweapon Master (Ex)
    To dwarves forging magical weapons is more than a military necessity, it is a religious duty. A dwarf hæmaturge takes this duty as seriously as any priest of Moradin, even if his weapons aren't forged from any metal. Starting at 6th level, any time he uses blade of bloood or greater blade of blood he may choose two weapon special abilities, one designated "hæmic" and one designated "chthonic". Each must meet the requirements of the invocation used. When he creates a lighthammer, warhammer, or dwarven racial weapon (one with "dwarven" in the name) with hæmogenesis, he can increase the damage he takes to create it by 2. If he does so, the weapon gains both the hæmic and chthonic special abilities. If he does not, or if he creates a different weapon, he gains only the hæmic special ability.

    This benefit replaces the standard hæmaturge's ability to create a homunculus.

    Bloodhunter Substitution Levels
    Requirements
    To take a Bloodhunter substitution level, a character must be a member in good standing of the Bloodhunters and be about to take his 2nd, 4th, or 5th level of hæmaturge. If he ever loses this good standing or grossly violates Kelemvor's code of conduct he loses all class features he has by virtue of his Bloodhunter substitution levels (but not those gained on those levels that a normal hæmaturge would gain) until he atones. If he changes his patron deity, he also loses these class features, but the next time he gains a hæmaturge level he can replace the Bloodhunter substitution levels with the standard hæmaturge levels, gaining 1 hit point and losing 2 skill points per substitution level.
    Hit Die: d10

    Class Skills
    Bloodhunter substitution levels have the class skills of the standard hæmaturge class, plus Hide, Listen, Move Silently, Search, and Spot.

    Skill Points at Each Level: 6 + Int modifier

    Table: Bloodhunter Substitution Levels
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Invocations
    2nd +1 +3 +0 +0 Hæmostasis (stabilization), élan shift I, hunter of the unblooded 2
    4th +3 +4 +1 +1 Hæmogenesis (masterwork), turn undead 3
    5th +3 +4 +1 +1 Bloodtide 3d6, élan shift II, hunter of the unbodied 4

    Class Features
    All the following are features of the Bloodhunter substitution levels.

    Élan shift (Ex)
    At 2nd level a Bloodhunter must choose the call to life élan shift. At 5th level he must choose the ecotplasmic wrench élan shift.

    Hunter of the Unblooded
    Bloodhunters are specially trained to combat the undead, creatures that rarely have enough blood remaining to affect. They must become, therefore, experts at disrupting the flow of negative energy that sustains their bodies. Beginning at 2nd level, undead take full damage from the Bloodhunter's bloodtide and you do not take damage from the negative energy that flies wild, but an additional creature near the target undead does.

    This comes with a cost, however. Whenever an invocation requires a blood sacrifice, the cost is increased by 1 if it is a least invocation, 2 if it is a lesser invocation, 3 if it is a greater invocation, and 4 if it is a sanguine invocation.

    Turn Undead
    When a hæmaturge reaches 4th level, he gains the supernatural ability to turn undead. Ge may use this ability a number of times per day equal to her Charisma modifier. He turns undead as a cleric of three levels lower would.

    This benefit replaces the standard hæmaturge's ability to learn a new invocation at 4th level. From now on, the Bloodhunter's number of invocations known is one fewer than the value shown on Table: the Hæmaturge.

    Hunter of the Unbodied
    Many undead are incorporeal, and so Bloodhunters must learn to combat them. Starting at 5th level, every time the Bloodhunter's bloodtide, invocations, and weapons created using hæmogenesis fails to deal damage to an incorporeal creature because of its incorporeal miss chance, he can reroll the miss chance percentile roll one time. If multiple incorporeal creatures are to be affected by his bloodtide or invocation, he can reroll each creature's miss chance percentile roll once.

    This comes at a cost, however. Corporeal living creatures are partially protected from a Bloodhunter's abilities. The DCs of his bloodtide and invocations (including bloodtide augments) are decreased by 1 when targetting a living creature, and his bloodtide damage rolls take a -1 per damage die penalty.
    Last edited by Jeff the Green; 2014-09-14 at 04:53 AM.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The Haematurge

    Alright, she's ready for PEACHes.

    A note: This has been my largest homebrew project, and will be getting bigger in the coming weeks with a couple prestige classes: one focused on making armor with haemogenesis and another that makes alchemical items and potions from his blood. This means I'm sure to have messed up some grammar or spelling on the way, so please do alert me to that. There's also bound to be awkward wording in there, so if you notice that I'd really appreciate the feedback. Finally, I'm kinda iffy on the balance of the invocations. It's certainly not more powerful than a sorcerer, but that's not the best balance point. So as many opinions as possible on that would be greatly helpful.

    Thanks, and enjoy!

    P.S. Yes, I know there's no fluff for the substitution levels. I left it out because I wanted to get this posted today and I'm exhausted. Briefly, dwarf haematurges are regular haematurges but dwarfier. The Bloodhunters are members of a small branch of Kelemvor's church, trained to (of course) fight undead. They're generally not well liked by the more orthodox members because the Bloodhunters' forebears during the time of Myrkul were both the high priest's private inquisitors and chief among the church members who reveled in killing innocents in the name of their god.

    Thanks to:
    Everyone in this thread, especially Phelix-Mu and DMofDarkness.
    AMFV
    Grek

    Edits:
    Date Edit
    8.30.2014 Fixed haemogenesis duration and range.
    Added examples to the size categories of haemogenesis.
    Added Sense Motive bonus to blood hound.
    Modified Baptized in the Blood; now gives morale bonuses, charm, and dominate effects to the resurrected creatures.
    Fixed Blood Sacrifice action and description.
    Last edited by Jeff the Green; 2014-08-30 at 07:41 PM.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Issues:
    -Haemogenesis requires a range. Where does the object appear when created? How close does it need to be to be absorbed? You also need to specify what material the objects are made out of, how hard they are and so forth.
    -Blood Sacrifice needs its mechanics clarified. For example, can the haematurge sacrifice someone else's blood?
    -Bloodtide is very wordy. I've provided a example simplification below. The section on how it interacts with undead is especially complicated.
    -Blood blade suggests using shurikens, but haematurges are not actually proficient in their use.
    -Scarlet Angel is not an appropriate effect for a 3rd level character. Flight, especially maneuverable flight, is a big deal at level 3.

    Bloodtide, simplified
    Spoiler
    Show
    A haematurge learns to manipulate the blood within other creatures to deadly effect. Whether they divert blood from organs, constrict veins or cause vital fluids to spray out of the body, the effect is the same: One victim within 60' takes damage equal to the Haematurge's Constitution modifier, plus 1d6 per odd numbered level in the haematurge class. A fortitude save against a DC of 10 + ½ the haematurge's level + his Charisma modifier halves this damage. Bloodless creatures are typically immune to this effect: see "Blood and Vital Fluids" below. At level 8 and every 4th level after that, the haematurge learns to target one additional victim with their bloodtide. All victims must be within range and within 30' of each other. Plant objects may also be targeted, provided they contain sap or other vital fluids; in this case the all plants within a 10' radius are damaged.

    Undead without an affinity to blood are effected by the bloodtide in an unusual manner: they take half damage (or one quarter with a successful save) as the flow of negative energy in their body is disrupted. The released energy attempts to grounds itself in nearby victims. A number of blasts equal to 1 + ¼ the Hit Dice of the undead victim are generated. One of these blasts always strikes the haematurge, while the remainder attempt to strike the creatures nearest to their source. If there are less creatures within 10 feet of the victim than there are blasts, any excess will ground themselves into the ground; otherwise they will always find a target in some creature. The haematurge has limited control over these blasts and may redirect them away from one creature into another, but no creature may be struck more than once and no creature beyond 10 feet may be effected at all.


    Suggestions:
    -It might be best to just say that your powers effect any creature. Even non-living creatures have vital energy going through them, and a haematurge can exploit this metaphorical lifeblood as easily as they can literal blood.
    -A list of example objects per size for Haemogenesis would be extremely useful. Important ones include: Dagger, club, spear, crossbow, crossbow bolt, sling, bullet, various armour types, caltrops, chains, rope, clothing, food, vehicles, nets, variously sized boulders and walls.

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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Alrighty, first things first. The fluff is absolutely amazing. I didn't really do a thorough grammar or spelling check though, there was nothing that jumped out at me as being terribly wrong or messed up.

    As far as the chassis is concerned. The d12 hit die may be too much, but because the blood sacrifice mechanics aren't really clear, I'm not really able to make an accurate judgement, I do think that a d10 or a d12 is probably necessary but without the effective knowledge of how exactly the blood sacrifice works it's again difficult to discern. Starting Gold and Starting Age both have as far as I can tell no significant issues.

    As far as the saves go. I realize that you're making a close analog for the one-save Warlock. However I find it hard to believe that a class based on self-harm for power, and based on tight control of blood, wouldn't have mental discipline, I think that it would make more sense to model as a Dragonfire Adept, and have good Fort and Will. At least to me that seems logical. Although it depends on if you're wanting them to be disciplined or just completely give into their issues. The BAB is probably fine, it fits most other classes. I'd consider using a low BAB though, since they don't use any attack rolls at all as far as I can tell. And that way it will encourage players to use the abilities as opposed to weapons. I don't think you'd lose much in that, and it'd be closer (IMHO) to the closer analog of the dragonfire adept.

    The Skills are fine, the only one I'd see as potentially being an issue is disguise. Although since they're hated and may need to hide, that potentially is reasonable. I think that is the only one I could even see as being an issue at all. Sense Motive is an odd choice, but I think it's extremely thematically appropriate (I might even add bonuses to it for having the ability to sense small shifts in blood movements). I like having little skill things like that added.

    Weapon and Armor proficiencies are fine. No major issues there. Is Battle Caster something that they can use, or not (I think it would need adjustment)? It's not a major thing, since it is a fairly wasted feat in any case, but it is a question that may come up mechanically.

    Most of the invocations section is very good, pretty standard stuff. I like how the use of SLA feats is addressed right in the section. Then we come to one of my major gripes (and one of the only serious issues) Blood Sacrifice is poorly definied. What kind of action does it take? Do I attack myself with a dagger and do dagger damage? Is there a set amount of damage, is there a minimum amount of damage (eg. can I use Caltrops to do 1 point of damage to myself every time). Is there any benefit to putting myself at greater risk? I'd include something like that, something to make it worthwhile to do more damage, like an empowering effect or something. That way there's at least some interesting values other than "I take 1-4 damage per round to use my stuff"

    On to the bloodtide! I see no overt issues with that ability. It is somewhat underwhelming though, doing only a very small amount of damage per round to a single target. Also I'm not sure why Charisma suddenly comes into play after it hasn't been relevant for a minute. That seems like an odd choice to me at least. The Undead damaging thing is very flavorful, although I'm not sure if the manipulation of negative energy is exactly fitting flavor. It seems if anything a tad forced. Although that's probably a matter of taste.

    Haemogenisis is an interesting ability. The things I see missing are... the duration of the item if they stay in contact. In other words the primary use for them that I could see is for the Haematurge to construct a bunch of them and have the cleric heal him, then use them as health bottles. There is also no listed action time for reabsorbation, which would allow the Haematurge to repair himself very easily, which would to my thinking decrease the swinginess that they're supposed to have.

    The resistance abilities are pretty handy. The major issue I have is that the DR may make it very hard to actually obtain the required blood sacrifice. But since the mechanics on that are sparse and not really visible I can't say for sure if it is the case. I would imagine that the DR might actually wind up making our caster ineffectual at least some of the time, unless his blood sacrifice penetrates his own DR.

    Elan shifts are pretty snazzy, although the +2 per damage die, leading to a total of 4 damage per damage die is pretty ineffectual to be honest, even most of the effects are not all that worthwhile. Also Undead are not able to be Sickened, so a specific exemption needs to be added to that particular bloodtide. How does the Call to life work with the negative energy spill?

    THe Homonucleus is pretty snazzy, and flavorful.

    Baptized in the blood is pretty interesting, although I'm not sure if it would ever see use. What happens if our Heama has somehow obtained immunity to level loss? Can this be restored with a wish? Or is this outside of the bounds of wish since True Resurrection doesn't work.

    Those are my thoughts on the class. I will start looking at the rest of it in a bit. Hopefully this helps.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by Grek View Post
    Issues:
    -Haemogenesis requires a range. Where does the object appear when created? How close does it need to be to be absorbed? You also need to specify what material the objects are made out of, how hard they are and so forth.
    Fixed. It appears in your hand, or in an adjacent square if too big to hold, or fails if there isn't adjacent space.

    Quote Originally Posted by Grek View Post
    -Blood Sacrifice needs its mechanics clarified. For example, can the haematurge sacrifice someone else's blood?
    It's under "Invocations (Sp)" in the class abilities, but I will also be putting in more of a description in the Invocations section. But no. It's strictly yours, you slash or pierce yourself, and it's nonlethal damage that can't heal until the effect is over.

    Quote Originally Posted by Grek View Post
    -Bloodtide is very wordy. I've provided a example simplification below. The section on how it interacts with undead is especially complicated.

    ...

    Bloodtide, simplified
    Spoiler
    Show
    A haematurge learns to manipulate the blood within other creatures to deadly effect. Whether they divert blood from organs, constrict veins or cause vital fluids to spray out of the body, the effect is the same: One victim within 60' takes damage equal to the Haematurge's Constitution modifier, plus 1d6 per odd numbered level in the haematurge class. A fortitude save against a DC of 10 + ½ the haematurge's level + his Charisma modifier halves this damage. Bloodless creatures are typically immune to this effect: see "Blood and Vital Fluids" below. At level 8 and every 4th level after that, the haematurge learns to target one additional victim with their bloodtide. All victims must be within range and within 30' of each other. Plant objects may also be targeted, provided they contain sap or other vital fluids; in this case the all plants within a 10' radius are damaged.

    Undead without an affinity to blood are effected by the bloodtide in an unusual manner: they take half damage (or one quarter with a successful save) as the flow of negative energy in their body is disrupted. The released energy attempts to grounds itself in nearby victims. A number of blasts equal to 1 + ¼ the Hit Dice of the undead victim are generated. One of these blasts always strikes the haematurge, while the remainder attempt to strike the creatures nearest to their source. If there are less creatures within 10 feet of the victim than there are blasts, any excess will ground themselves into the ground; otherwise they will always find a target in some creature. The haematurge has limited control over these blasts and may redirect them away from one creature into another, but no creature may be struck more than once and no creature beyond 10 feet may be effected at all.


    ...

    -It might be best to just say that your powers effect any creature. Even non-living creatures have vital energy going through them, and a haematurge can exploit this metaphorical lifeblood as easily as they can literal blood.
    I'd rather not change the function that much. My original plan was to not have it affect bloodless creatures, but was persuaded to change that. I will look at ways to simplify it, though. It probably can be made tighter and I can also put in a table to make it easier to follow.

    Quote Originally Posted by Grek View Post
    -Blood blade suggests using shurikens, but haematurges are not actually proficient in their use.
    I'm aware. To cover my bases (say, a Monk/Haematurge or a Haematurge that took Exotic Weapon Proficiency) I just needed to specify that shurikens are treated as ammunition in this case; they work like both ammunition and throwing weapons in different instances.

    Quote Originally Posted by Grek View Post
    -Blood blade suggests using shurikens, but haematurges are not actually proficient in their use.
    -Scarlet Angel is not an appropriate effect for a 3rd level character. Flight, especially maneuverable flight, is a big deal at level 3.
    ...it's not available at level 3. It's a lesser invocation and so the earliest you could get it is level 6, the same as Warlock and Dragonfire Adept. The number next to the grade is the effective spell level for DCs and interaction with certain spells.

    Quote Originally Posted by Grek View Post
    -A list of example objects per size for Haemogenesis would be extremely useful. Important ones include: Dagger, club, spear, crossbow, crossbow bolt, sling, bullet, various armour types, caltrops, chains, rope, clothing, food, vehicles, nets, variously sized boulders and walls.
    Added. I went with the examples in the PHB plus weapons for a medium creature, and from that I think those other things should be reasonably straightforward to figure out.

    Quote Originally Posted by AMFV View Post
    Alrighty, first things first. The fluff is absolutely amazing.
    Thanks.

    Quote Originally Posted by AMFV View Post
    As far as the chassis is concerned. The d12 hit die may be too much, but because the blood sacrifice mechanics aren't really clear, I'm not really able to make an accurate judgement, I do think that a d10 or a d12 is probably necessary but without the effective knowledge of how exactly the blood sacrifice works it's again difficult to discern.
    Entirely possible; I actually gave them a d10 when I started but then increased it later on. I'd like to know what you think when you see the blood sacrifice costs. (The mechanics, by the way, are in the Invocations class ability and the cost is in the invocation descriptions. I'll make it a bit more clear. And I think I forgot to do the descriptions of how invocations work like the warlock list has, even if most people know. I'll add that a bit later.)

    Quote Originally Posted by AMFV View Post
    On to the bloodtide! I see no overt issues with that ability. It is somewhat underwhelming though, doing only a very small amount of damage per round to a single target. Also I'm not sure why Charisma suddenly comes into play after it hasn't been relevant for a minute. That seems like an odd choice to me at least. The Undead damaging thing is very flavorful, although I'm not sure if the manipulation of negative energy is exactly fitting flavor. It seems if anything a tad forced. Although that's probably a matter of taste.
    Well, first off, they're not meant to be primarily damage-dealers (though with Blade of Blood they certainly can be). Their strength is status effects. Charisma and Constitution are their main abilities; Charisma determines saves and Constitution affects a couple of their invocations in addition to increasing much-needed HP.

    I'm not super fond of the undead thing, since, as I mentioned, I didn't want it to have any effect on bloodless creatures at all. I was convinced otherwise, and that was one thing that was suggested. (Speaking of, I should probably write an acknowlegement.)

    Quote Originally Posted by AMFV View Post
    The Skills are fine, the only one I'd see as potentially being an issue is disguise. Although since they're hated and may need to hide, that potentially is reasonable. I think that is the only one I could even see as being an issue at all. Sense Motive is an odd choice, but I think it's extremely thematically appropriate (I might even add bonuses to it for having the ability to sense small shifts in blood movements). I like having little skill things like that added.
    Yeah, that's what I was going for with Sense Motive; I think I'll add that bonus into blood hound, actually. Disguise was for two reasons: first, Haematurges are roughly as popular as Dread Necromancers. Second, I was channeling Codex Alera where powerful watercrafters can control their body enough to change their shape. It may be more appropriate to give them an invocation that works as disguise self, though.

    Quote Originally Posted by AMFV View Post
    Weapon and Armor proficiencies are fine. No major issues there. Is Battle Caster something that they can use, or not (I think it would need adjustment)? It's not a major thing, since it is a fairly wasted feat in any case, but it is a question that may come up mechanically.
    Battle Caster should work just fine, actually. And actually Haematurges have a better incentive to pick it up than most since it leads to a pair of Haematurge/Binder pseudotheurge feats.

    Quote Originally Posted by AMFV View Post
    Haemogenisis is an interesting ability. The things I see missing are... the duration of the item if they stay in contact. In other words the primary use for them that I could see is for the Haematurge to construct a bunch of them and have the cleric heal him, then use them as health bottles. There is also no listed action time for reabsorbation, which would allow the Haematurge to repair himself very easily, which would to my thinking decrease the swinginess that they're supposed to have
    Fixed the duration thing. The other bit wouldn't work, as reabsorbing them only allows him to be healed, it doesn't actually heal him. This might not be clear enough; suggestions for rewrite?

    Quote Originally Posted by AMFV View Post
    Elan shifts are pretty snazzy, although the +2 per damage die, leading to a total of 4 damage per damage die is pretty ineffectual to be honest, even most of the effects are not all that worthwhile. Also Undead are not able to be Sickened, so a specific exemption needs to be added to that particular bloodtide. How does the Call to life work with the negative energy spill?
    As said, damage isn't the primary goal here. I'll work on some more powerful options, or possibly some scaling. Undead aren't immune to sickening, oddly enough; they're only immune to things that require Fortitude saves. I clarified, but Call to Life has no effect on the negative energy spill.

    Quote Originally Posted by AMFV View Post
    Baptized in the blood is pretty interesting, although I'm not sure if it would ever see use. What happens if our Heama has somehow obtained immunity to level loss? Can this be restored with a wish? Or is this outside of the bounds of wish since True Resurrection doesn't work.
    Y'know, it might be more useful and less complicated if instead of level loss it gave some ability burn. At 20th level true resurrection isn't exorbitantly expensive, and a Healer can do it without killing himself.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
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    Quote Originally Posted by Lateral View Post
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by Jeff the Green View Post
    Entirely possible; I actually gave them a d10 when I started but then increased it later on. I'd like to know what you think when you see the blood sacrifice costs. (The mechanics, by the way, are in the Invocations class ability and the cost is in the invocation descriptions. I'll make it a bit more clear. And I think I forgot to do the descriptions of how invocations work like the warlock list has, even if most people know. I'll add that a bit later.)
    I would just add a section for the Blood Sacrifice, basically just split that off into a separate section were you say exactly that. It's a pandemic in 3.X stuff to have stuff buried into other abilities. Something like the following:

    Blood Sacrifice:

    Some of the Haematurge's abilities require a blood sacrifice, this is the first thing that a Haematurge learns to do by striking himself with a dagger, this is a (whatever kind of action you put on it) action, and the amount of damage done is variable depending on the sacrifice required by the invocation or power. I'd also put in a section describing the interaction with his gained DR later.


    Quote Originally Posted by Jeff the Green View Post
    Fixed the duration thing. The other bit wouldn't work, as reabsorbing them only allows him to be healed, it doesn't actually heal him. This might not be clear enough; suggestions for rewrite?
    I'd just add a clarified statement. "Reabsorbing the item can only heal the wound caused by the sacrifice, if those have been healed through other means, reabsorbing the item has no effect". Or alternatively you could go the other direction and allow him to use it to gain Temporary hit points. Since carrying around blood that he uses to heal himself is probably actually very thematically appropriate. And a means to gain temp hit points would definitely work to aid this character.

    Quote Originally Posted by Jeff the Green View Post
    As said, damage isn't the primary goal here. I'll work on some more powerful options, or possibly some scaling. Undead aren't immune to sickening, oddly enough; they're only immune to things that require Fortitude saves. I clarified, but Call to Life has no effect on the negative energy spill.
    That is odd, although I guess it works.

    Quote Originally Posted by Jeff the Green View Post
    Y'know, it might be more useful and less complicated if instead of level loss it gave some ability burn. At 20th level true resurrection isn't exorbitantly expensive, and a Healer can do it without killing himself.
    Or, or... you could have it confer some kind of benefit that True Resurrection doesn't. Like a dominate person affect or somesuch. Something that is slightly different, I mean they are literally being powered by your life-force, that should imbue you with some means of control, I think that might fit better the flavor you're looking for.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by AMFV View Post
    I would just add a section for the Blood Sacrifice, basically just split that off into a separate section were you say exactly that. It's a pandemic in 3.X stuff to have stuff buried into other abilities. Something like the following:

    Blood Sacrifice:

    Some of the Haematurge's abilities require a blood sacrifice, this is the first thing that a Haematurge learns to do by striking himself with a dagger, this is a (whatever kind of action you put on it) action, and the amount of damage done is variable depending on the sacrifice required by the invocation or power. I'd also put in a section describing the interaction with his gained DR later.
    I'd do that, except that blood sacrifice is intrinsically linked to invocations: nothing other than invocations uses it and if another class got a hold of a Haematurge invocation they could do it too. I'd also rather not have them be able to deal themselves damage as a free action; There are definitely shenanigans that could be used, especially when the Haematurge/Binder focuses on Savnok (who has an effect like shield other, except you give some of your damage to an enemy). Think of it this way: every invocation has a focus component of a slashing or piercing weapon and the material component involves slitting their wrists, shoulders, etc. (And I already did say you can ignore your own DR.)

    Quote Originally Posted by AMFV View Post
    I'd just add a clarified statement. "Reabsorbing the item can only heal the wound caused by the sacrifice, if those have been healed through other means, reabsorbing the item has no effect". Or alternatively you could go the other direction and allow him to use it to gain Temporary hit points. Since carrying around blood that he uses to heal himself is probably actually very thematically appropriate. And a means to gain temp hit points would definitely work to aid this character.
    Reabsorbing them doesn't heal them at all. It just allows them to heal the sacrificed HP with CLW or whatever.

    Quote Originally Posted by AMFV View Post
    Or, or... you could have it confer some kind of benefit that True Resurrection doesn't. Like a dominate person affect or somesuch. Something that is slightly different, I mean they are literally being powered by your life-force, that should imbue you with some means of control, I think that might fit better the flavor you're looking for.
    Hmm. That's a good idea, actually. Probably I'll keep the lost level, but add a morale bonus, an automatic charm effect, and an activatable dominate effect.
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    Quote Originally Posted by Lateral View Post
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by Jeff the Green View Post
    I'd do that, except that blood sacrifice is intrinsically linked to invocations: nothing other than invocations uses it and if another class got a hold of a Haematurge invocation they could do it too. I'd also rather not have them be able to deal themselves damage as a free action; There are definitely shenanigans that could be used, especially when the Haematurge/Binder focuses on Savnok (who has an effect like shield other, except you give some of your damage to an enemy). Think of it this way: every invocation has a focus component of a slashing or piercing weapon and the material component involves slitting their wrists, shoulders, etc. (And I already did say you can ignore your own DR.)
    Well you're still missing the action element as far as I can see. Or some note that the blood sacrifice is in and of itself part of the invocation. It could lead to somebody mis-reading it.

    Quote Originally Posted by Jeff the Green View Post
    Reabsorbing them doesn't heal them at all. It just allows them to heal the sacrificed HP with CLW or whatever.
    Fair enough, it's possible I've misread that. Although it would be pretty interesting to incorporate something like that.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by AMFV View Post
    Well you're still missing the action element as far as I can see. Or some note that the blood sacrifice is in and of itself part of the invocation. It could lead to somebody mis-reading it.
    Yep. I fixed that in the last update. It now reads "as part of the action used to use the invocation yadda yadda".

    Quote Originally Posted by AMFV View Post
    Fair enough, it's possible I've misread that. Although it would be pretty interesting to incorporate something like that.
    It's something I was planning on using for one of the PrCs, the one that makes potions and alchemical items from his blood. Probably you'd take however much in curable damage you wanted to produce the draught, and then you can drink them like a potion to instantly cure that damage plus gain temporary HP.
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    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by Jeff the Green View Post
    Yep. I fixed that in the last update. It now reads "as part of the action used to use the invocation yadda yadda".
    Awesome!

    Quote Originally Posted by Jeff the Green View Post
    It's something I was planning on using for one of the PrCs, the one that makes potions and alchemical items from his blood. Probably you'd take however much in curable damage you wanted to produce the draught, and then you can drink them like a potion to instantly cure that damage plus gain temporary HP.
    There's definitely a lot of options for some very good PrCs here, I might even try and assist with some of that expansion, if you'd be alright with that, since this is very interesting stuff.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by AMFV View Post
    There's definitely a lot of options for some very good PrCs here, I might even try and assist with some of that expansion, if you'd be alright with that, since this is very interesting stuff.
    Be my guest! I'm always happy when my homebrew inspires others.

    The ideas I've thought of are the aforementioned blood-potion user and one that specializes in creating armor from blood. Though I need a way to distinguish that latter one from Ironsoul Forgemaster.
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    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by Jeff the Green View Post
    Be my guest! I'm always happy when my homebrew inspires others.

    The ideas I've thought of are the aforementioned blood-potion user and one that specializes in creating armor from blood. Though I need a way to distinguish that latter one from Ironsoul Forgemaster.
    Pretty much I'd thought of somebody that manipulates their own blood to alter themselves. Also I had an idea for a kind of controlling puppet master person.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    So sort of like an ozodrin and non-sucky mindbender? (With different fluff, of course.) yeah, both of those fit thematically and could work well. Since I never actually wrote warp flesh, I could probably move it to lesser invocations and you could make it a prereq of the body-alteration class if you want. Suggestions for an appropriate effect?
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    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    I cannot really judge the invocations. However, nitpicks:
    • Martyr of Savnok needs new flavor text; it currently has the same italics as the feat above it.
    • the Élan Shift ability of the Bloodhunter substitution levels should mandate things at 2nd and 5th level, not 2nd and 5th.
    • Does the negative energy spill from undead trigger Élan Shifts?
    • Does a hit with Bloodclaws trigger Blood of Fafnir (the dragon Élan Shift)? As written they are "treated as" failing the save, but never actually make the save.


    Now, on to ideas:
    • Could they make potions in a similar way to the Descent of Shadows "infused blood" idea? It seems like what you were setting up for with examples like potion bottles and scrolls, and then you didn't do it.
    • Should you really need to take a specific ACF to be a haemomancer/stabby guy? It seems like a stabby guy who could use maneuvers and/or feats with Bloodtide would also work just fine (attack roll mods are inverses to saves or bonuses to DC).

    Yeah, that's all I have for now. Maybe I'll have more later.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by UDwarf View Post
    I cannot really judge the invocations. However, nitpicks:
    • Martyr of Savnok needs new flavor text; it currently has the same italics as the feat above it.
    • the Élan Shift ability of the Bloodhunter substitution levels should mandate things at 2nd and 5th level, not 2nd and 5th.
    • Does the negative energy spill from undead trigger Élan Shifts?
    • Does a hit with Bloodclaws trigger Blood of Fafnir (the dragon Élan Shift)? As written they are "treated as" failing the save, but never actually make the save.

    • Fixed.
    • Fixed.
    • No, clarified.
    • Yes, clarified.


    Quote Originally Posted by UDwarf View Post
    Now, on to ideas:
    • Could they make potions in a similar way to the Descent of Shadows "infused blood" idea? It seems like what you were setting up for with examples like potion bottles and scrolls, and then you didn't do it.
    • Should you really need to take a specific ACF to be a haemomancer/stabby guy? It seems like a stabby guy who could use maneuvers and/or feats with Bloodtide would also work just fine (attack roll mods are inverses to saves or bonuses to DC).

    Yeah, that's all I have for now. Maybe I'll have more later.
    • You're going to have to clarify what you mean. Google says that Descent of Shadows is a Guild Wars thing, and the entirety of what I know about the game fits into six letters.
    • Are you talking about bloodclaws or the dwarf RSLs? The default haematurge can be descent at combat if desired with the rod of thorns and blade of blood, but it is by default a debuffing mage type. I wanted to give a few options to trade some of the casting potential for combat abilities rather than make it part of the class itself. This way there's a fair amount of build flexibility but not more character flexibility than I want (i.e. somewhere between Warlock and Dread Necromancer).
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    Quote Originally Posted by Lateral View Post
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by Jeff the Green View Post
    You're going to have to clarify what you mean. Google says that Descent of Shadows is a Guild Wars thing, and the entirety of what I know about the game fits into six letters.
    I think he is referring to the Descent of Shadows project on this forum, a project about expanding options for ToM Shadowcasting iirc.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The haematurge

    Quote Originally Posted by Milo v3 View Post
    I think he is referring to the Descent of Shadows project on this forum, a project about expanding options for ToM Shadowcasting iirc.
    Ah, that would make more sense. But I'm still not much closer to understanding what he means. I searched the DoS page and only found something called 'blood draughts', which is storing potions in blood. And that doesn't seem to be what he's getting at.

    (I reread UDwarf's comment, actually, and I understand one part that I missed. The reason I used potion bottle and scroll as size examples is because that's what the PHB uses.)

    Anyway, it'll be a bit before I can make the PrCs, but the alchemist one will definitely involve storing one's blood in concentrated form to heal HP, creating potions from one's blood, creating alchemical items from one's blood, and storing potions for later use.
    Last edited by Jeff the Green; 2014-09-01 at 10:59 PM.
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    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The hæmaturge

    Reciprocary (is that a word?) PEACH:
    Okay, so to start off, this is an Invocation-using base class, so the obvious comparison for chassis is the Warlock.
    It gets a much better HD, the same BAB, a better Fort save, same other saves, slightly faster blast-equivalent progression, significantly faster gain of Invocations (same rate of getting new grades of Invocation), more skill points, and a different skill list of equal size. So far, better than Warlock in most ways and not worse in any (except not getting UMD), but we'll see how the rest stacks up, and it's not like Warlock's perfectly balanced.

    Hm. Blood sacrifices are nonlethal damage? Interesting.

    Okay, so Bloodtide is save-for-half rather than ranged touch. Not sure if that's better or worse - guaranteed damage, but less likely to get full damage. Oh, and then there's a lot more resistances - so this is much less reliable as a general damage-dealer, though it does become an AOE near undead. You don't clarify whether the undead targeted can be a target of the spillover generated by Bloodtide-ing it - it seems plausible, and it's not an unreasonable amount of damage (at best you're just doing your normal damage to it, and you still take the recoil), but at the same time, it might not be intended.

    The bit with the effects on creatures without vital fluids that aren't undead doesn't say they aren't immune for lack of a CON score. By how this is written, constructs are immune to this ability (even if they have oil or something, actually). All the bits that override the immunity-to-effects-with-a-Fort-save-if-you-don't-have-CON are relating to hitting undead with it or the spillover damage from hitting an undead with it.

    Ah, multitargeting - that's how you're balancing out all the downsides.

    And then... a ten-foot radius of noncreature plants? Mostly flavor, I suppose, but it's also useful for absorbing the spill from targeting an undead (not sure whether the current "in place of a creature" phrasing would allow that or not).

    Haemogenesis:
    "he can elect to stop the bleeding after only 5 points of damage, but the object does not form" - that includes objects that five damage would be enough for?

    You've got nothing to distinguish "complex" items from "superior" items.

    Weapon-damage defenses - fine

    Assorted Elan Shifts seem nice.

    Swift Haemogenesis - nice to have but not exactly gamechanging.

    And then you get to bring eight things back to life (more if you get size-boosted - at the very least, Enlarge Person is cheap) at the cost of three days and a level.
    "which cannot be prepared by any means." I think you mean "regained" there.

    Overall looks nice. I'm not much good at the numbers game, though (DCs and such).

    And... that's a lot of invocations.
    Lesser Blade of Blood gives some really big bonuses - effectively a +1 weapon at level 1, where the sacrifice is insignificant because you'll probably die if you're hit whether you've made a sacrifice or not. And then it keeps up, shifting from "sacrifice doesn't matter because it's rocket tag anyway" to "sacrifice doesn't matter because it's tiny" and remaining ahead of the curve as a decent all-day backup ranged weapon with Blade of Blood and Greater Blade of Blood.

    Other than that nothing looks too crazy.


    Hematopoetic Reserves: You could just say the durations stack. Simpler, same effect.

    Not going to look at the ACFs or magic items or PRCs - I know enough to know I don't have a clue.
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    Default Re: [Invoker] Anyone know how to get blood stains out of carpet? The hæmaturge

    yay blood mages... are you still looking for new ideas for this too or not? also what about sub classes/prestige?
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