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    Default Sanguine Inquistor [3.5/PF Class]{Please PEACH}

    Sanguine Inquisitor


    Your blood is a stain upon the earth.

    Blood is a powerful thing, it can make a man a king or a boy a mage. Whether this power is political, magical, or simply heritage doesn't matter to a Sanguine Inquisitor. He sees blood as a thing to manipulate regardless of its form. With a touch he can draw blood from his foes and it reside within him, these are known as Blood Marks. If a Sanguine Inquisitor has you as a Blood Mark, you will never escape his notice.

    Sanguine Inquisitor's gain their powers from the gods and as such generally work for temples in finding heretics and severely punishing them, but as the years pass they generally become corrupted in the pursuit of good.

    Corrupt Sanguine Inquisitor's force their belief onto others and make them into slaves of good.

    Role: They generally fight at the front-lines using their skill with weapons and armor to good use and smiting heretics whenever possible. A Sanguine Inquisitor can also be a supporting character in the group.

    Alignment: Sanguine Inquisitors can be of any alignment or desposition, but as they develop they general descend into evil.

    Religion: A Sanguine Inquisitor's power comes from his devoted worship of a good aligned god.

    Hit Die: d10

    Starting Gold: As Cleric.

    Class Skills
    The Sanguine Inquisitor's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

    Skill Points at First Level: 2 + Int modifier


    Sanguine Inquisitor
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Base Blood Marks|Blood Points

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Blood Mark, Blood Never Lies, Intuition|1|3

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Sanguine Gift, Sanguine Taint|2|5

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Smite Heretic 1/Day|4|8

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Sanguine Trail|5|10

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Sanguine Wound|6|13

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Sanguine Restoration, Smite Heretic 2/Day|8|15

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    | |9|17

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |Stained Trail|10|20

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |Whispers in the Dark|12|22

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Sanguine Torture, Sanguine Wine|13|25

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    |Stained Justice|14|27

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |Sanguine Revival, Smite Heretic 3/Day|16|30

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    | |17|32

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    |Fangs of the Night|18|95

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |Sanguine Rupture, Smite Heretic 4/Day|20|37

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    |Noble Blood|21|40

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Followers of Blood|22|42

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Elixer of Life, Smite Heretic 5/Day|24|45

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    | |25|47

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Paladin of the Sanguine|26|50[/table]

    Class Features
    All of the following are class features of the Sanguine Inquisitor.

    Weapon and Armor Proficiencies: Inquisitors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Blood Mark (Su): As a standard action the Sanguine Inquisitor may make a melee touch attack. If the attack is successful, the target is dealt 1d4 lethal damage as the target's blood is drained from them and suffuses the Sanguine Inquisitor. The Sanguine Inquisitor may instead choose to deal 1 nonlethal damage when using this ability.

    Doing this grants that target as a Blood Mark. The maximum amount of Blood Marks that a Sanguine Inquisitor is alloted is noted on the table above.
    If using this ability would exceed the limit then you must select one Blood Mark you currently have, this Blood Mark is removed.

    This ability only works on creature of the following types: Aberration, Animal, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Outsider (without the Elemental Subtype), and Vermin.

    If a creature with a Blood Mark dies, then the Sanguine Inquisitor retains that blood mark for one day.

    Blood Points: A Sanguine Inquisitor gains divine power from the gods in the form of limited power over blood. This is represented by Blood Points. A Sanguine Inquisitor has a number of Blood Points equal to the amount indicated on the table plus his constitution modifier.
    These Blood points can be restored by praying to his deity after at least two hours of rest.

    Blood Never Lies (Su): By expending a blood point and taking a standard action you can cast Detect Thoughts on a single creature you have as a Blood Mark, except the only function of the spell is reading the targets surface thoughts and that it has no maximum range as long as the target is on the same plane of existence.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 12 plus your charisma modifier.

    In addition while this ability is active, whenever the target lies you instantly know. This doesn't tell you the truth nor does it detect when a person says something that is wrong and they believe.

    Intuition (Ex): Sanguine Inquisitors are skilled at sensing deception and valuing objects. A Sanguine Inquisitor receives a morale bonus on all Appraise and Sense Motive checks equal to 1/2 his Sanguine inquisitor level (minimum +1).

    Sanguine Gift (Su): As of second level, by expending a blood point and taking a standard action you can fill Blood Marks with courage. This ability acts as the Bless spell, except it only affects creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level.

    Sanguine Taint (Su): Once an Inquisitor reaches second level, he can fill Blood Marks with fear by expending a blood point and taking a standard action. This ability acts as the Bane spell, except it only affects creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 11 + your Constitution bonus (if any).

    Smite Heretic (Su): Once per day, a third level or higher Sanguine Inquisitor can call out to the powers of his deity to aid him in his struggle against heretics. As a swift action, the Sanguine Inquisitor chooses one intelligent creature within sight to smite. If this target doesn't worship the same god as the Sanguine Inquisitor, the Inquisitor adds half his Charisma bonus (if any) to his attack rolls and adds his Inquisitor level to all damage rolls made against the target of his smite. If the target of smite heretic is a creature with the evil alignment, the Inquistor adds his Charisma bonus (if any) to his attack rolls instead of only half. Regardless of the target, smite heretic attacks automatically bypass any DR the creature might possess.

    In addition, while smite heretic is in effect, the Inquisitor gains a deflection bonus equal to his Charisma Bonus (if any) to his AC against attacks made by the target of the smite.

    If the Inquisitor targets a creature that does worship the same god as the Sanguine Inquisitor, the Inquisitor is paralysed for 1d10 rounds (No Save). If the Inquisitor targets a creature that has an intelligence score of 2 or lower, the smite is wasted with no effect.

    The smite heretic effect remains until the target of the smite is dead or the next time the Inquisitor rests and regains his uses of this ability. At 6th level, and at every three levels thereafter, the Inquisitor may may use Smite Heretic one additional time per day, as indicated on Table above, to a maximum of five times per day at 18th level.

    Sanguine Trail (Su): As of fourth level, by expending a blood point and taking a free action you can track a Blood Mark. This ability then acts as a Know Direction spell, except it affects a creature the Sanguine Inquisitor has a Blood Mark for, instead of North and the duration lasts for 1 round per Sanguine Inquisitor level.
    The Caster Level of this ability is equal to your Sanguine Inquisitor. The Save DC of this ability is equal to 10 plus your charisma modifier.

    Upon a Inquisitor reaching seventh level, by expending five blood points and meditating for one hour. This ability acts as the Scrying spell instead, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level plus your Charisma Modifier. The Save DC of this ability is equal to 15 + your charisma bonus (if any).

    Sanguine Wound (Su): Upon a Inquisitor reaching fifth level, he can fill Blood Marks with negative energy by expending three blood points and taking a standard action. This ability acts as the Inflict Moderate Wounds spell, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 13 + your Constitution bonus (if any).

    Sanguine Restoration (Su): Upon a Inquisitor reaching sixth level, he can fill Blood Marks with positive energy by expending three blood points and taking a standard action. This ability acts as the Cure Moderate Wounds spell, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 13 + your charisma bonus (if any).

    Whispers in the Dark (Su): Upon an Inquisitor reaching ninth level, he can command his Blood Marks by expending three blood points and taking a standard action. This ability acts as the Suggestion spell, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 13 + your charisma bonus (if any).

    The Inquisitor also gains Telepathy 60ft, but can only communicate with creatures he has as a Blood Mark.

    Sanguine Torture (Sp): Once a Sanguine Inquisitor reaches tenth level, he can cause horrible pain in his Blood Marks by expending five blood points and taking a full-round action. This ability acts as the Symbol of Pain spell, except it affects a target within 50ft rather than creating a symbol and it deals 1 point of constitution damage. A Sanguine Inquisitor can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 15 + your Constitution bonus (if any).

    Sanguine Wine (Ex): At level 10 and above a Sanguine Inquisitor can drink the blood of a creature to restore his strength. As a full round action, a Sanguine Inquisitor with this ability can drink the blood from a corpse that has died within the last 10 minutes (or 100 rounds). This heals 1d8 points of health per HD of the drained creature. This ability can only be used a number of times per day equal to your Inquisitor level + Constitution Modifier.

    This ability can only be used on the corpse of a creature with the following types: Aberration, Animal, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Outsider (without the Elemental Subtype), and Vermin. Once this ability is used on a corpse it cannot be used again on that specific corpse.

    Stained Justice (Sp): Once a Sanguine Inquisitor reaches eleventh level, by expending ten blood points and taking a full-round action. This ability acts as the Mark Of Justice spell, except a Sanguine Inquisitor can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 14 + your charisma bonus (if any).

    Sanguine Revival (Su): Upon a Inquisitor reaching level twelve, he can fill the corpse of a Blood Mark with positive energy by expending twenty blood points and taking a fullround action. This ability acts as the Raise Dead spell, except it can only target creatures the Inquisitor has a Blood Mark for and it can be used on creatures against their will.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 15 + your charisma bonus (if any).

    Fangs of the Night (Su): A Sanguine Inquisitor of fourteenth level or above can grow sharp vampiric fangs. As a standard action the Sanguine Inquisitor can grow a bite attack. This is a primary attack that deals 1d8 damage plus 1-1/2 times the Sanguine Inquisitor Assassin's Strength bonus. These fangs and bite attack be be dismissed as a free action.

    Also on a successful hit with the Bite Attack the target must make a Fortitude Save (DC is equal Class Level) or be dealt 1 point of Con Damage. If successful the Sanguine Inquisitor gains 1d10 Temporary Hitpoints that last for 1 hour.

    Sanguine Rupture (Su): At level 15 or above, the damage that the Sanguine Inquisitor dealt through the Blood Mark feature is increased to 2d8. This ability doesn't need to be used and the Sanguine Inquisitor can still choose to only deal 1 point of non-lethal damage.

    Noble Blood (Su): A Sanguine Inquisitor of 16th level, can manipulate his Blood Marks by expending Twelve blood points and taking a standard action. This ability acts as the Dominate Person spell, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 15 + your charisma bonus (if any).

    A Sanguine Inquisitor of 19th level, can choose to expend Twenty blood points and taking a standard action, if done this ability acts as the Mass Charm Monster spell instead, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 16 + your charisma bonus (if any).

    Followers of Blood (Su): A Sanguine Inquisitor of Seventeenth level, can create spawn out of those it slays with Fangs of the Night ability, provided that the slain creature is of the same creature type as the Inquisitor's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the Inquisitor that created it, and remains enslaved until its master's destruction. A Sanguine Inquisitor may have enslaved spawn totaling no more than twice its own Sanguine Inquisitor level; any spawn it creates that would exceed this limit become free-willed undead. A Sanguine Inquisitor may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

    Elixer of Life (Su): A Sanguine Inquisitor of 18th level, can create elixers of positive energy from his blood as a full-round action. This ability creates a potion without the GP, time, XP costs, or required feats. The potion created depends on the amount of Blood Points you spend upon use of this ability.
    By expending 5 points you can create a Potion of Cure Light Wounds.
    By expending 10 points you can create a Potion of Cure Moderate Wounds.
    By expending 15 points you can create a Potion of Cure Serious Wounds.
    The Caster Level of the potion created is 5.

    Paladin of the Sanguine (Ex): Upon a Sanguine Inquisitor reaching 20th level he becomes one with his sanguine gifts. Whenever the Sanguine Inquisitor expends Blood Point the cost is halved (rounded up), unless the cost already is 1. Also as long as he has at least 5 Blood Points he gains an extra +20 Hitpoints and immunity to death from massive damage.

    Code Of Conduct: A Sanguine Inquisitor's power comes from the Divines and as such is bound to certain codes. Strangely even if you worship a good god it is possible to be evil and still follow these tenants.

    The Code is thus:
    • To respect your Deity and Maintain their Religion
    • To serve the Ruler with Valour and Faith
    • To Protect the weak and Defenseless
    • To give succour to widows and orphans
    • To live by honour and for glory
    • To fight for the welfare of all
    • To guard the honour of fellow warriors
    • To keep faith
    • At all times to speak the truth
    • To persevere to the end in any enterprise begun
    • Never to refuse a challenge from an equal
    • Never to turn the back upon a foe


    A Sanguine Inquisitor must attempt to follow these tenants to the best of his ability and to break one without care causes you to lose your class features (They are only able to returned by an Atonement Spell or by Divine Intervention).
    But if a Tenant is being broken in the name of good, then the offence causes no issue and the Sanguine Inquisitor retains his class features.

    Vampire Spawn
    An Inquisitor can elect to create a vampire spawn instead of a full-fledged vampire when he uses his Followers of Blood ability on a humanoid creature only. This decision must be made as a free action whenever an Inquisitor slays an appropriate creature by using Fangs of the Night. A vampire spawn's statistics are identical to those of a wight, save for the following changes.

    • It gains the blood drain and dominate vampire special attacks.
    • It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities: gaseous form, shadowless, and spider climb.
    • A vampire spawn gains all of the standard vampire weaknesses.
    • A vampire spawn is CR 4.
    • It does not gain the wight's Create Spawn ability.
    Last edited by Milo v3; 2012-05-27 at 10:01 PM.
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