The Hemolurgist's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha)
Skills Points at Each Level:
4 + int
Weapon and Armor Proficiencies
|Level||BAB||Fort Save||Ref Save||Will Save||Special|
|1st|| +0 || +2 || +0 || +0 ||Blood-soaked Blade, Hemolurgic Strike +1d8|
|2nd|| +1 || +3 || +0 || +0 ||Sanguine Fortitude, Hemolurgic Strike (Strength & Dexterity)|
|3rd|| +2 || +3 || +1 || +1 ||Blood Frenzy, Blood Poisons (Inhaled)|
|4th|| +3 || +4 || +1 || +1 ||Flow of Blood (Life), Hemolurgic Strike +2d8|
|5th|| +3 || +4 || +1 || +1 ||Mettle, Call of Blood (1/encounter), Bond of Blood (full)|
|6th|| +4 || +5 || +2 || +2 ||Hemolurgic Strike (Constitution), Purify Blood (Self)|
|7th|| +5 || +5 || +2 || +2 ||Hemolurgic Strike +3d8|
|8th|| +6/+1 || +6 || +2 || +2 ||Flow of Blood (Death), Call of Blood (2/encounter)|
|9th|| +6/+1 || +6 || +3 || +3 ||Blood Poisons (Ingested), Blood for Blood|
|10th|| +7/+2 || +7 || +3 || +3 ||Hemolurgic Strike +4d8, Lifesense, Bond of Blood (half)|
|11th|| +8/+3 || +7 || +3 || +3 ||Hemolurgic Strike (Mental), Call of Blood (3/encounter)|
|12th|| +9/+4 || +8 || +4 || +4 ||Bestow Vitae, Purify Blood (Ally)|
|13th|| +9/+4 || +8 || +4 || +4 ||Hemolurgic Strike +5d8|
|14th|| +10/+5 || +9 || +4 || +4 ||Call of Blood (at will)|
|15th|| +11/+6/+1 || +9 || +5 || +5 ||Crimson Shadow, Bond of Blood (none)|
|16th|| +12/+7/+2 || +10 || +5 || +5 ||Hemolurgic Strike +6d8|
|17th|| +12/+7/+2 || +10 || +5 || +5 ||Exsanguinate|
|18th|| +13/+8/+3 || +11 || +6 || +6 ||Purify Blood (Heal 1/day)|
|19th|| +14/+9/+4 || +11 || +6 || +6 ||Hemolurgic Strike +7d8|
|20th|| +15/+10/+5 || +12 || +6 || +6 ||Perfected Hemolurgy|
: A Hemolurgist is proficient with all simple weapons, plus three martial weapons of his choice. A Hemolurgist is proficient with all forms of armor and all shields (including tower shields).
Hemolurgic Strike (Ex):
The first ability a Hemolurgist learns, and the base of many other abilities, is the hemolurgic strike. To deliver a hemolurgic strike, a Hemolurgist must first inflict damage to an enemy, and as such, an attack that is completely negated by damage reduction does not trigger the ability to use a hemolurgic strike. The next successful attack made by the Hemolurgist against the damaged foe will be a hemolurgic strike, dealing an additional 1d8 damage. At 4th level and every 3 levels thereafter, the damage of hemolurgic strike increases by an additional 1d8. After a successful hemolurgic strike, the Hemolurgist must again damage his foe before he can deliver another hemolurgic strike.
At 2nd level, whenever the Hemolurgist delivers a hemolurgic strike, his target must succeed on a Fortitude save, DC (10+1/2 HD+Str or Con modifier, whichever is higher) or take a penalty to Strength or Dexterity equal to 1/4 the Hemolurgist's level in this class (round up), and the Hemolurgist gains this amount as a hemolurgic bonus to the same ability score. A penalty inflicted in this manner may never drop an ability score below 1. At 6th level, the Hemolurgist can inflict a penalty to Constitution instead of Strength or Dexterity. At 11th level, the Hemolurgist can inflict a penalty to Charisma, Intelligence, or Wisdom instead.
Only one target at a time can be affected by a hemolurgic strike's ability penalties, and only one ability score at a time may be penalized. A hemolurgic strike lasts for ten minutes or until the Hemolurgist chooses to apply a penalty to a new target.
At 20th level, a Hemolurgist may penalize two ability scores of his choice on the same strike.
A hemolurgic strike is considered precision damage, and as such may only affect living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to hemolurgic strikes. Unlike other forms of precision damage, concealment does not stop a Hemolurgist from delivering a hemolurgic strike.
Ranged attacks can count as hemolurgic strikes only if the target is within 30 feet.
Hemolurgic Strike may be used to qualify in place of Sneak Attack or a similar class ability, as an identical number of damage dice. (For example, a 7th level Hemolurgist qualifies for feats, prestige classes, etc, that have a requirement of +3d6 sneak attack or less.) However, prestige classes that progress a specific form of precision damage, such as sneak attack, do not progress hemolurgic strike unless they could progress all forms of precision damage. Feats, items, spells, and other such things that alter or augment the way a sneak attack works also affect hemolurgic strikes.
Blood-soaked Blade (Ex):
Whenever he deals damage to an enemy, a Hemolurgist's future attacks against that foe are made more precise, guided by the creature's own blood. Whenever he deals damage with a physical attack, a Hemolurgist gains a bonus to hit with all attacks against that creature equal to 1/4 his level in this class (round up). Only one creature may be the target of Blood-soaked Blade at a time; if the Hemolurgist deals damage to multiple creatures simultaneously, he may choose which creature this ability applies to. Otherwise, the last creature damaged by the Hemolurgist is automatically the target of this ability.
Sanguine Fortitude (Ex):
Starting at 2nd level, whenever a Hemolurgist delivers a hemolurgic strike, he is healed for half of the bonus damage dealt. Additional hitpoints gained over his normal maximum in this fashion are converted to temporary hitpoints, up to a maximum of 100% of his normal maximum. Temporary hitpoints gained in this fashion last for ten minutes or until depleted.
Blood Frenzy (Ex):
Starting at 3rd level, whenever a Hemolurgist drops below 50% HP, he enters a blood frenzy. While in a blood frenzy, the hemolurgist temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Fortitude saves, but he takes a -2 penalty to Will saves. Additionally, the amount of health gained from Sanguine Fortitude increases by an additional 50% while in this state. While in a blood frenzy, a hemolurgist cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function.
A blood frenzy lasts until the hemolurgist's health increases to 50% or more, or for ten rounds, but never less than one round.
A Hemolurgist may choose to resist entering a blood frenzy if he wishes, but it is difficult. The Hemolurgist must succeed on a Will save with a DC equal to 5+damage dealt for the attack that dropped him below 50% HP.
Blood Poisons (Ex):
Starting at 3rd level, a Hemolurgist may mix a small amount of his own blood with an inhaled poison, then coat his weapon with the mixture. An inhaled poison altered in this way functions as an injury poison in all regards. All poisons altered in this way are only of use to the Hemolurgist that created them, but the DC to resist their effects is increased by an amount equal to the Hemolurgist's Constitution modifier.
At 9th level, a Hemolurgist may also turn ingested poisons into blood poisons.
Whenever he delivers a hemolurgic strike, a Hemolurgist may choose to forgo any number of bonus damage dice to increase the DC of a blood poison on his weapon equal to the number of dice sacrificed for the duration of that attack.
A Hemolurgist never risks poisoning himself when applying his own blood poisons to a weapon.
Flow of Blood (Su):
Starting at 4th level, a Hemolurgist may transfer some of his own life force to a willing ally through a touch.
As a standard action, a Hemolurgist may sacrifice any number of hitpoints up to twice his class level plus his constitution modifier, healing the touched ally for the same amount. The total amount of health that may be transfered in this fashion per day is equal to the Hemolurgist's full normal hitpoints.
At 8th level, a Hemolurgist may instead corrupt the blood of a touched enemy. This functions identically to the above, except that the ability deals damage instead of healing. Damage inflicted in this manner is subtracted from the daily total of health able to be transfered.
Hitpoints sacrificed for this ability bypass temporary hitpoints.
Starting at 5th level, a Hemolurgist can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Hemolurgist does not gain the benefit of mettle.
Call of Blood (Su):
Starting at 5th level, a Hemolurgist may drain the blood from a touched foe. This ability functions identically to a vampiric touch
spell, with a caster level equal to the Hemolurgist's class level. Call of Blood may be used once per encounter.
At 8th level, Call of Blood may be used twice per encounter.
At 11th level, Call of Blood may be used three times per encounter.
At 14th level, Call of Blood may be used at will.
Bond of Blood (Su):
Starting at 5th level, a Hemolurgist may declare any hemolurgic strike that would deal full normal damage (i.e., cannot have the number of damage dice reduced by his Blood Poisons ability or a similar ability) to be a Blood-bonded Strike as a free action before rolling for damage.
Record the amount of bonus damage dealt by the hemolurgic strike. Until the start of his next turn, the Hemolurgist may release a cloud of vaporous blood around the target of his blood-bonded strike as an immediate action. If the target fails a Will save, DC (10+1/2 HD+either Str or Con modifier, whichever is higher), it is Immobilized until the start of its next turn, at which point it is healed for the full amount of recorded damage. Even if it succeeds on the save, the target may still choose to remain in the cloud until the start of its next turn, at which point it is healed anyway.
At 10th level, a blood-bonded strike only heals for half of the recorded damage.
At 15th level, a blood-bonded strike no longer heals the target.
Purify Blood (Su):
Starting at 6th level, a Hemolurgist may remove any poison or disease effect from himself as a standard action. This ability provides no immunity to these effects, and as such the Hemolurgist is still susceptible to the initial damage of poisons, but there is no limit to the number of times he may purify his blood in this fashion.
Starting at 12th level, the Hemolurgist may also purge the blood of a willing touched ally.
Starting at 18th level, once per day the Hemolurgist may empower this ability to also bestow the effects of a heal
spell, but only when used on himself.
Blood for Blood (Su):
Once per encounter, by voluntarily dropping to 1 hp, a Hemolurgist of 9th level or higher may replicate the effects of a revivify
spell, with a caster level equal to his class level.
At 10th level, a Hemolurgist gains the Lifesense feat (Libris Mortis)
even if he does not meet the normal prerequisites for the feat. If the Hemolurgist already possessed the Lifesense feat, he gains no benefit.
Bestow Vitae (Su):
At 12th level, whenever a Hemolurgist would be able to deliver a hemolurgic strike to a creature were it not for their lack of a constitution score, the creature must succeed on a Will save, DC (10+1/2 HD+Str or Con modifier, whichever is higher) or gain a constitution score of 10 for one minute. The creature loses all immunities that come with not possessing a constitution score for the duration of this effect, and can have its constitution score penalized or damaged as if it were a living creature, but can never have its constitution score reduced below 1.
Crimson Shadow (Su):
Starting at 15th level, whenever a Hemolurgist scores a critical hit with a hemolurgic strike, he may, as a free action, lose half of his current hitpoints (do not calculate temporary hitpoints for this effect, and this 'damage' bypasses temporary hitpoints) to create an exact replica of himself in an adjacent square. Treat the resulting creature as the effect of a shadow conjuration
spell, except that it deals 50% normal damage and there is no Will save to disbelieve it, and its hitpoint total is equal to the amount of health sacrificed.
A Crimson Shadow lasts until the end of the second round that it is summoned, at which point it reforms with the Hemolurgist and heals him for its remaining HP total.
A Hemolurgist has complete control over his Crimson Shadow, which acts on his initiative count and has access to all of his feats and special abilities, with the exception of spellcasting and manifesting.
A Hemolurgist may only have one Crimson Shadow at any time.
Once per day, a Hemolurgist may choose to forgo all damage dealt by a hemolurgic strike that hits to instead attempt to remove all but trace amounts of blood from his enemy's body.
To use Exsanguinate, the target must be vulnerable to hemolurgic strikes. As a swift action taken after determining whether the attack hits or not, the Hemolurgist may violently pull on all of the blood within his foe's body. If the target fails a Will save, DC (10+1/2 HD+Strength or Con modifier, whichever is higher) it is immediately reduced to -9 hp and unstable, and the Hemolurgist is healed for the full amount of hitpoints lost by the target, with any excess added to his Sanguine Fortitude's temporary hitpoints.
At 20th level, a Hemolurgist's skill with the hemolurgic arts reaches its zenith. This ability has several effects, detailed below.
Blood Frenzy no longer imposes any negative effects on the Hemolurgist.
Bond of Blood:
Blood-bonded Strikes now deal the recorded damage to their target again if it fails its Will save.
The Crimson Shadow now persists for a number of rounds equal to the Hemolurgist's constitution modifier. He may rejoin with a Crimson Shadow within 60 feet as an immediate action.
Exsanguinate may now be used once per encounter.
Hemolurgic Strike now penalizes two ability scores of the Hemolurgist's choice.
Sanguine Fortitude now heals the Hemolurgist for half of all damage dealt with physical attacks, rather than just hemolurgic strikes.