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2010-09-01, 06:00 AM
Blood Binder

Description: The blood binder, or blood magus, to many the very names reek of some vile purpose, but those whom think so are often far from right. Though evil blood binders do exist, they are very rare. The oaths that their magic enforces are protective in nature, rather than offensive. Some may find ways of turning this magic to fell purposes but almost never succeed. The gods from which these powers are derived do not oft abide by them being used silfishly.
Alignment: Any non-chaotic.
Skills: Heal 10 ranks, Knowledge (Arcana) 5 ranks, Knowledge (Religion) 10 ranks.
Special: Protection Domain, and able to cast 3rd level divine spells.

Table: The Blood Binder
1|0|0|0|2| First Bond
3|1|1|1|3|Second Bond
5|2|1|1|4|Third Bond [/table]

Class Features

Hit Die: d6
Class Skills: The blood binders’ class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (Arcana), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill points: 4 + Int modifier
Armor and Weapon Proficiencies: The blood binder does not gain any additional proficiencies.
Caster Level: the blood bonder continues to gain new spells per day as though he had taken levels in his divine casting class.
Bonds: All bonds must be voluntary, if at any time a member of the bond should wish to end their bond they are removed. If that decision should leave only one person bound the bond ends. Those bound must be within one step of alignment of each other. The only exception to this is when those bound worship the same god. Thus two characters, one chaotic good, one lawful good cannot normally be bonded, however, if they both serve the same deity this does not apply.
Bonds of Blood: the blood binder may bond a total number of creatures equal to his blood bonder level +1. The first bond is the only bond the blood binder will ever master. Each time the character gains the ‘Bonds of Blood’ class ability he selects a new Bond type, such as bonds of blood, and any bonds granted by this class previously are improved by one level of power. Blood Bonds are rituals requiring one day per person included in the bond. Each time the bond improves it is improved automatically. The ritual need not be performed again. Any new bonds are also applied to those bound. Thus a third level blood binder, having started with bonds of blood, and taken bonds of spirit for its second bond type will have the High Bond of Blood (Not the Master Bond), and the Initial Bond of Spirit. Each bond type may be taken only once. All bonds apply the benefits of all levels of mastery that the blood binder possesses through levels of this class. Effects from other classes do not affect the bond. The bonder must be a part of the bond. These bonds also have a limits distance equal to 10 ft per level of the blood binder. Any member outside this distance from another no longer gains the benefits. Thus an Elven paladin bound with a rogue through a Master Bond of the Mind 505 feet apart do not gain the benefits of each others’ immunities, nor do any in between. Either all members of the bond gain the benefits, or none of them do. Inter-planar distance always counts as maximum distance. An ethereal jaunt spell would therefore effectively negate the bond until all the members were completely on the same plane and within 500 feet of each other.
Bond types, and their effects:
Bonds of Blood: Only creatures whose bodies contain blood (of one sort or another) may be included in this bond.
The bonds of blood are by some considered to be the most powerful when fully mastered.
Initial Bond: The initial bond of blood shares any damage taken by any member of the bond with all others, distributed equally. Any odd fraction of the damage still goes to the person taking the damage initially. Damage after reduction is dealt. If one of the characters with this bond drops below -9 they still die as normal unless they have some relevant effect that would normally prevent this from happening.
High Bond: The second level of the bond of blood allows those bound to share the highest fortitude save amongst those bound. Whenever a fortitude save is required, the person with the highest fortitude save of those bound makes their fortitude save, including any special effects for that character other than immunities, or healing. If that character succeeds on the required save then none of those included in the Bonds of Blood suffer any ill effect. The effects of the initial bond still affect those bound by this bond.
Master Bond: The high mastery of the bond of blood. Those bound in this way have unswerving protection in the face of death. Whenever any character drops to -9 it stops dying so long as any other character to which it is bound is still above 0. The very strength of this bond is such that so long as one survives, none can die. However, any damage accrued by those who would normally be dying is instead taken by those still standing until such a time as they are all at or below 0, dead, or the dying individuals are stabilized. This effect even prevents death from old age, massive damage and mortal wounds.

Bonds of the Spirit: Only living creatures (such as the standard races, or living constructs) may receive the benefits of this type of bond.
When the spirit is unbreakable, one can be killed, but not defeated.
Initial Bond: The initial bond of spirit makes many as one. Whenever a character under this bond is subject to any magical or supernatural effect that would cause it to purposefully bring harm to the others with whom it shares this bond, either directly, or indirectly, that effect fails. Thus a character with lycanthropy would not attack its bond mates. Nor would a character under even a divine or deific effect attack its bond mates. Even in so far as reporting them to the guard. This does not prevent clumsiness however, as, if the character accidentally hits a gong, it was not intentional.
High Bond: A bond of spirit at this level is such that those bound share their saves for the purposes of death effects. Whenever a member of the bond is subject to a fear effect, death effect or necromancy, the effects individual or individuals are granted a save, even if the spell does not normally do so, so long as at least one member of the bond is not targeted. Thus a 20th level cleric attempting to cast a death effects with no save upon 3 of a 4 member bond would grant those 3 saves. Even if that spell does not normally grant one. This save is made using the highest save amongst those bound.
Master Bond: The Master Bond of Spirit. All characters included in this bond receive the benefits of any natural, feat or class granted reductions, or immunities to fear, necromancy, and death effects enjoyed by any other. Thus a group of three, each immune to one of the three immune to Fear, Necromancy, and Death Effects would share those immunities with the others. A Paladin would thus share the immunity to fear granted it by it’s class with the other members of its bond.

Bonds of the Mind: members of this bond must have an intelligence wisdom, or charisma score.
Initial Bond: The initial level of this type of bond allows those bound together with it to speak to each other telepathically so long as they all share at least one common language.
High Bond: The second level of the Bonds of the Mind allow those bound together with it to share their will saves. Thus the character with the highest Will Save amongst them may make any saves necessary to resist such effects for any other sharing this bond; only one save is necessary for numbers of the bond effected above 1.
Master Bond: The greatest of the Bonds of the Mind. Those within it now share their immunities to mental effects with each other. Thus an Elven Paladin would share both its immunity to sleep and its immunity to fear with the other members of this bond.

Bonds of the Flesh: Members of this bond must be alive.
Initial Bond: The initial level of this type of bond confers the following effects:
1: Any natural, or class granted damage reduction is conferred to the others of this bond. This does not include spell resistance, or energy resistance.
2: Any natural armor bonuses granted by race, class or feat are conferred to the others of this bond.
High Bond: Any members of the High level of the Bonds of Flesh share the highest fortitude save amongst their bond mates. The character with the highest fortitude save may attempt any fortitude saves required for any number of their bond mates; only 1 save is required if it is the same effect being applied.
Master Bond: The Mastery of Flesh. Any natural, class or feat granted regeneration or fast healing effects from class or race are conferred to the other members of this bond. So are any immunities to critical hits, disease, poison, or aging if granted by a class, feat, or race.