Schylerwalker
2010-09-04, 01:32 AM
PEACH and WIP and all that.
This is my first try at really digging into a base class and actually posting it here; I've made quite a few for testing and personal use with my group, but I liked this one so much I thought the playground deserved to give it a once-over and voice their opinions.
Name-wise, I also mulled over cruormancer and haemamancer, but sanguimancer rolls off of the tongue much better, and sanguine is a more commonly known word for blood.
SANGUIMANCER
Dabblers in a dark, forgotten school of magic, sanguimancers straddle a strange line between the worlds physical and metaphysical. Their devotion to a highly dangerous -- even life-threatening -- form of magic leaves them mentally and physically scarred, and most have a haunted, haggard look. They splash blood into golden bowls to see the future, drink the rich red liquid to renew their own strength, and ritually desecrate their forms to gain strange powers.
Adventures: Sanguimancers adventure for a variety of reasons, most of them selfish. Many adventure to build up their own resistance to punishment, so that they might inflict more pain on themselves and use greater powers; others seek new and interesting tasting blood. Few are inspired by altruism or a need to prove themselves.
Characteristics: The sanguimancer is a dark magus, risking death and embracing dismemberment to release the same upon his opponents. While he cannot match the spellcasting ability of a true wizard or sorcerer, or the combat skill of a fighter or barbarian, his strange and frightening abilities allow him to thrive in areas they are weak, healing himself and his allies while sucking the life-force from his enemies.
Alignment: Sanguimancers are rarely lawful or good. Their propensity for willingly causing pain in themselves and others does not lend to a good moral outlook, and even noble, just sanguimancers are so wrapped up in gloom and despair that their righteous natures rarely show. Other sanguimancers gleefully embrace their roles as power-hungry psychopaths, carving a crimson path through those foolish enough to stand in their way.
Religion: Sanguimancers follow any god who shares their love for blood and the spilling of it. Thus, some martial-minded sanguimancers follow gods like Hextor, Heironeous, Kord, and Erythnul, while those who focus more on their magical aspects are for more likely to worship Vecna or Wee Jas...or even Nerull.
Background: Sanguimancers come from all walks of life, though most were apprenticed to magi or priests who couldn't quite grant them the type of power they wanted, and went off on their own to study a stranger, darker...redder...type of magic. Others have a military history, reveling in the carnage and chaos and battle with a passion bordering on worship, not understanding the horror they inspired, or perhaps enjoying it to no end. And a rare few sanguimancers are instructed by ancient, wizened masters, dry as cobwebs and scarred as an old oak after a lifetime of wringing the blood from their tortured forms.
Races: Humans form the majority of the sanguimancer ranks, though certain morbid-minded elves have a talent for the art (They rarely last long, ironically enough). However, the monstrous races show a surprising skill and willingness to master blood magic, especially gnolls, bugbears, and even the dim-witted troglodytes. Sanguimancers of other races are very rare.
Other Classes: Unsurprisingly, sanguimancers don't get along well with most people, mostly because others find them unsettling and, frankly, somewhat disturbing. However, many sorcerers and wizards find them fascinating, and bards always love something new to learn about. Fighters and other martial classes may grudgingly respect sanguimancers who are willing to join them on the front lines, but barbarians, druids, and rangers have little patience or trust for them.
Role: Sanguimancers are mainly support characters. They can wade into combat, daring their opponents to land a blow on them while shredding them with their horrific claws, or they can stay to the back, healing and fortifying their allies while sniping at their opponents with minor necromantic spells.
GAME RULE INFORMATION
Sanguimancers have the following game statistics.
Abilities: Constitution is arguably the most important ability score for the sanguimancer, considering they will often be dealing more damage to themselves than their opponents will, and they are sometimes called to the frontlines to hold off the enemy. Intelligence is important for spellcasting, while Dexterity is useful to boost their Armor Class and their ranged attacks.
Alignment: Any.
Hit Die: d8.
Class Skills
The sanguimancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
The Sanguimancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+0|Claws of blood, flow of life and death, for the blood, lesser sanguimancy
2nd|
+1|
+3|
+0|
+0|Veil of cruor
3rd|
+2|
+3|
+1|
+1|Bloodlust
4th|
+3|
+4|
+1|
+1|Taste for blood
5th|
+3|
+4|
+1|
+1|Burning blood, sanguine companion, sanguimancy
6th|
+4|
+5|
+2|
+2|Peer into vitae
7th|
+5|
+5|
+2|
+2|Armor of blood
8th|
+6/+1|
+6|
+2|
+2|Sickening strike
9th|
+6/+1|
+6|
+3|
+3|Caustic blood
10th|
+7/+2|
+7|
+3|
+3|Bloodbath, greater sanguimancy
11th|
+8/+3|
+7|
+3|
+3|Surge of vitality
12th|
+9/+4|
+8|
+4|
+4|Invigorating pulse
13th|
+9/+4|
+8|
+4|
+4|Wings of blood
14th|
+10/+5|
+9|
+4|
+4|Mastery of the pulse
15th|
+11/+6/+1|
+9|
+5|
+5|True sanguimancy
16th|
+12/+7/+2|
+10|
+5|
+5|Hunger for vitae
17th|
+12/+7/+2|
+10|
+5|
+5|Call for blood
18th|
+13/+8/+3|
+11|
+6|
+6|Enervating claws
19th|
+14/+9/+4|
+11|
+6|
+6|Indomitable blood
20th|
+15/+10/+5|
+12|
+6|
+6|Cauldron of blood[/table]
Class Features
All of the following are class features of the sanguimancer.
Weapon and Armor Proficiency: A sanguimancer is proficient with all simple weapons and with light armor, but not with shields.
For the Blood (Ex): Damage that sanguimancers deal to themselves can only be healed through rest; magical healing, whether from spells or magical items, does not heal damage that they did to themselves to use their class features. Taste For Blood is not included in these restrictions.
Claws of Blood (Su): Taking a silver dagger, the sanguimancer slashes open one of their palms, inflicting 1 point of damage to themselves. At once, blood pours out of the wound and along the knife, coating their hands and fingers in a thick layer of blood, which quickly hardens into grotesque, razor sharp claws. This grants the sanguimancer two claw attacks. These claws deal 1d8 slashing and piercing damage, plus the sanguimancer's Strength modifier. The claws remain in place for a number of hours equal to the sanguimancer's class level, or until the sanguimancer wills them away (As a free action). The blood crumbles and flakes away, returning the sanguimancer's hands to normal.
At fifth level, these claws become keen weapons. At tenth level, they become vicious weapons. At fifteenth level, they become wounding weapons. Claws of blood gain the vorpal quality at twentieth level.
Flow of Life and Death (Su): A number of times per day equal to their class level, the sanguimancer can touch a living creature with blood flowing through its veins, either healing them 1d10 hitpoints or dealing 1d10 points of damage, with a Fortitude save for half damage. At fourth level, and every four levels thereafter, this increases by an additional 1d10. The save DC is Intelligence-based.
Lesser Sanguimancy (Sp):At first level, the sanguimancer may cast any of these spells at will as spell-like abilities; Deathwatch, detect poison, magic fang, purify food and drink, and touch of fatigue. The save DC's are Intelligence-based.
Veil of Cruor (Ex): At second level, sanguimancers gain the ability to blind their opponents with their own blood. To use this ability, the sanguimancer's claws of blood must be "unsheathed." The sanguimancer makes a single touch attack against an opponent. They must make a Fortitude save, DC 10 + half sanguimancer's class level + sanguimancer's Intelligence modifier or be blinded for 1d4 rounds as blood vessels in their eyes burst and cover their face.
Bloodlust (Ex): At third level, if the sanguimancer is damaged for at least one quarter of their hitpoints in a single attack (Rounded down), they may choose to go into a bloodthirsty frenzy, laying about them with incredible ferocity. They gain a +1 morale bonus to attack rolls, damage rolls, and saving throws, and continue to fight even while disabled or dying. This state lasts for a number of rounds equal to the damage the sanguimancer took in the attack that drove him into the frenzy, or until the end of the encounter, whichever occurs first.
At fifth level and every five levels thereafter, the bonus to attack, damage, and saves goes up by an additional 1.
Taste For Blood (Su): Starting at fourth level, sanguimancers may drain the blood from living beings to sustain their own life force. They must either drink from another willing creature who has taken at least 1 point of piercing or slashing damage, or successfully grapple and pin an opponent who has taken at least 1 point of piercing or slashing damage. They begun to suck blood from the wound, healing 1d8 hitpoints a round and dealing 1 point of Constitution damage to the victim.
This increases to 1d2 Constitution damage and 2d8 health at eight level, 1d3 Constituion damage and 4d8 health at twelfth level, 1d4 Constituion damage and 6d8 health at sixteenth level, and 1d6 Constitution damage and 8d8 health at twentieth level.
Burning Blood (Su):At fifth level, the sanguimancer gains the ability to shoot burning blood out of their eyes. This deals 1d3 damage to the sanguimancer and blinds them for one round afterwards. It deals 3d6 fire damage to a single target within 30 feet; this is a ranged touch attack. For every five levels the sanguimancer possesses, they may choose to receive another 1d3 points of damage and be blinded for another round to deal an additional 3d6 fire damage, to a maximum of 12d6 fire damage at twentieth level.
Sanguimancy (Sp):A sanguimancer of fifth level or higher may cast any of the following spells at will as spell-like abilities; Bull's strength, false life, vampiric touch, ray of exhaustion, and water breathing. The save DC's are Intelligence-based.
Sanguine Companion (Su):Sanguimancers may risk death to summon a bloody compatriot, similar to a wizard's familiar or a paladin's mount...but closer in ways than they dare to contemplate. Summoning a sanguine companion is a complex ritual, one that follows twenty-four total hours of consecutive meditation and fasting, followed by the sanguimancer drawing a pentagram with his own blood (Dealing 1d6 Constitution damage to themselves in the process) and sprinkling it with rare herbs, unguents and oils (Worth 1,000 gp). The ritual itself takes eight hours to complete, at which point the blood in the pentacle coalesces and forms into the sanguine companion.
Sanguimancers may first summon their sanguine companion at fifth level; it is the equivalent of a medium water elemental, save that it looks like a vaguely humanoid-shaped mass of roiling blood. At seventh level it becomes a large water elemental, at ninth level it becomes a huge water elemental, at eleventh level it becomes a greater water elemental, and at thirteenth level it becomes an elder water elemental. However, sanguine companions may use any of the spell-like abilities that their summoners have access to via Sanguimancy.
If the sanguine companion is slain, the sanguimancer loses 100 experience points per character level, and cannot summon a new sanguine companion for a year and a day.
Peer Into Vitae (Sp):Starting at sixth level, the sanguimancer harnesses the divinatory powers of blood, using the liquid to gaze into the future or into places far away. He slashes his forearm with a silver dagger and trickles the blood into a bowl of copper, taking 1d4 points of damage. He gazes into the liquid, which shimmers and shows him what he wishes; this functions as the spell clairaudience.
At eighth level, the foci are a masterwork silver dagger and a bowl of bronze; the sanguimancer replicates the effects of the spell scrying. He may drink from the bowl and gain the effects of the spell see invisibility.
At tenth level, the foci are a +1 silver dagger and a bowl of gold; the sanguimancer replicates the effects of the spell greater scrying. He may drink from the bowl and gain the effects of the spell true seeing.
The save DC's are Intelligence-based, and the caster levels of the spells are equal to the sanguimancer's class level.
Armor of Blood (Su): The sanguimancy slashes their forearm with a bronze dagger, taking 1d4 damage. They gain an amount of damage reduction equal to the damage dealt, and a natural armor bonus to armor class equal to twice the damage dealt. This has a duration of 5 minutes per damage that was dealt to the sanguimancer when they slashed themselves. The armor has a damage pool of 15 multiplied by the damage reduction it grants. Once the armor absorbs this much damage, it crumbles and flakes away. This damage reduction cannot be overcome except by a sanguimancer of higher level than the one using the ability.
This ability is received at seventh level. It is usable a number of times per day equal to the sanguimancer's Intelligence modifier.
Sickening Strike (Sp):Three times per day, a sanguimancer of eighth level or higher can inflict a creature struck with one of their claws of blood with the spell poison or contagion. If the attack was a successfully confirmed critical hit, the creature is at a -2 on their saving throw. The save DC is Intelligence-based.
Caustic Blood (Su): The blood of a sanguimancer of at least ninth level flows hot and angry, and is highly dangerous to those not of his ilk. When it touches oxygen, it ignites and clings to flesh, burning away hungrily. Any opponent who strikes a sanguimancer with a non-reach melee weapon receives 2d6 points of acid damage. Creatures who bite the sanguimancer, or who are grappling with them when the sanguimancer receives the damage, take double this amount.
The blood continues to burn the creature it struck for an additional 1d4 rounds, deal damage each round unless the afflicted creature chooses to take a full-round action to whipe the blood (In which case they half damage anyways as they smear acidic blood everywhere).
At twelfth, fifteenth, and eighteenth level, this damage increases by another 1d6.
Bloodbath (Su):While armored in blood, a sanguimancer of tenth level or higher may shower his opponents in blood and viscera as he willingly relinquishes his gory protection, spattering his opponents in red liquid. All creatures within thirty feet of the sanguimancer must make a Reflex save, DC 10 + half the sanguimancer's class level + the sanguimancer's Intelligence modifier. All those who fail take 1d8 damage per sanguimancer class level as they are showered in flakes and shards of magic-infused blood; those whose Reflex saves are successful take only half damage.
Greater Sanguimancy (Sp): At tenth level, sanguimancers may cast any of the following spells at will as spell-like abilities; Greater command, neutralize poison, nightmare, wall of thorns, and waves of fatigue. The save DC's are Intelligence-based.
Surge of Vitality (Su): Starting at eleventh level, the sanguimancer may, once per day per point of Intelligence modifier, effect a living creature with blood running through its veins as if with the heal spell. This has no effect on undead, plants, or oozes. A creature effected by a sanguimancer's surge of vitality, in addition to the normal effects of the heal spell, may choose one of the following effects: +10 enhancement bonus to base land speed; +10 to Climb, Jump, and Swim checks; +2 morale bonus to melee attack and damage rolls and saving throws; or damage reduction 10/piercing and magic. Whichever effect is chosen, this ability has a duration of one round per class level.
Invigorating Pulse (Sp): The sanguimancer gains the ability to cast mass bull's strength, mass bear's endurance, mass cat's grace, and mass suggestion once per day each. Each time he casts one of these spells, he takes 1d6 points of damage as blood pours out of his eyes, ears, mouth, and nose. All living creatures that see this ghastly visage must make a Will save or become frightened for the duration of the encounter; those who succeed are shaken instead. The DC is Intelligence-based.
Wings of Blood (Su): This ability is as horrifying as it is useful. The sanguimancer calls upon his inner energies; his blood boils, his muscles tense, and there is a terrific ripping sound as his shoulders burst open and blood comes gushing out. It coalesces into a pair of grotesque, dripping wings. All living opponents who behold this spectacle must make a Will save or become stunned for 1 round; those who succeed are instead shaken for 1d4+1 rounds. The sanguimancer receives 1d6 damage as he uses this ability, and gains a fly speed of 60 feet, with an average maneuverability. These wings have a duration of one minute per class level. At sixteenth level, this becomes a speed of 90, and the maneuverability increases to good. At nineteenth level, he has a fly speed of 120 feet while his wings of blood are out, and he has a perfect maneuverability.
Mastery of the Pulse (Su): A sanguimancer of fourteenth level or higher can hear the lifeforce surging through a creature's veins like the singing of an angelic choir. He is aware of all living creatures with blood running through their bodies within thirty feet of him; this does not necessarily mean he knows their exact location. He just knows that they're nearby, how many there are, and what their size category is.
At sixteenth level, he knows exactly what type a creature is simply by looking at it. At nineteenth level, he is treated as having the favored enemy class feature (As a first level ranger) against any creature he has sampled the blood of.
True Sanguimancy (Sp): At fifteenth level, sanguimancers may cast any of the following spells at will as spell-like abilities; Antipathy, eyebite, insanity, transformation, and undeath to death. The save DC's are Intelligence based.
Hunger For Vitae (Su): Sanguimancers of this level of power begin to crave other creature's blood, and gain more power from imbibing it. Whenever a sanguimancer of sixteenth level or higher uses his taste for blood ability to drink from a living creauture and regain their hitpoints, he also gains a number of temporary Constitution points equal to the amount he took from the creature. These temporary points of Constitution fade away at a rate of one per minute. A sanguimancer cannot raise his Constitution more than twice its base number in this way (Though he can use other magical means to raise his Constitution even higher).
Call For Blood (Su): Calling upon the power running through your veins, you emit a terrible, haunting scream. The force of this shriek rips open your esophagus and tears your throat muscles, dealing 2d6 damage and leaving you unable to speak for a number of rounds equal to the amount of damage you took. Every living creature within a forty foot radius of you must make a Fortitude save or be deafened for 2d4 rounds and receive 15d6 points of damage. Those who succed on their save are not deafened and take half damage. The save DC is Intelligence-based. This ability may be used once per hour.
Enervating Claws (Su): Any living creature who suffers a critical hit from an eighteenth level or higher sanguimancer's claws of blood gains 1d4 negative levels. The sanguimancer gains 5 temporary hitpoints per negative level inflicted. The DC to remove these negative levels is 10 + half the sanguimancer's class + the sanguimancer's Intelligence modifier.
Indomitable Blood (Su): At nineteenth level, a sanguimancer's armor of blood becomes so resilient, so powerfully infused with a sanguimancer's dark magics, even dragons have a difficult time killing him. The damage reduction and natural armor provided by a sanguimancer's armor of blood doubles.
Cauldron of Blood (Su): A number of times per day equal to their Intelligence modifier, a sanguimancer may target any living creature with blood running through its veins with his insidious attack. The creature is entitled to Fortitude save, DC 10 + half the sanguimancer's class level + the sanguimancer's Intelligence modifier. If the creature fails, it takes 10d8 acid damage, 10d8 fire damage, and 1d6 Constitution drain as their blood turns into a burning liquid never meant to exist in a living body, coursing through their veins and melting them from the inside out. A successful save halves the damage. A creature who is killed with this attack explodes violently, dealing 5d8 acid and fire damage to all creatures within thirty feet of it (Reflex save for half). This ability has a range of sixty feet.
This is my first try at really digging into a base class and actually posting it here; I've made quite a few for testing and personal use with my group, but I liked this one so much I thought the playground deserved to give it a once-over and voice their opinions.
Name-wise, I also mulled over cruormancer and haemamancer, but sanguimancer rolls off of the tongue much better, and sanguine is a more commonly known word for blood.
SANGUIMANCER
Dabblers in a dark, forgotten school of magic, sanguimancers straddle a strange line between the worlds physical and metaphysical. Their devotion to a highly dangerous -- even life-threatening -- form of magic leaves them mentally and physically scarred, and most have a haunted, haggard look. They splash blood into golden bowls to see the future, drink the rich red liquid to renew their own strength, and ritually desecrate their forms to gain strange powers.
Adventures: Sanguimancers adventure for a variety of reasons, most of them selfish. Many adventure to build up their own resistance to punishment, so that they might inflict more pain on themselves and use greater powers; others seek new and interesting tasting blood. Few are inspired by altruism or a need to prove themselves.
Characteristics: The sanguimancer is a dark magus, risking death and embracing dismemberment to release the same upon his opponents. While he cannot match the spellcasting ability of a true wizard or sorcerer, or the combat skill of a fighter or barbarian, his strange and frightening abilities allow him to thrive in areas they are weak, healing himself and his allies while sucking the life-force from his enemies.
Alignment: Sanguimancers are rarely lawful or good. Their propensity for willingly causing pain in themselves and others does not lend to a good moral outlook, and even noble, just sanguimancers are so wrapped up in gloom and despair that their righteous natures rarely show. Other sanguimancers gleefully embrace their roles as power-hungry psychopaths, carving a crimson path through those foolish enough to stand in their way.
Religion: Sanguimancers follow any god who shares their love for blood and the spilling of it. Thus, some martial-minded sanguimancers follow gods like Hextor, Heironeous, Kord, and Erythnul, while those who focus more on their magical aspects are for more likely to worship Vecna or Wee Jas...or even Nerull.
Background: Sanguimancers come from all walks of life, though most were apprenticed to magi or priests who couldn't quite grant them the type of power they wanted, and went off on their own to study a stranger, darker...redder...type of magic. Others have a military history, reveling in the carnage and chaos and battle with a passion bordering on worship, not understanding the horror they inspired, or perhaps enjoying it to no end. And a rare few sanguimancers are instructed by ancient, wizened masters, dry as cobwebs and scarred as an old oak after a lifetime of wringing the blood from their tortured forms.
Races: Humans form the majority of the sanguimancer ranks, though certain morbid-minded elves have a talent for the art (They rarely last long, ironically enough). However, the monstrous races show a surprising skill and willingness to master blood magic, especially gnolls, bugbears, and even the dim-witted troglodytes. Sanguimancers of other races are very rare.
Other Classes: Unsurprisingly, sanguimancers don't get along well with most people, mostly because others find them unsettling and, frankly, somewhat disturbing. However, many sorcerers and wizards find them fascinating, and bards always love something new to learn about. Fighters and other martial classes may grudgingly respect sanguimancers who are willing to join them on the front lines, but barbarians, druids, and rangers have little patience or trust for them.
Role: Sanguimancers are mainly support characters. They can wade into combat, daring their opponents to land a blow on them while shredding them with their horrific claws, or they can stay to the back, healing and fortifying their allies while sniping at their opponents with minor necromantic spells.
GAME RULE INFORMATION
Sanguimancers have the following game statistics.
Abilities: Constitution is arguably the most important ability score for the sanguimancer, considering they will often be dealing more damage to themselves than their opponents will, and they are sometimes called to the frontlines to hold off the enemy. Intelligence is important for spellcasting, while Dexterity is useful to boost their Armor Class and their ranged attacks.
Alignment: Any.
Hit Die: d8.
Class Skills
The sanguimancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
The Sanguimancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+0|Claws of blood, flow of life and death, for the blood, lesser sanguimancy
2nd|
+1|
+3|
+0|
+0|Veil of cruor
3rd|
+2|
+3|
+1|
+1|Bloodlust
4th|
+3|
+4|
+1|
+1|Taste for blood
5th|
+3|
+4|
+1|
+1|Burning blood, sanguine companion, sanguimancy
6th|
+4|
+5|
+2|
+2|Peer into vitae
7th|
+5|
+5|
+2|
+2|Armor of blood
8th|
+6/+1|
+6|
+2|
+2|Sickening strike
9th|
+6/+1|
+6|
+3|
+3|Caustic blood
10th|
+7/+2|
+7|
+3|
+3|Bloodbath, greater sanguimancy
11th|
+8/+3|
+7|
+3|
+3|Surge of vitality
12th|
+9/+4|
+8|
+4|
+4|Invigorating pulse
13th|
+9/+4|
+8|
+4|
+4|Wings of blood
14th|
+10/+5|
+9|
+4|
+4|Mastery of the pulse
15th|
+11/+6/+1|
+9|
+5|
+5|True sanguimancy
16th|
+12/+7/+2|
+10|
+5|
+5|Hunger for vitae
17th|
+12/+7/+2|
+10|
+5|
+5|Call for blood
18th|
+13/+8/+3|
+11|
+6|
+6|Enervating claws
19th|
+14/+9/+4|
+11|
+6|
+6|Indomitable blood
20th|
+15/+10/+5|
+12|
+6|
+6|Cauldron of blood[/table]
Class Features
All of the following are class features of the sanguimancer.
Weapon and Armor Proficiency: A sanguimancer is proficient with all simple weapons and with light armor, but not with shields.
For the Blood (Ex): Damage that sanguimancers deal to themselves can only be healed through rest; magical healing, whether from spells or magical items, does not heal damage that they did to themselves to use their class features. Taste For Blood is not included in these restrictions.
Claws of Blood (Su): Taking a silver dagger, the sanguimancer slashes open one of their palms, inflicting 1 point of damage to themselves. At once, blood pours out of the wound and along the knife, coating their hands and fingers in a thick layer of blood, which quickly hardens into grotesque, razor sharp claws. This grants the sanguimancer two claw attacks. These claws deal 1d8 slashing and piercing damage, plus the sanguimancer's Strength modifier. The claws remain in place for a number of hours equal to the sanguimancer's class level, or until the sanguimancer wills them away (As a free action). The blood crumbles and flakes away, returning the sanguimancer's hands to normal.
At fifth level, these claws become keen weapons. At tenth level, they become vicious weapons. At fifteenth level, they become wounding weapons. Claws of blood gain the vorpal quality at twentieth level.
Flow of Life and Death (Su): A number of times per day equal to their class level, the sanguimancer can touch a living creature with blood flowing through its veins, either healing them 1d10 hitpoints or dealing 1d10 points of damage, with a Fortitude save for half damage. At fourth level, and every four levels thereafter, this increases by an additional 1d10. The save DC is Intelligence-based.
Lesser Sanguimancy (Sp):At first level, the sanguimancer may cast any of these spells at will as spell-like abilities; Deathwatch, detect poison, magic fang, purify food and drink, and touch of fatigue. The save DC's are Intelligence-based.
Veil of Cruor (Ex): At second level, sanguimancers gain the ability to blind their opponents with their own blood. To use this ability, the sanguimancer's claws of blood must be "unsheathed." The sanguimancer makes a single touch attack against an opponent. They must make a Fortitude save, DC 10 + half sanguimancer's class level + sanguimancer's Intelligence modifier or be blinded for 1d4 rounds as blood vessels in their eyes burst and cover their face.
Bloodlust (Ex): At third level, if the sanguimancer is damaged for at least one quarter of their hitpoints in a single attack (Rounded down), they may choose to go into a bloodthirsty frenzy, laying about them with incredible ferocity. They gain a +1 morale bonus to attack rolls, damage rolls, and saving throws, and continue to fight even while disabled or dying. This state lasts for a number of rounds equal to the damage the sanguimancer took in the attack that drove him into the frenzy, or until the end of the encounter, whichever occurs first.
At fifth level and every five levels thereafter, the bonus to attack, damage, and saves goes up by an additional 1.
Taste For Blood (Su): Starting at fourth level, sanguimancers may drain the blood from living beings to sustain their own life force. They must either drink from another willing creature who has taken at least 1 point of piercing or slashing damage, or successfully grapple and pin an opponent who has taken at least 1 point of piercing or slashing damage. They begun to suck blood from the wound, healing 1d8 hitpoints a round and dealing 1 point of Constitution damage to the victim.
This increases to 1d2 Constitution damage and 2d8 health at eight level, 1d3 Constituion damage and 4d8 health at twelfth level, 1d4 Constituion damage and 6d8 health at sixteenth level, and 1d6 Constitution damage and 8d8 health at twentieth level.
Burning Blood (Su):At fifth level, the sanguimancer gains the ability to shoot burning blood out of their eyes. This deals 1d3 damage to the sanguimancer and blinds them for one round afterwards. It deals 3d6 fire damage to a single target within 30 feet; this is a ranged touch attack. For every five levels the sanguimancer possesses, they may choose to receive another 1d3 points of damage and be blinded for another round to deal an additional 3d6 fire damage, to a maximum of 12d6 fire damage at twentieth level.
Sanguimancy (Sp):A sanguimancer of fifth level or higher may cast any of the following spells at will as spell-like abilities; Bull's strength, false life, vampiric touch, ray of exhaustion, and water breathing. The save DC's are Intelligence-based.
Sanguine Companion (Su):Sanguimancers may risk death to summon a bloody compatriot, similar to a wizard's familiar or a paladin's mount...but closer in ways than they dare to contemplate. Summoning a sanguine companion is a complex ritual, one that follows twenty-four total hours of consecutive meditation and fasting, followed by the sanguimancer drawing a pentagram with his own blood (Dealing 1d6 Constitution damage to themselves in the process) and sprinkling it with rare herbs, unguents and oils (Worth 1,000 gp). The ritual itself takes eight hours to complete, at which point the blood in the pentacle coalesces and forms into the sanguine companion.
Sanguimancers may first summon their sanguine companion at fifth level; it is the equivalent of a medium water elemental, save that it looks like a vaguely humanoid-shaped mass of roiling blood. At seventh level it becomes a large water elemental, at ninth level it becomes a huge water elemental, at eleventh level it becomes a greater water elemental, and at thirteenth level it becomes an elder water elemental. However, sanguine companions may use any of the spell-like abilities that their summoners have access to via Sanguimancy.
If the sanguine companion is slain, the sanguimancer loses 100 experience points per character level, and cannot summon a new sanguine companion for a year and a day.
Peer Into Vitae (Sp):Starting at sixth level, the sanguimancer harnesses the divinatory powers of blood, using the liquid to gaze into the future or into places far away. He slashes his forearm with a silver dagger and trickles the blood into a bowl of copper, taking 1d4 points of damage. He gazes into the liquid, which shimmers and shows him what he wishes; this functions as the spell clairaudience.
At eighth level, the foci are a masterwork silver dagger and a bowl of bronze; the sanguimancer replicates the effects of the spell scrying. He may drink from the bowl and gain the effects of the spell see invisibility.
At tenth level, the foci are a +1 silver dagger and a bowl of gold; the sanguimancer replicates the effects of the spell greater scrying. He may drink from the bowl and gain the effects of the spell true seeing.
The save DC's are Intelligence-based, and the caster levels of the spells are equal to the sanguimancer's class level.
Armor of Blood (Su): The sanguimancy slashes their forearm with a bronze dagger, taking 1d4 damage. They gain an amount of damage reduction equal to the damage dealt, and a natural armor bonus to armor class equal to twice the damage dealt. This has a duration of 5 minutes per damage that was dealt to the sanguimancer when they slashed themselves. The armor has a damage pool of 15 multiplied by the damage reduction it grants. Once the armor absorbs this much damage, it crumbles and flakes away. This damage reduction cannot be overcome except by a sanguimancer of higher level than the one using the ability.
This ability is received at seventh level. It is usable a number of times per day equal to the sanguimancer's Intelligence modifier.
Sickening Strike (Sp):Three times per day, a sanguimancer of eighth level or higher can inflict a creature struck with one of their claws of blood with the spell poison or contagion. If the attack was a successfully confirmed critical hit, the creature is at a -2 on their saving throw. The save DC is Intelligence-based.
Caustic Blood (Su): The blood of a sanguimancer of at least ninth level flows hot and angry, and is highly dangerous to those not of his ilk. When it touches oxygen, it ignites and clings to flesh, burning away hungrily. Any opponent who strikes a sanguimancer with a non-reach melee weapon receives 2d6 points of acid damage. Creatures who bite the sanguimancer, or who are grappling with them when the sanguimancer receives the damage, take double this amount.
The blood continues to burn the creature it struck for an additional 1d4 rounds, deal damage each round unless the afflicted creature chooses to take a full-round action to whipe the blood (In which case they half damage anyways as they smear acidic blood everywhere).
At twelfth, fifteenth, and eighteenth level, this damage increases by another 1d6.
Bloodbath (Su):While armored in blood, a sanguimancer of tenth level or higher may shower his opponents in blood and viscera as he willingly relinquishes his gory protection, spattering his opponents in red liquid. All creatures within thirty feet of the sanguimancer must make a Reflex save, DC 10 + half the sanguimancer's class level + the sanguimancer's Intelligence modifier. All those who fail take 1d8 damage per sanguimancer class level as they are showered in flakes and shards of magic-infused blood; those whose Reflex saves are successful take only half damage.
Greater Sanguimancy (Sp): At tenth level, sanguimancers may cast any of the following spells at will as spell-like abilities; Greater command, neutralize poison, nightmare, wall of thorns, and waves of fatigue. The save DC's are Intelligence-based.
Surge of Vitality (Su): Starting at eleventh level, the sanguimancer may, once per day per point of Intelligence modifier, effect a living creature with blood running through its veins as if with the heal spell. This has no effect on undead, plants, or oozes. A creature effected by a sanguimancer's surge of vitality, in addition to the normal effects of the heal spell, may choose one of the following effects: +10 enhancement bonus to base land speed; +10 to Climb, Jump, and Swim checks; +2 morale bonus to melee attack and damage rolls and saving throws; or damage reduction 10/piercing and magic. Whichever effect is chosen, this ability has a duration of one round per class level.
Invigorating Pulse (Sp): The sanguimancer gains the ability to cast mass bull's strength, mass bear's endurance, mass cat's grace, and mass suggestion once per day each. Each time he casts one of these spells, he takes 1d6 points of damage as blood pours out of his eyes, ears, mouth, and nose. All living creatures that see this ghastly visage must make a Will save or become frightened for the duration of the encounter; those who succeed are shaken instead. The DC is Intelligence-based.
Wings of Blood (Su): This ability is as horrifying as it is useful. The sanguimancer calls upon his inner energies; his blood boils, his muscles tense, and there is a terrific ripping sound as his shoulders burst open and blood comes gushing out. It coalesces into a pair of grotesque, dripping wings. All living opponents who behold this spectacle must make a Will save or become stunned for 1 round; those who succeed are instead shaken for 1d4+1 rounds. The sanguimancer receives 1d6 damage as he uses this ability, and gains a fly speed of 60 feet, with an average maneuverability. These wings have a duration of one minute per class level. At sixteenth level, this becomes a speed of 90, and the maneuverability increases to good. At nineteenth level, he has a fly speed of 120 feet while his wings of blood are out, and he has a perfect maneuverability.
Mastery of the Pulse (Su): A sanguimancer of fourteenth level or higher can hear the lifeforce surging through a creature's veins like the singing of an angelic choir. He is aware of all living creatures with blood running through their bodies within thirty feet of him; this does not necessarily mean he knows their exact location. He just knows that they're nearby, how many there are, and what their size category is.
At sixteenth level, he knows exactly what type a creature is simply by looking at it. At nineteenth level, he is treated as having the favored enemy class feature (As a first level ranger) against any creature he has sampled the blood of.
True Sanguimancy (Sp): At fifteenth level, sanguimancers may cast any of the following spells at will as spell-like abilities; Antipathy, eyebite, insanity, transformation, and undeath to death. The save DC's are Intelligence based.
Hunger For Vitae (Su): Sanguimancers of this level of power begin to crave other creature's blood, and gain more power from imbibing it. Whenever a sanguimancer of sixteenth level or higher uses his taste for blood ability to drink from a living creauture and regain their hitpoints, he also gains a number of temporary Constitution points equal to the amount he took from the creature. These temporary points of Constitution fade away at a rate of one per minute. A sanguimancer cannot raise his Constitution more than twice its base number in this way (Though he can use other magical means to raise his Constitution even higher).
Call For Blood (Su): Calling upon the power running through your veins, you emit a terrible, haunting scream. The force of this shriek rips open your esophagus and tears your throat muscles, dealing 2d6 damage and leaving you unable to speak for a number of rounds equal to the amount of damage you took. Every living creature within a forty foot radius of you must make a Fortitude save or be deafened for 2d4 rounds and receive 15d6 points of damage. Those who succed on their save are not deafened and take half damage. The save DC is Intelligence-based. This ability may be used once per hour.
Enervating Claws (Su): Any living creature who suffers a critical hit from an eighteenth level or higher sanguimancer's claws of blood gains 1d4 negative levels. The sanguimancer gains 5 temporary hitpoints per negative level inflicted. The DC to remove these negative levels is 10 + half the sanguimancer's class + the sanguimancer's Intelligence modifier.
Indomitable Blood (Su): At nineteenth level, a sanguimancer's armor of blood becomes so resilient, so powerfully infused with a sanguimancer's dark magics, even dragons have a difficult time killing him. The damage reduction and natural armor provided by a sanguimancer's armor of blood doubles.
Cauldron of Blood (Su): A number of times per day equal to their Intelligence modifier, a sanguimancer may target any living creature with blood running through its veins with his insidious attack. The creature is entitled to Fortitude save, DC 10 + half the sanguimancer's class level + the sanguimancer's Intelligence modifier. If the creature fails, it takes 10d8 acid damage, 10d8 fire damage, and 1d6 Constitution drain as their blood turns into a burning liquid never meant to exist in a living body, coursing through their veins and melting them from the inside out. A successful save halves the damage. A creature who is killed with this attack explodes violently, dealing 5d8 acid and fire damage to all creatures within thirty feet of it (Reflex save for half). This ability has a range of sixty feet.