Milo v3
2012-06-25, 07:50 AM
Bender of the Sanguine
http://www.dandwiki.com/w/images/e/ee/DtB_My_blood_is_a_weapon_by_Hiwa1.png
The mortal mind is one of wonder. It is a web of thoughts and ideas, all of which mesh together. One task the mortal mind excels in is creating weapons from the mundane. Within the world of Arcanatos is a group of mortals who, through force of their very being, can manipulate blood, turning it into a deadly weapon.
These are the Benders of the Sanguine. They are twisted souls who can beguile you with but words, and eviscerate you with their hearts.
Benders of the Sanguine are sometimes known as Blood Benders.
Adventures: Bender of the Sanguine are generally sly and charming individuals who get bored with normal living. In addition, the Lithu who are the most common Benders of the Sanguine, have short attention spans, leading to even more adventuring Blood Benders.
Characteristics: Benders of the Sanguine are agile skirmishers, they can quickly dart around a battlefield, firing off daggers of blood from short range. This is assisted with their several techniques which immobilize foes. Despite not having skill with armor, they can cover themselves in sanguine fortification.
Alignment: Any alignment is possible for a Bender of the Sanguine.
Religion: Because of the Lithu being the first to discover the techniques of the bood bender, many Benders of the Sanguine follow the Lithu deity of Pain and Blood “Salvid”.
Background: Benders of the Sanguine can arise in nearly any culture, but those who have more contact with blood are more likely to gains its powers. This leads to many Lithu and people from areas with wars to become Blood Benders.
Many believe that it is touching blood which has been blessed by Salvid, which causes Blood Benders.
Races: Lithlu were the first to learn Blood Bending and have used it routinely in the development of their cities, homes, and weapons. Other races have smaller numbers of Blood Benders.
Other Classes: Other Technician view Benders of the Sanguine as destructive and rather crude in their talents. People with Martial skill generally find them useful, but creepy.
Role: Benders of the Sanguine are swift combatants who use mobility to move across the battlefield, striking foes without being at risk. They do have to watch out for over using their techniques though, which can result in severe consequences.
Adaptation: This could be a minor form of magic, perhaps first learnt from vampires. It could be they are cultists to the god of blood, or priests to the divine of family. They might be murderers who have escaped from gaol with the innate ability to control the blood which they stain the earth with.
GAME RULE INFORMATION
Benders of the Sanguine have the following game statistics.
Abilities: Charisma and Constitution are generally the strongest abilities for a Bender of the Sanguine. Charisma determines the power of their techniques, how often they can be used, and increases their saves. Constitution allows you to create your Attuned Blood and keeps you alive despite losing large amounts of blood. Dexterity is also very useful, as they rarely don armour.
Alignment: Any.
Hit Die: d8.
Starting Age: Simple.
Starting Gold: As Sorcerer.
Class Skills
The Bender of the Sanguine's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Bender Of The Sanguine
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Technique Points|Techniques Known|Highest Level Technique Usable
1st|
+0|
+2|
+2|
+0| Exsanguination, Inborn Talent, Sanguine Jar|8|3|1
2nd|
+1|
+3|
+3|
+0|Stained Palm|10|4|1
3rd|
+1|
+3|
+3|
+1|Natural Techniques |13|5|1
4th|
+2|
+4|
+4|
+1|Sanguine Grip|16|6|2
5th|
+2|
+4|
+4|
+1|Sanguine Domain, Sustained Life|18|7|2
6th|
+3|
+5|
+5|
+2|Natural Techniques|22|8|3
7th|
+3|
+5|
+5|
+2|Steel Blood +1|24|9|3
8th|
+4|
+6|
+6|
+2|Harsh Ally, Sanguine Strength|26|10|4
9th|
+4|
+6|
+6|
+3|Natural Techniques|28|11|4
10th|
+5|
+7|
+7|
+3|Greater Control, Improved Sustained Life, Steel Blood +2|30|12|5
11th|
+5|
+7|
+7|
+3|Improved Sanguine Domain|32|13|5
12th|
+6/+1|
+8|
+8|
+4|Grim Heart, Natural Techniques|34|14|6
13th|
+6/+1|
+8|
+8|
+4|Steel Blood +3|36|15|6
14th|
+7/+2|
+9|
+9|
+4|Perfect Blood|38|16|7
15th|
+7/+2|
+9|
+9|
+5|Mastered Sustained Life, Natural Techniques|40|17|7
16th|
+8/+3|
+10|
+10|
+5|Steel Blood +4|42|18|8
17th|
+8/+3|
+10|
+10|
+5|Mastered Sanguine Domain|44|19|8
18th|
+9/+4|
+11|
+11|
+6|Natural Techniques|46|20|9
19th|
+9/+4|
+11|
+11|
+6|Steel Blood +5|48|21|9
20th|
+10/+5|
+12|
+12|
+6|Greater Control, Vampiric Lord|50|22|9[/table]
Class Features
All of the following are class features of the Bender of the Sanguine.
Weapon and Armor Proficiencies: A Bender of the Sanguine is proficient with all simple weapons. He is not proficient with any armor or shield.
Technique Points: A Blood Benders ability to use techniques is limited by the technique points he has available. His base allotment of technique points that he can use is given in the table above. In addition, he receives bonus technique points if he has a high charisma score (equal to your key ability modifier × your Technician level ×1/2.). His race may also provide bonus technique points per encounter, as may certain feats and items.
A Technician can regain his technique points by getting a good night’s sleep. In addition when a Bender of the Sanguine is being healed (through magical or mundane means), he regains one Technique Point per 10 points healed.
As the Bender of the Sanguine gains his primary Technique Points from this class, he cannot gain levels in any other Technician class, unless it states otherwise.
If a Bender of the Sanguine would gain more Technique points than indicated in the table, these extra points last for 1 hour before disappearing.
Highest Level Technique Usable: This column shows the highest level technique a Blood Bender may use at each level. To learn or use a technique, a Blood Bender must have a charisma score of at least 10 + the technique's level.
Techniques Known: A Bender of the Sanguine begins play knowing three Blood Bender techniques of your choice. Each time he attains a new level, he unlocks the knowledge of new techniques.
Choose the Techniques known from the Sanguine Techniques list. A Bender of the Sanguine can use any Technique that has a Technique Point cost equal to or lower than his Technician level.
The number of times a Bender of the Sanguine can manipulate Techniques in a day is limited only by his Technique Points.
A Technician simply knows his Techniques; they are contained within his soul. He does not need to prepare them (in the way that some spellcasters prepare their spells).
The Difficulty Class for saving throws against Bender of the Sanguine’s Techniques is 10 + the Technique’s level + the Blood Bender’s Charisma modifier.
Exsanguination: Even though a Bender of the Sanguine can manipulate his blood, he stills suffers if he loses too much blood. If a Bender of the Sanguine’s Technique Points are 5 or below then he takes 1 point of Constitution damage per round.
Inborn Talent (Ex): A Bender of the Sanguine’s power comes from his innate talent. Through his force of personality he can use techniques. Because of this you may add your Charisma modifier to your Concentration checks, instead of Constitution, if the result would be higher.
Sanguine Jar (Ex): A Bender of the Sanguine has learnt how to produce blood at a much more efficient rate, but it is dangerously taxing on his heart. As a full-round action, a Bender of the Sanguine can gain 1d4 Blood Points at the cost of being dealt 1d6 damage.
Stained Palm (Su): Upon reaching second level, a Bender of the Sanguine has gained the ability to draw in blood from the world around him. This talent takes many forms, which form it takes is dependent upon the target.
To use Stained Palm on a willing adjacent target, you must expend a standard action. He must then succeed on an unarmed attack (or natural weapon) in addition to the normal effects of the attack; the target is dealt 1d4 points of damage. This grants 1d3 Technique points to the Bender of the Sanguine.
To use Stained Palm against an adjacent target that isn’t willing, you must expend a standard action. He must then succeed on an unarmed attack (or natural weapon) in addition to the normal effects of the attack; the target is dealt 1d6 points of damage. This grants 1d4 Technique points to the Bender of the Sanguine.
You can also use Stained Palm on a pool of blood, by expending a move action. This drains all the blood from the target, gaining technique points equal to the pints of blood in the pool.
Natural Techniques (Ex): Some technicians have such an affinity for what they manipulate through their techniques that they gain some natural abilities. The Bender of the Sanguine is one such technician. Every 3 levels, the character chooses one of the following abilities that can be used as described in their text:
Boil the Blood (Su): When this ability is taken, the Bender of the Sanguine gains the ability to influence the blood within his foes. As a standard action he may target one foe within 30 feet he has line of effect to. The target must make a fortitude (DC 15 + Charisma Modifier). On a failed save, the target is sickened for 1 round/5 levels in the class.
This ability can be used 1/day for every 3 Bender of the Sanguine levels.
If taken again, this abilities range increases by 10 feet and its DC is increased by 2.
Draw forth the Essence (Ex): Upon taking this ability, by spending a swift action an adjacent target must make a Fortitude save (DC 15 + Charisma Modifier). If the target fails the save, the next time the creature is damaged, in addition to the attacks's normal damage, it deals 1d8 damage of the slashing and piercing damage for every 3 class levels the Bender of the Sanguine has. If any die in the damage roll lands on a 1, reroll it until it is no longer a 1.
This ability can be used 1/day for every 3 Bender of the Sanguine levels.
If the target isn't attacked 1 hour after the ability is used, the effect is dismissed.
If taken again, the Bender of the Sanguine can use this ability at a distance. It can target a creature within 30 feet, for all other intents and purposes functions the same.
Sanguine Reflexes (Ex): When this ability is selected, the Bender of the Sanguine gain a dodge bonus to AC equal to +1 per 3 Bender of Sanguine levels. In addition as long as he has 1 Technique Point, he gains a +1 bonus to Reflex saves.
If this is gained again, he gains a +20 bonus to his base land speed.
Veins of Steel (Su): When this ability is taken, the Bender of the Sanguine gains better control over the iron in the blood. As a move action he can expend 5 Technique Points, and select a weapon or armour. The object the blood is formed into must be made of metal. This cannot be used to create an exotic weapon, unless the Bender of the Sanguine is proficient with it. This object is created as a masterwork of its kind, counts as magical for the purpose of damage reduction, and the Bender of the Sanguine is automatically proficient with this object.
It can reverted back as a free action, and falls to the ground as a pool of blood (5 pints). A Bender of the Sanguine can only have 10 objects created this way at any time.
By taking this technique again, the bloodbender gains more control and can make the blood harder and sharper than before. Each time it is choosen again an object created by this ability wil get a +1 enchantment upon it.
Sanguine Grip (Su): Upon reaching 4th level, a Bender of the Sanguine can control blood at a distance. He can cast Mage Hand at will, but he can only target blood with the effect.
Sanguine Domain (Su): At 5th level, a Bender of the Sanguine gains control over the blood near him, rather than just the blood within himself. He can now use Techniques from pools of blood within a 20 feet radius. How each technique acts is dependent on the technique, which is detailed in the Sanguine Domain section.
This doesn't lower a Bender of the Sanguine's Technique points, instead act as though each pool has a number of technique points equal to the number of pints of blood in it.
At 11th level, the radius of this ability increases to 40 feet. At 17th level, the radius of this ability increases to 60 feet.
Sustained Life (Ex): Upon attaining 5th level, the Bender of the Sanguine's body starts to adapt to losing blood. The number of required Technique Points before Exsanguination is lowered by one, to 4 or less.
At 10th, and 15th level, the number of required Technique Points before Exsanguination is also lowered by one, causing Exsanguination to occur at 3 or less and 2 or less.
Steel Blood (Ex): At 7th level, if a Bender of the Sanguine has at least 1 Technique Point, he gains a +1 bonus to his armour class.
This bonus increase by +1 at 10th level, and every three levels thereafter until +5 at 19th level.
Harsh Ally (Ex): Upon reaching 8th level, when a Bender of the Sanguine is damaged by slashing or piercing damage, he can spend a number of technique points equal or below his class level.
Upon doing this blood bursts out of his wound forming a pool of blood within 5 feet. This blood contains a number of Pints of blood equal to the number of Technique Points spent.
Sanguine Strength (Su): Upon reaching 8th level, a Bender of the Sanguine can control greater amounts of blood at a distance. He can cast Telekinesis at will, but he can only target blood with the effect.
Greater Control: At 10th level and every 10 levels thereafter, the Bender of the Sanguine chooses one of the greater abilities from the list below. If he doesn't meet the requirements, this ability simply remains dormant until the requirements are met:
Eternal Pain
Prerequisite: Choose Draw forth the Essence twice for Natural Techniques.
Benefit: This allows the Bender of the Sanguine to use Techniques from the Sanguine Pain Technique List.
My Blood is Black
Prerequisite: Choose Boil the Blood twice for Natural Techniques.
Benefit: This allows the Bender of the Sanguine to use Techniques from the Black Blood Technique List.
Grim Step
Prerequisite: Choose Sanguine Reflexes twice for Natural Techniques.
Benefit: This allows the Bender of the Sanguine to use Techniques from the Stained Step Technique List.
Red Steel
Prerequisite: Choose Veins of Steel twice for Natural Techniques.
Benefit: This allows the Bender of the Sanguine to use Techniques from the Sanguine Steel Technique List.
Grim Heart (Ex): At 12th level, your heart grows much more powerful. When using Sanguine Jar you can gain 1d6 Technique Points and be dealt 1d6 damage, or gain 1d4 Technique Points and be dealt 1d4 damage.
Perfect Blood (Ex): At 14th level, a Bender of the Sanguine gains immunity to all kinds of poison and diseases, except for supernatural and magical diseases.
Vampiric Lord (Ex): Upon reaching 20th level, a Bender of the Sanguine gains many benefits. Firstly, the Technique Point cost for all his Techniques are lowered by 5. Secondly, when using Sanguine Jar, it deals 1d4 damage, and you gain 1d6 Technique Points. Lastly, you only suffer from Exsanguination if you lack any Technique Points.
http://www.dandwiki.com/w/images/e/ee/DtB_My_blood_is_a_weapon_by_Hiwa1.png
The mortal mind is one of wonder. It is a web of thoughts and ideas, all of which mesh together. One task the mortal mind excels in is creating weapons from the mundane. Within the world of Arcanatos is a group of mortals who, through force of their very being, can manipulate blood, turning it into a deadly weapon.
These are the Benders of the Sanguine. They are twisted souls who can beguile you with but words, and eviscerate you with their hearts.
Benders of the Sanguine are sometimes known as Blood Benders.
Adventures: Bender of the Sanguine are generally sly and charming individuals who get bored with normal living. In addition, the Lithu who are the most common Benders of the Sanguine, have short attention spans, leading to even more adventuring Blood Benders.
Characteristics: Benders of the Sanguine are agile skirmishers, they can quickly dart around a battlefield, firing off daggers of blood from short range. This is assisted with their several techniques which immobilize foes. Despite not having skill with armor, they can cover themselves in sanguine fortification.
Alignment: Any alignment is possible for a Bender of the Sanguine.
Religion: Because of the Lithu being the first to discover the techniques of the bood bender, many Benders of the Sanguine follow the Lithu deity of Pain and Blood “Salvid”.
Background: Benders of the Sanguine can arise in nearly any culture, but those who have more contact with blood are more likely to gains its powers. This leads to many Lithu and people from areas with wars to become Blood Benders.
Many believe that it is touching blood which has been blessed by Salvid, which causes Blood Benders.
Races: Lithlu were the first to learn Blood Bending and have used it routinely in the development of their cities, homes, and weapons. Other races have smaller numbers of Blood Benders.
Other Classes: Other Technician view Benders of the Sanguine as destructive and rather crude in their talents. People with Martial skill generally find them useful, but creepy.
Role: Benders of the Sanguine are swift combatants who use mobility to move across the battlefield, striking foes without being at risk. They do have to watch out for over using their techniques though, which can result in severe consequences.
Adaptation: This could be a minor form of magic, perhaps first learnt from vampires. It could be they are cultists to the god of blood, or priests to the divine of family. They might be murderers who have escaped from gaol with the innate ability to control the blood which they stain the earth with.
GAME RULE INFORMATION
Benders of the Sanguine have the following game statistics.
Abilities: Charisma and Constitution are generally the strongest abilities for a Bender of the Sanguine. Charisma determines the power of their techniques, how often they can be used, and increases their saves. Constitution allows you to create your Attuned Blood and keeps you alive despite losing large amounts of blood. Dexterity is also very useful, as they rarely don armour.
Alignment: Any.
Hit Die: d8.
Starting Age: Simple.
Starting Gold: As Sorcerer.
Class Skills
The Bender of the Sanguine's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Bender Of The Sanguine
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Technique Points|Techniques Known|Highest Level Technique Usable
1st|
+0|
+2|
+2|
+0| Exsanguination, Inborn Talent, Sanguine Jar|8|3|1
2nd|
+1|
+3|
+3|
+0|Stained Palm|10|4|1
3rd|
+1|
+3|
+3|
+1|Natural Techniques |13|5|1
4th|
+2|
+4|
+4|
+1|Sanguine Grip|16|6|2
5th|
+2|
+4|
+4|
+1|Sanguine Domain, Sustained Life|18|7|2
6th|
+3|
+5|
+5|
+2|Natural Techniques|22|8|3
7th|
+3|
+5|
+5|
+2|Steel Blood +1|24|9|3
8th|
+4|
+6|
+6|
+2|Harsh Ally, Sanguine Strength|26|10|4
9th|
+4|
+6|
+6|
+3|Natural Techniques|28|11|4
10th|
+5|
+7|
+7|
+3|Greater Control, Improved Sustained Life, Steel Blood +2|30|12|5
11th|
+5|
+7|
+7|
+3|Improved Sanguine Domain|32|13|5
12th|
+6/+1|
+8|
+8|
+4|Grim Heart, Natural Techniques|34|14|6
13th|
+6/+1|
+8|
+8|
+4|Steel Blood +3|36|15|6
14th|
+7/+2|
+9|
+9|
+4|Perfect Blood|38|16|7
15th|
+7/+2|
+9|
+9|
+5|Mastered Sustained Life, Natural Techniques|40|17|7
16th|
+8/+3|
+10|
+10|
+5|Steel Blood +4|42|18|8
17th|
+8/+3|
+10|
+10|
+5|Mastered Sanguine Domain|44|19|8
18th|
+9/+4|
+11|
+11|
+6|Natural Techniques|46|20|9
19th|
+9/+4|
+11|
+11|
+6|Steel Blood +5|48|21|9
20th|
+10/+5|
+12|
+12|
+6|Greater Control, Vampiric Lord|50|22|9[/table]
Class Features
All of the following are class features of the Bender of the Sanguine.
Weapon and Armor Proficiencies: A Bender of the Sanguine is proficient with all simple weapons. He is not proficient with any armor or shield.
Technique Points: A Blood Benders ability to use techniques is limited by the technique points he has available. His base allotment of technique points that he can use is given in the table above. In addition, he receives bonus technique points if he has a high charisma score (equal to your key ability modifier × your Technician level ×1/2.). His race may also provide bonus technique points per encounter, as may certain feats and items.
A Technician can regain his technique points by getting a good night’s sleep. In addition when a Bender of the Sanguine is being healed (through magical or mundane means), he regains one Technique Point per 10 points healed.
As the Bender of the Sanguine gains his primary Technique Points from this class, he cannot gain levels in any other Technician class, unless it states otherwise.
If a Bender of the Sanguine would gain more Technique points than indicated in the table, these extra points last for 1 hour before disappearing.
Highest Level Technique Usable: This column shows the highest level technique a Blood Bender may use at each level. To learn or use a technique, a Blood Bender must have a charisma score of at least 10 + the technique's level.
Techniques Known: A Bender of the Sanguine begins play knowing three Blood Bender techniques of your choice. Each time he attains a new level, he unlocks the knowledge of new techniques.
Choose the Techniques known from the Sanguine Techniques list. A Bender of the Sanguine can use any Technique that has a Technique Point cost equal to or lower than his Technician level.
The number of times a Bender of the Sanguine can manipulate Techniques in a day is limited only by his Technique Points.
A Technician simply knows his Techniques; they are contained within his soul. He does not need to prepare them (in the way that some spellcasters prepare their spells).
The Difficulty Class for saving throws against Bender of the Sanguine’s Techniques is 10 + the Technique’s level + the Blood Bender’s Charisma modifier.
Exsanguination: Even though a Bender of the Sanguine can manipulate his blood, he stills suffers if he loses too much blood. If a Bender of the Sanguine’s Technique Points are 5 or below then he takes 1 point of Constitution damage per round.
Inborn Talent (Ex): A Bender of the Sanguine’s power comes from his innate talent. Through his force of personality he can use techniques. Because of this you may add your Charisma modifier to your Concentration checks, instead of Constitution, if the result would be higher.
Sanguine Jar (Ex): A Bender of the Sanguine has learnt how to produce blood at a much more efficient rate, but it is dangerously taxing on his heart. As a full-round action, a Bender of the Sanguine can gain 1d4 Blood Points at the cost of being dealt 1d6 damage.
Stained Palm (Su): Upon reaching second level, a Bender of the Sanguine has gained the ability to draw in blood from the world around him. This talent takes many forms, which form it takes is dependent upon the target.
To use Stained Palm on a willing adjacent target, you must expend a standard action. He must then succeed on an unarmed attack (or natural weapon) in addition to the normal effects of the attack; the target is dealt 1d4 points of damage. This grants 1d3 Technique points to the Bender of the Sanguine.
To use Stained Palm against an adjacent target that isn’t willing, you must expend a standard action. He must then succeed on an unarmed attack (or natural weapon) in addition to the normal effects of the attack; the target is dealt 1d6 points of damage. This grants 1d4 Technique points to the Bender of the Sanguine.
You can also use Stained Palm on a pool of blood, by expending a move action. This drains all the blood from the target, gaining technique points equal to the pints of blood in the pool.
Natural Techniques (Ex): Some technicians have such an affinity for what they manipulate through their techniques that they gain some natural abilities. The Bender of the Sanguine is one such technician. Every 3 levels, the character chooses one of the following abilities that can be used as described in their text:
Boil the Blood (Su): When this ability is taken, the Bender of the Sanguine gains the ability to influence the blood within his foes. As a standard action he may target one foe within 30 feet he has line of effect to. The target must make a fortitude (DC 15 + Charisma Modifier). On a failed save, the target is sickened for 1 round/5 levels in the class.
This ability can be used 1/day for every 3 Bender of the Sanguine levels.
If taken again, this abilities range increases by 10 feet and its DC is increased by 2.
Draw forth the Essence (Ex): Upon taking this ability, by spending a swift action an adjacent target must make a Fortitude save (DC 15 + Charisma Modifier). If the target fails the save, the next time the creature is damaged, in addition to the attacks's normal damage, it deals 1d8 damage of the slashing and piercing damage for every 3 class levels the Bender of the Sanguine has. If any die in the damage roll lands on a 1, reroll it until it is no longer a 1.
This ability can be used 1/day for every 3 Bender of the Sanguine levels.
If the target isn't attacked 1 hour after the ability is used, the effect is dismissed.
If taken again, the Bender of the Sanguine can use this ability at a distance. It can target a creature within 30 feet, for all other intents and purposes functions the same.
Sanguine Reflexes (Ex): When this ability is selected, the Bender of the Sanguine gain a dodge bonus to AC equal to +1 per 3 Bender of Sanguine levels. In addition as long as he has 1 Technique Point, he gains a +1 bonus to Reflex saves.
If this is gained again, he gains a +20 bonus to his base land speed.
Veins of Steel (Su): When this ability is taken, the Bender of the Sanguine gains better control over the iron in the blood. As a move action he can expend 5 Technique Points, and select a weapon or armour. The object the blood is formed into must be made of metal. This cannot be used to create an exotic weapon, unless the Bender of the Sanguine is proficient with it. This object is created as a masterwork of its kind, counts as magical for the purpose of damage reduction, and the Bender of the Sanguine is automatically proficient with this object.
It can reverted back as a free action, and falls to the ground as a pool of blood (5 pints). A Bender of the Sanguine can only have 10 objects created this way at any time.
By taking this technique again, the bloodbender gains more control and can make the blood harder and sharper than before. Each time it is choosen again an object created by this ability wil get a +1 enchantment upon it.
Sanguine Grip (Su): Upon reaching 4th level, a Bender of the Sanguine can control blood at a distance. He can cast Mage Hand at will, but he can only target blood with the effect.
Sanguine Domain (Su): At 5th level, a Bender of the Sanguine gains control over the blood near him, rather than just the blood within himself. He can now use Techniques from pools of blood within a 20 feet radius. How each technique acts is dependent on the technique, which is detailed in the Sanguine Domain section.
This doesn't lower a Bender of the Sanguine's Technique points, instead act as though each pool has a number of technique points equal to the number of pints of blood in it.
At 11th level, the radius of this ability increases to 40 feet. At 17th level, the radius of this ability increases to 60 feet.
Sustained Life (Ex): Upon attaining 5th level, the Bender of the Sanguine's body starts to adapt to losing blood. The number of required Technique Points before Exsanguination is lowered by one, to 4 or less.
At 10th, and 15th level, the number of required Technique Points before Exsanguination is also lowered by one, causing Exsanguination to occur at 3 or less and 2 or less.
Steel Blood (Ex): At 7th level, if a Bender of the Sanguine has at least 1 Technique Point, he gains a +1 bonus to his armour class.
This bonus increase by +1 at 10th level, and every three levels thereafter until +5 at 19th level.
Harsh Ally (Ex): Upon reaching 8th level, when a Bender of the Sanguine is damaged by slashing or piercing damage, he can spend a number of technique points equal or below his class level.
Upon doing this blood bursts out of his wound forming a pool of blood within 5 feet. This blood contains a number of Pints of blood equal to the number of Technique Points spent.
Sanguine Strength (Su): Upon reaching 8th level, a Bender of the Sanguine can control greater amounts of blood at a distance. He can cast Telekinesis at will, but he can only target blood with the effect.
Greater Control: At 10th level and every 10 levels thereafter, the Bender of the Sanguine chooses one of the greater abilities from the list below. If he doesn't meet the requirements, this ability simply remains dormant until the requirements are met:
Eternal Pain
Prerequisite: Choose Draw forth the Essence twice for Natural Techniques.
Benefit: This allows the Bender of the Sanguine to use Techniques from the Sanguine Pain Technique List.
My Blood is Black
Prerequisite: Choose Boil the Blood twice for Natural Techniques.
Benefit: This allows the Bender of the Sanguine to use Techniques from the Black Blood Technique List.
Grim Step
Prerequisite: Choose Sanguine Reflexes twice for Natural Techniques.
Benefit: This allows the Bender of the Sanguine to use Techniques from the Stained Step Technique List.
Red Steel
Prerequisite: Choose Veins of Steel twice for Natural Techniques.
Benefit: This allows the Bender of the Sanguine to use Techniques from the Sanguine Steel Technique List.
Grim Heart (Ex): At 12th level, your heart grows much more powerful. When using Sanguine Jar you can gain 1d6 Technique Points and be dealt 1d6 damage, or gain 1d4 Technique Points and be dealt 1d4 damage.
Perfect Blood (Ex): At 14th level, a Bender of the Sanguine gains immunity to all kinds of poison and diseases, except for supernatural and magical diseases.
Vampiric Lord (Ex): Upon reaching 20th level, a Bender of the Sanguine gains many benefits. Firstly, the Technique Point cost for all his Techniques are lowered by 5. Secondly, when using Sanguine Jar, it deals 1d4 damage, and you gain 1d6 Technique Points. Lastly, you only suffer from Exsanguination if you lack any Technique Points.