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View Full Version : PRC/Monster Blood Shaper and Blood Golem (Vampire PRC, 3.5/PF PEACH)



Trodon
2012-09-26, 09:02 AM
Note: This class was made for use with the LA 0 Vampire made by NeoSeraphi, found here: http://www.giantitp.com/forums/showthread.php?t=226134


Blood Shaper
“The say blood is the strongest bond, they’re right.”
-Vol-khiir, Blood Shaper.

A blood shaper is a very special individual within the vampire community as the ability to manipulate your blood is not taught to many. A blood shaper can, with training, learn to bound, weaken, and more through the manipulation of his own blood.

Prerequisites:
Feats: Great Fortitude.
Special: The character must be a vampire (not a vampire spawn) with at least 5 hit dice (note: these do not have to be racial hit dice).
Special: Must be accepted by an existing blood shaper, and serve under him for three nights, after which he is free to do as he wishes.

Class Skills: The blood shaper’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spot (Wis).
Skill Points At Each Level: 6+ Int modifier.

Hit Dice: D12


Blood Shaper
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+2|
+2|Blood Pool|+1 level of existing spellcasting class

2nd|
+1|
+0|
+3|
+3|Blood Anchor|

3rd|
+2|
+1|
+3|
+3|Weaken Blood|+1 level of existing spellcasting class

4th|
+3|
+1|
+4|
+4|Improved Blood Drain|

5th|
+3|
+1|
+4|
+4|Blood Golem|+1 level of existing spellcasting class[/table]


Class Features:
Weapon and Armor Proficiency: A Blood Shaper gains no proficiency with any weapons or armor.

Blood Pool: At level 1 the blood shaper starts to collect a blood pool every time he drains blood from a Target. During a grapple when the blood shaper uses its Blood Drain ability it gains 2.5 points in his blood pool for every point of constitution drained, rounded down. A blood shaper’s blood pool is drained to 0 at the beginning of the night, and his blood pool has no maximum. A blood shaper uses these blood points for several abilities, at first the blood shaper may only use blood points to heal himself as a standard action that provokes an attack of opportunity. When doing this the vampire regains health equal to twice the amount of blood points that he spent for this power.

Blood Anchor: By spending 5 blood points as a standard action that provokes an attack of opportunity a 2nd level blood shaper may extend a tentacle of blood out of his wrist at a target up to 30ft away, you may spend an additional 5 blood points to increase the range out to 60ft. Make a ranged touch attack, if you hit then make an opposed grapple check with the target should you succeed the target is grappled. While grappling in this way you do not suffer the normal penalties for grappling (however you may only move within the range of the tentacle, and the arm in which the tentacle extended cannot be used for anything else). On your following turn you may make an opposed grapple check against your target as a standard action, success means the target is pinned and may be dragged 15ft towards you with a move action. With every opposed grapple check you succeed with this ability you deal 1d6+(class level times 2) bludgeoning damage to the target.

Weaken: Mastery of his own blood allows a 3rd level blood shaper minor control over others. For 10 blood points as a standard action that provokes an attack of opportunity the blood shaper may cause a number of enemies equal to his class level within 20ft to receive a -2 to attack rolls, weapon damage rolls, skill checks and saving throws if the fail a fortitude save (DC=10+1/2 character level+ charisma modifier) for the encounter or for 1 minute, whichever is shorter. Instead, a blood shaper may spend five extra blood points to incur a -4 penalty, or ten extra blood points for a -6 penalty.

Improved Drain: At 4th level the blood shaper learns how to draw more blood with each feeding. When he uses his Blood Drain ability the blood shaper now deals an additional +2 points on constitution, therefore gaining more blood points per feeding.

Blood Golem: A blood shaper of 5th level of higher may use this rarely seen power by spending 20 blood points and 24 straight hours. This power creates a blood golem (see below) loyal to the blood shaper that created it. A blood shaper may spend more blood points during the creation, or by spending twice as much afterwards to increase the blood golem’s Hit Dice (which may never be higher than the creator’s total character level), or to add special abilities/qualities from the given list. The blood golem lasts until it’s destroyed, or the blood shaper dismisses it, a dismissed blood golem is free to do whatever it wishes, though they usually find guarding out of the way places most appealing. A blood shaper may only have one blood golem serving him at a time.


Blood Golem:
Blood Golem
Medium Construct
Hit Dice: 10d10+30 (85)
Initiative: +5
Speed: 30ft
Armor Class: 23 (+1 Dex, +12 natural), touch 11, flat-footed 22
Base Attack/Grapple: +7/+11
Attack: Slam +11 melee (1d10+4 plus blood drain)
Full Attack: 2 slams +11 melee (1d10+4 plus blood drain)
Space/Reach: 5ft/5ft
Special Attacks: Blood drain, blood pool
Special Qualities: Construct traits, damage reduction 10/silver and magic, darkvision 60ft, immunity to magic, low-light vision
Saves: Fort+3 Ref+4 Will+4
Abilities: Str: 19 Dex: 12 Con: - Int: 10 Wis: 12 Cha: 10
Skills: Spot +11, Listen +11
Feats: Improved initiative, blind-fight, improved toughness, power attack
Environment: Any
Organization: Solitary, Pair
Challenge Rating: 10
Advancement: 11-15 (medium); 16- (large)

This golem looks like it was made with crystallized blood; its arms give off a very faint red mist.

Combat:
Blood Drain: On a successful slam attack, the golem drains blood from the target. This results in points in the blood golem’s blood pool (see below) equal to the damage dealt.

Blood Pool: A blood golem has a blood pool, which it fills by hitting living creatures with its slam attack (see blood drain, above). The blood golem may use these blood points to heal itself as a standard action, gaining hit points equal to the number of the blood points spent. In addition, if the blood golem is in the service of a 5th level blood shaper the blood shaper may use these blood points to improve the blood golem in the same way as the blood shaper could with his own blood pool (see improvements below).

Immunity to Magic: A blood golem is immune to any spell of spell-like ability that allows spell resistance. Additionally, it is affected by the Shatter spell as it is a crystalline creature.


Blood Golem Improvements:
A blood shaper may spend 15 blood points during creation of his blood golem to infuse one of these abilities into it, or increase its hit die by 1; the blood shaper must spend 30 blood points after creation of his blood golem is finished for the same effect. No ability may be applied more than once unless otherwise stated.

Swiftness: The blood golem gain a +10ft increase to all of its modes of movement, current and future.

Improved Slam: The blood golem gain the improved natural attack feat for its slams.

Fast Healing: The blood golem gains fast healing 2, you may gain this improvement multiple times it cannot have fast healing higher than half of its hit dice.

Pounce: When the blood golem charges a foe, it may make a full attack at the end of the charge.

Shards: The blood golem may throw shards of crystallized blood at a target within 60ft as a ranged attack dealing 1d8+strength modifier damage.

Feat:
Unholy Toughness
Prerequisites: Great Fortitude, Undead type.
Benefit: You add your charisma modifier to your hit points as if you were a living creature adding your constitution modifier.



Okay that's about all I have right now, suggestions for more improvements for the blood golem are always welcome.

NeoSeraphi
2012-09-27, 04:57 PM
15 blood points for an AOE fatigue effect? With a save to negate? Seems...not good for an 8th level ability.

How about, instead of fatigue, you apply a penalty to attack rolls, weapon damage rolls, skill checks and saving throws? Like a sicken effect, except not (so they stack). Start with a -2 penalty for 10 blood points, but give the blood shaper the option of spending 5 extra blood points to make it a -4 penalty, and 10 extra blood points (total of 20) for a -6 penalty. Have it last for the encounter or one minute, whichever is shorter.

Trodon
2012-09-27, 05:35 PM
15 blood points for an AOE fatigue effect? With a save to negate? Seems...not good for an 8th level ability.

How about, instead of fatigue, you apply a penalty to attack rolls, weapon damage rolls, skill checks and saving throws? Like a sicken effect, except not (so they stack). Start with a -2 penalty for 10 blood points, but give the blood shaper the option of spending 5 extra blood points to make it a -4 penalty, and 10 extra blood points (total of 20) for a -6 penalty. Have it last for the encounter or one minute, whichever is shorter.

... I forgot to change that. I originally had it make enemies exhausted, but I seem to have forgotten to change the cost. However, I like your idea better. And thanks for your input. :smallsmile:

Edit: Changed.