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View Full Version : [Base, 3.5, PEACH] Vampiric Bloodbending?: The Cruoroclast



Adam1949
2013-12-29, 12:27 AM
This is my first attempt at making a base class, based on a similar-but-unfinished idea of a friend. Essentially, this class allows the character to be a unique kind of 'bloodbender', or perhaps a 'vampire-lite'. In any case, please rate and help me perfect this thing!



The Cruoroclast

http://4.bp.blogspot.com/-KeYPSYMjQdo/T91sVecphQI/AAAAAAAAAB0/WiVRaUaLACY/s1600/Deadman+Wonderland+Dubbed+Episode+1.png
"Vampire? Ha, you take me for one of those vile creatures? Believe me when I say that those who dwell in darkness have nightmares... and those just might include me..."

The first vampire wasn't. That might not make much sense to the uninformed, but the truth is often stranger than fiction. Although his name is lost to time, the Material Plane's first 'vampire' was, in fact, a powerful necromancer who, rather than focus on the cold and sterile aspect of bones, or the rotting and stagnant half-life that is the zombie, instead focused on the warm, vital, softly-thrumming sound of blood. His followers were few and powerful, but much too narrow-minded to be able to fully recreate their dark master's powers over the vital force of life. Instead, they crafted themselves anew, as dark and horrid undead, who took up the mantle and title of Vampire. However, in some cold and dim corners of the world hide the true masters of Blood Magic, as it has been called since. The common man may know them as a gang of thugs, a ethereally-youthful queen, or perhaps erroneously as a vampire, but those known as a "Blood Breaker" is something far more insidious and potent.

Adventures: Cruoroclasts are a flighty bunch. Some are psychotic murderers, hopping from one town to the next in search of more blood to spill. The more studious of their number might fancy themselves as decadent royalty, or perhaps even great healers. All of them, however, feel a powerful urge to travel, not least because of the path of fear and mistrust that they may inadvertantly sow behind them.
Characteristics: Combat is where the Cruoroclast thrives, simply because that is where the most blood can be spilled for the least amount of effort. In addition to dealing damage effectively and brutally, the cruoroclast is also, thanks to their connection to the vital life-force within all mortals, a fairly useful healer as well.
Alignment: Cruoroclasts are one of two things: freewheeling, or corrupt, and sometimes both. It is almost impossible to walk the path of a bloodletter and still be both pure and obedient.
Religion: Cruoroclasts rarely follow a diety, although some revere The First as a divine being personally. Those that do worship a god often choose those that have Death, Life, and Magic in their domains.
Background: There are two main ways of being a cruoroclast: either through the study of dark knowledge, or from being part of a family line corrupted with bloodtaint (this can be anything from a vampire in the family tree, to simply being part of a very successful and violent line of mercenaries).
Races: The First was a human and, although it is unknown if He ever had children, the grand majority of Cruoroclasts have large amounts of human blood in them (which includes half-elves and half-orcs). Other than that, the class is next most common in monstrous races such as orcs, goblins, and troglodytes. Elves, Dwarves, Halflings, and Gnomes rarely seek out the path, although a rare few are born with the natural potential.
Other Classes: Frontline combatants like Fighters and Barbarians often appriciate the unique abilities and surprising sturdiness of a Blood Mage, and some of the more vicious ones even look up to them. Clerics of good dieties, or Paladins in general, almost universally find the cruoroclast disgusting at best, and an abomination at worst. Outside of basic classes, the likes of the Archivist, Binder, and Dread Necromancer each have their own reasons for being more-or-less positive towards the class.
Role: Depending on what they focus on, a Cruoroclast can make an excellent medic (better than the Cleric, even), a powerful and vicious warrior (potentially out-damaging even the Barbarian), or a decent mix of both. No matter what they do, though, a cruoroclast is able to efficiently heal themselves of injury... or, at the very least, build up a large enough excess of Blood Points to remain essentially untouched.
Adaptation: The origin of the Cruoroclast is a dark and barely-understood thing, but this doesn't necessarily have to be the case. The most common change, for instance, is to make the Cruoroclast a more obviously vampiric one; removing their more violent abilities and replacing them with more traditional powers of the undead lords, such as flight and shapeshifting. A radical take on it would be to instead make the class a being of barely-contained positive energy; thus changing their alignment restrictions to Good or Chaos, and again shifting their darker abilities towards a more bright (although still potentially dangerous) slant.

GAME RULE INFORMATION
Abilities: Constitution, first and foremost, is your most important stat, as it not only grants you a bigger potential Blood Pool, it also makes many of your abilities harder to resist. Charisma also boosts your abilities, although not to the same extent as your Constitution. After that, it's ultimately your choice as to which stat you focus on, Strength or Dexterity, in regards to combat.
Alignment: Any Chaotic or any Evil. Even the nicest of cruoroclasts are a bit unstable, but should they even reach the depths of depravity, some can actually be quite reasonable.
Special: If the cruoroclast is, for any reason, undead, they treat their Constitution score as 10 for all purposes in regards to this class.
Hit Die: d8
Starting Age: As Wizard (Complex).
Starting Gold: As Fighter (6d4x10 gp).

Class Skills
The Cruoroclast's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Religion, & Nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CRUOROCLAST
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Blood Pool, Collect Blood, Bloodborne Weapon, Blood Sustainment
2nd|
+1|
+3|
+0|
+3|Blood Trap, Crimson Revelry
3rd|
+2|
+3|
+1|
+3|A Glass of Chianti, Red Shield
4th|
+3|
+4|
+1|
+4|Dark Metamorphosis
5th|
+3|
+4|
+1|
+4|Bloodborne Weapon (Magical), Corpseblood, Crimson Bond
6th|
+4|
+5|
+2|
+5|Bloody Mess, Sanguine Imitation
7th|
+5|
+5|
+2|
+5|Rose Thorns, Steel Blood +2
8th|
+6/1|
+6|
+2|
+6|Fermented Blood, Lamia Bite
9th|
+6/1|
+6|
+3|
+6|Bloodhound
10th|
+7/2|
+7|
+3|
+7|Bloodborne Weapon (Ghost Touch), Mastery of Blood, Steel Blood +3
11th|
+8/3|
+7|
+3|
+7|Bloodlust, Crimson Waltz
12th|
+9/4|
+8|
+4|
+8|Improved Bloody Mess, Iron Maiden
13th|
+9/4|
+8|
+4|
+8|Steel Blood +4
14th|
+10/5|
+9|
+4|
+9|Raise Dead
15th|
+11/6/1|
+9|
+5|
+9|Bloodborne Weapon (Keen), Blood Injection
16th|
+12/7/2|
+10|
+5|
+10|Sanguine Explosion, Steel Blood +5
17th|
+12/7/2|
+10|
+5|
+10|Bloodwalker
18th|
+13/8/3|
+11|
+6|
+11|Command the Lifepulse
19th|
+14/9/4|
+11|
+6|
+11|Steel Blood +6
20th|
+15/10/5|
+12|
+6|
+12|Bloodborne Weapon (Vorpal)[/table]
Class Features
All of the following are class features of the Cruoroclast.
Weapon and Armor Proficiency: A cruoroclast is not proficient with any weapons (but see Bloodborne Weapon). They are proficient with light armor, but not with shields.
Blood Pool (Ex): The cruoroclast can incorporate the blood of her opponent's into her own and manipulate the life energy within it to her benefit. The cruoroclast’s blood pool can contain a maximum number of blood points equal to (class level x Constitution modifier, minimum 1 x class level). Any time the cruoroclast’s HP would be reduced (including from abilities of the cruoroclast that need her to spend HP), she may choose to reduce her blood pool by the same amount instead.
Collect Blood (Su): A cruoroclast can, as a free action (but only once per turn), drain blood from a creature within 20 feet of her that has been dealt lethal damage and store it in her blood pool. The cruoroclast can drain 1 point worth of blood from a tiny creature, 2 points from a small creature, 4 from a medium creature, 8 from a large creature, 12 points from a huge creature, 16 from a gargantuan creature, and 20 points of blood from a colossal creature. (Fine and Diminutive creatures do not have enough vital life-force in their blood to gain anything from them.) She may attempt this once at any point after the creature has been dealt lethal damage, but before they suffer another instance of lethal damage. (So, if a cruoroclast strikes a creature three times in a row with lethal damage, but does not drain in between attacks, she only is permitted a single draining.)
When drained, a creature takes 1d6 nonlethal damage for every cruoroclast level and 1 Constitution damage unless they make Fortitude save with a DC equal to 10 + the cruoroclast's class level + the better of her Charisma or Constitution modifiers; success indicates that the creature takes no Constitution damage, but still suffers the nonlethal damage. A cruoroclast can drain a helpless creature by attempting a coup de grace maneuver; a failed Fortitude save indicates that the cruoroclast drains twice as much blood (and kills the creature), while a successful save means that she only drained the normal amount.
Cruoroclasts cannot drain creatures immune to critical hits, like undead and constructs, or that do not have blood in their bodies (GM decision). A cruoroclast can drain a dead body, if the corpse has been dead for less than a number of days equal to 1 + one-fourth the cruoroclast’s class level (minimum 1 day).
This ability is a Death effect.
Bloodborne Weapon (Su): A cruoroclast has a great amount of control over the iron innate to blood, and can shape it to her whims. As a swift action, the cruoroclast can spend two Blood Points (BP) or hit points to forge a weapon of blood. This weapon may be any of the following: Dagger, Punching Dagger, Sickle, Morningstar, Spear, Shortsword, Longsword, Rapier, Scimitar, Scythe, Longbow (Not Composite), Whip, or any other weapon that the cruoroclast is proficient in. It functions exactly like a nonmagical weapon of its kind, except it has a hardness of 10 and 10 HP (regardless of the form it takes), it always deals lethal damage, and it can be morphed into a different weapon as a standard or move action.
As a free action, the cruoroclast may will it to dissipate, destroying the weapon and causing the blood to fall to the ground, inert (the cruoroclast cannot regain this blood). The blood also falls inert if the weapon is sundered or leaves the hands of the cruoroclast. The cruoroclast is automatically proficient with the Bloodborne Weapon, and is classified as having Weapon Finesse while wielding it. (Note that this 'psuedo-feat' does not count as actually having Weapon Finesse, and thus any other feats or abilities that have Weapon Finesse as a prerequisite cannot be taken unless the cruoroclast gains the feat for real.)
At 5th level, the Bloodborne Weapon is counted as magical for the purpose of overcoming DR. At 10th level, the weapon counts as having the ghost touch ability. At 15th level the weapon counts as having the keen ability. At 20th level the weapon is classified as having the vorpal ability. Note that the Bloodborne Weapon has these abilities even if the form it takes would be unable to have them (such as for spears or whips).
Blood Sustainment (Ex): As long as the cruoroclast has at least 1 BP in storage for an entire day, they do not need to eat or sleep for that day. If at any point in the day they drop to 0 BP, they must eat and sleep as normal. Note that this does not allow a spellcaster to spend less time preparing or recovering spells. Regardless, a cruoroclast still needs to drink in order to survive.
Blood Trap (Su): At 2nd level, a cruoroclast may spend two HP to create a puddle of blood within 5 feet of her that takes up a square. A DC 10 Spot check will allow a creature to notice a puddle, but will not tell anything about its nature unless they then succeed a Spellcraft check (DC 15 + the cruoroclast’s class level). Any creature of Tiny size or larger that disturbs the puddle is immediately sensed by you as standing where they are, so long as you are within a number of feet equal to (50 x the better of your Constitution or Charisma modifiers). As a free action, you may command any puddle you've made to harden and scabify. A creature caught in this puddle must make a Reflex save (DC 15 + your class level) or be immobilized for a number of rounds equal to half your class level (minimum 1). A creature immobilized can escape if they may a DC 15 Strength check. As a free action, you may dismiss any blood puddle you've created and render the blood inert, freeing any creature caught within.
Any time you deal lethal damage, or are dealt lethal damage, you may activate this ability at no cost as long as the damage dealt was worth at least 2 HP.
A puddle remains active for a number of days equal to your class level before becoming inert.
Crimson Revelry (Su): Each round, a cruoroclast of 2nd level or higher regains a number of hit points equal to half her class level, rounded down, as long as she is standing within 30 feet of a living creature that took lethal damage within the previous round (excluding the cruoroclast herself), or is within 30 feet of any blood pool she created with the Blood Pool ability. For damage to activate this effect, the damage must have been both lethal and harmful in intent; thus, a whip attack or a simple prick of the finger is not enough to activate it. This ability only activates while the cruoroclast is under 1/2 of her maximum HP.
A Glass of Chianti (Su): At 3rd level and above, a cruoroclast can create a potent brew of positive energy from her blood. This ability creates a potion without the GP, time, XP, or feat requirements. The potion created depends on the amount of HP spent; 5 HP creates a Potion of Cure Light Wounds, 10 HP creates a Potion of Cure Moderate Wounds, and 15 HP creates a Potion of Cure Serious Wounds. The Caster Level of the potion made is equal to the cruoroclast’s class level.
Red Shield (Su): A cruoroclast has an innate connection to her blood, and it listens to her beck and call. At 3rd level and above, the cruoroclast may, as an immediate action, spend 4 HP and call up a shield of blood to hover in front of her, providing a +4 profane bonus to AC. Whenever the cruoroclast is struck by an attack that targets AC, the shield of blood loses a level of bonus; when the bonus reaches +0, the shield falls to the ground inert.
Dark Metamorphosis (Su): A cruoroclast of 4th level and above may spur the blood on her weapon into a frenzy, as it attempts to devour the lifeforce of any nearby. Against any enemy you could target with Collect Blood, you may spend 2 HP to cause your next attack with any weapon to deal extra damage equal to the number of Hit Dice that enemy has, and heal yourself by an equivalent amount, up to your class level (life drained in excess of your maximum HP is added to your Blood Pool). If the attack misses, you gain nothing, though you still lose the BP and must activate it again. A Bloodborne Weapon always has Dark Metamorphosis active for free.
Corpseblood (Ex): Even the dead know no peace from a cruoroclast of 5th level and above. Any undead that that has blood in its body (GM decision) may be targeted by Collect Blood, and takes lethal damage instead of Constitution damage.
Crimson Bond (Su): A 5th level cruoroclast can spend any amount of HP in order to heal any living creature a number of hit points equal to the total spent multiplied by half of the cruoroclast’s Constitution modifier.
Bloody Mess (Su): Cruoroclasts have never been accused of being clean or humane in their attacks. At 6th level, a cruoroclast who strikes an opponent with an unarmed attack or with a Bloodborne Weapon may spend any amount of BP in order to deal extra damage equal to one-and-a-half times the amount of BP sacrificed on a hit; if the attack misses, the BP spent is not refunded. At 12 level, the cruoroclast may deal this damage as a ranged touch attack against anyone within the range of her Collect Blood ability.
Sanguine Imitation (Su): A cruoroclast of 6th level can form a duplicate of herself from blood, fooling her foes into striking it. As a standard action, a cruoroclast can spend any amount of HP in order to form a perfect copy of herself, which materializes in any adjacent square. The imitation moves at the same time has her, has a number of hit points equal to half the HP spent, and may attack normally (although it does not have any of the cruoroclast’s supernatural abilities except for Bloodborne Weapon). Upon reaching 0 HP, the imitation pools into a puddle that is functionally equivalent to a Blood Trap. The imitation is extremely detailed, including such things as memories, personality, languages known, and tastes; this fools anyone who doesn’t succeed a Spot check (DC 20 + the cruoroclast’s class level). Only one Sanguine Imitation can be in existence; the creation of another requires the destruction of the previous one, and the blood it pools into is inert, rather than a Blood Trap.
Rose Thorns (Su): At 7th level the cruoroclast may spend 3 HP and an immediate action to create a field of crimson thorns that impale those that fall within it. Any creature within a 20 foot radius of the cruoroclast takes piercing damage equal to 1d6/level, plus the better of their Constitution or Charisma modifier, and are immobilized for 2 turns. A Reflex save (DC 10 + one-half of the cruoroclast's class level + the better of her Constitution or Charisma modifiers) allows for them to take only half damage, and not become immobilized. The thorns then dissipate into inert blood.
The Rose Thorns may be summoned using a Blood Trap or Sanguine Imitation as the origin point at no cost, but the pool or imitation is dismissed.
Steel Blood (Su): At 7th level, if a cruoroclast has at least 1 BP, she gains a +2 profane bonus to her AC. This bonus increases by +1 at 10th level, and every three levels thereafter (for a +6 bonus at 19th level). Unlike many bonuses, the AC bonus granted by Steel Blood stacks with other profane bonuses.
Fermented Blood (Ex): A cruoroclast of 8th level and above may feed off of the blood of a dead creature and recover their strength. As long as the creature has been dead for less than a minute per class level, the cruoroclast heals 1d8 hit points, and automatically recovers one point of ability damage or drain. The feeding takes a full round action.
Lamia Bite (Ex): At 8th level, a cruoroclast gains a Bite attack as a natural weapon. The bite deals 1d4 + the combined total of the cruoroclast’s Strength and Charisma modifiers (minimum +0), and the cruoroclast automatically recovers 1 HP or BP if it deals damage.
Bloodhound (Ex): A cruoroclast of 9th level gains Track as a bonus feat. In addition, they also gain the Scent extraordinary ability.
Mastery of Blood (Su): A cruoroclast’s siren call to blood is something few creatures dare ignore. The range of Collect Blood is now 5 feet per class level once a cruoroclast reaches 10th level.
Bloodlust (Ex): Blood calls for more blood. Against any living opponent, a cruoroclast of 11th level or higher gains a +1 insight bonus to attack rolls for every 10% of maximum HP the target is missing from lethal damage.
Crimson Waltz (Su): A cruoroclast of 11th level and above can spend 5 HP in order to teleport a number of feet equal to 5 x her class level. This ability can be used even if the cruoroclast cannot move, as with bindings or by paralysis.
Iron Maiden (Su): At the cost of 5 HP, a cruoroclast of 12th level may trap any enemy within the range of her Collect Blood ability in a cage of blood unless they make a Reflex save (DC 15 + one-half of the cruoroclast’s class level + the better of her Constitution or Charisma modifiers). Any enemy trapped this way is helpless, and takes damage equal to the cruoroclast’s combined Constitution and Charisma modifiers. The trapped creature may attempt to break out of the cage by making Strength or Escape Artist check, each with a DC equal to the DC of the Reflex save they failed. A cruoroclast may trap a creature one size category larger than her or smaller.
Raise Dead (Sp): A cruoroclast of 14th level and above may cast Raise Dead once per day as a Spell-like Ability. This casting bypasses the need for any GP or XP expenditure, instead costing the cruoroclast half of her combined current BP and maximum HP, rounded up. (She may choose how to split the cost between HP and BP.)
Blood Injection (Su): At 15th level, a cruoroclast can inject any creature it has grappled, immobilized, or is currently biting with a small dose of black blood. This black blood deals 1 point of Constitution damage to a creature subject to critical hits, or 1d10 lethal damage to a creature immune to critical hits, each round. This damage can be ended with a DC 25 Heal check, and any target who is cured of the black blood is immune to the cruoroclast’s Blood Injection for 24 hours.
Sanguine Explosion (Su): Any creature slain by a 16th level or higher cruoroclast that is suffering from the damage caused by her Blood Injection ability must make a DC 30 Fortitude save or else explode into a red mist, dealing 2d4 damage per cruoroclast class level to all targets within a 30 foot radius. This explosion ruins the body, preventing spells like Raise Dead from working.
Bloodwalker (Su): A cruoroclast of 17th level can use blood as a method of transport, making a shocking spectacle as a bonus. She may step into any Blood Trap or Sanguine Imitation, as well as any target who has ever suffered from the cruoroclast’s Blood Injection (even if they aren’t taking damage), and warp to any other applicable target on the same plane within a single round. Entering and exiting a creature is painless unless a cruoroclast wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling.
If she desires, a cruoroclast can attempt to make a bloody exit from the destination creature. She bursts forth explosively from the creature’s body, dealing 10d6 + Cha Mod points of damage unless the creature makes a Fortitude save (DC 10 + cruoroclast’s class level + cruoroclast’s Charisma modifier). When she makes a bloody exit, all squares adjacent to affected creature become filled with puddles of blood, and are treated as Blood Traps for all purposes. If the damage is enough to kill the creature, they must make a DC 30 Fortitude save or else suffer the same effect as Sanguine Explosion, with the exception that the cruoroclast is unaffected by the damage; if this occurs, all squares within 30 feet are considered Blood Traps.
Command the Lifepulse: At 18th level, a cruoroclast gains the ability to use Dominate Person as a spell-like ability, using her class level as her caster level, and can cast it a number of times per day equal to her combined Constitution and Charisma modifiers. Any creature that successfully makes the saving throw against its effects is immune to that cruoroclast's Command the Lifepulse for 24 hours.

Ex-Cruoroclasts: A Cruoroclast who, for whatever reason, ceases to be either Chaotic or Evil can no longer advance in this class, although they still get to keep any abilities that they have obtained. This restriction cannot be repaired in any way, barring a Wish or Miracle.

Rogue Shadows
2013-12-29, 03:07 AM
Collect Blood (Su)

Is this a death effect? This feels like a death effect.


This weapon may be any simple or martial weapon, a whip, or any other weapon that the cruoroclast is proficient in.
The cruoroclast is automatically proficient with the Bloodborne Weapon

I'm not certain, but doesn't this sort of make it so that the Cruoroclast is by default proficient with every weapon, as long as that weapon is bloodborne?


Blood Sustainment (Ex)

Thematically appropriate, but even a 1st-level Cruoroclast will have, say, 12 blood points (assuming a 14 Con). It doesn't seem like this is a very large "tax" to pay, and you might as well just make it so that as long as the Cruroclast has at least 1 blood point, he doesn't need to eat or sleep.


Blood Trap (Su)

So, can you detect a creature stepping on a blood trap even if you're on a different plane? That's pretty rare, especially at 2nd level, and I'm certain abuseable.

Blood traps should also have a duration after which point they become completely inert. Maybe something like a number of hours equal to your class level, or something.


Crimson Revelry (Su)

This is really good. It's functionally Fast Healing as long as he's involved in a fight.


A Glass of Chianti (Su)

I feel this needs a bit more serious name.


Dark Metamorphosis (Su)

This is positively devastating against creatures like dragons, which have tons of HD.


Sanguine Imitation (Su)

Is there a limitation to the number of Mini-mes can be made? Because otherwise, this is a heck of an ability, especially as there's no duration stated. Hit points are the most renewable resource in D&D; this can at present make an army of awesome size with very minimal effort.


Rose Thorns (Su)

No save?

Incidentally, if any class should have its core stat be CON, it should be this one. I recommend ditching Charisma (why is this guy trying to be likeable?) and instead have all of his abilities have saves equal to 10 + 1/2 class level + CON modifier.


Steel Blood (Su)

Is there a particular reason for this to be a vile bonus? Why not just leave it untyped?


Blood from Rocks (Ex)

I'd advise leaving Constructs alone; they're a bit too weird to be targetable by this class' abilities.

Side note - where do things like Oozes fall? A gelatinous cube probably shouldn't be targetable by this class' abilities.


Iron Maiden (Su)

Assuming some CON and CHA pumping to put both at 18 (which, coupled with 25-Point Buy or even just the default array, ain't unreasonable), this thing's save DC is going to be 33. For a 12th-level effect, that's kind of crazy. You'd need to have a Reflex save of +23 to even have a 50% chance of making it. Even a Good save progression at this point is going to only contribute +8 to that, meaning the remaining +15 points are coming from...where?

For comparison, a young adult (CR 13) red dragon's breath weapon save DC is only 24, requiring a +14 to have a 50% chance of making it.

Again, you should probably go through this and make all saves be based around the standard 10 + 1/2 class level + STAT (CON or CHA, your choice). Assuming an 18 in the stat, that gives us a much more reasonable DC 20 Reflex save.

Adam1949
2013-12-29, 03:29 AM
Is this a death effect? This feels like a death effect.
That makes sense.


I'm not certain, but doesn't this sort of make it so that the Cruoroclast is by default proficient with every weapon, as long as that weapon is bloodborne?
Technically speaking, the Cruoroclast can make use of any simple or martial weapon (or a whip); however, they gain no bonuses from being proficient in it, and cannot take feats such as Weapon Focus and the like.


Thematically appropriate, but even a 1st-level Cruoroclast will have, say, 12 blood points (assuming a 14 Con). It doesn't seem like this is a very large "tax" to pay, and you might as well just make it so that as long as the Cruroclast has at least 1 blood point, he doesn't need to eat or sleep.
Hmm, you have a point there.


So, can you detect a creature stepping on a blood trap even if you're on a different plane? That's pretty rare, especially at 2nd level, and I'm certain abuseable.
Blood traps should also have a duration after which point they become completely inert. Maybe something like a number of hours equal to your class level, or something.
Noted, I'll change it so that there's a maximum limit on the sensing ability and on how long they last.


This is really good. It's functionally Fast Healing as long as he's involved in a fight.
What would make this less potent, then? My closest idea would be "Heal a number of hit points equal to half your class level, rounded down, per round, up until you recover up to 1/2 of your maximum HP", I suppose?


I feel this needs a bit more serious name.
My personal touch :smallbiggrin:


This is positively devastating against creatures like dragons, which have tons of HD.
I'll add the addendum "up to a maximum equal to your class level."


Is there a limitation to the number of Mini-mes can be made? Because otherwise, this is a heck of an ability, especially as there's no duration stated. Hit points are the most renewable resource in D&D; this can at present make an army of awesome size with very minimal effort.
I knew I was forgetting something: "Only one Sanguine Imitation can in existence; the creation of another requires the destruction of the previous one, and no BP is recovered this way."


No save?
Should make it Reflex for half.


Incidentally, if any class should have its core stat be CON, it should be this one. I recommend ditching Charisma (why is this guy trying to be likeable?) and instead have all of his abilities have saves equal to 10 + 1/2 class level + CON modifier.
You bring up a good point, but I'd like to put up a rebuttal: It's not so much that they are likable, but rather that they have a strong force of personality, one strong enough to manipulate even the unthinking lifeforce of blood. I like to think of it as the same reason that Dread Necromancers are Charisma-SAD; they aren't necessarily good-looking or even friendly, they're simply that convincing.


Is there a particular reason for this to be a vile bonus? Why not just leave it untyped?
It was originally an enhancement bonus, until I remembered that those don't stack. Leaving it untyped is probably for the best, in all honesty.


I'd advise leaving Constructs alone; they're a bit too weird to be targetable by this class' abilities.
Side note - where do things like Oozes fall? A gelatinous cube probably shouldn't be targetable by this class' abilities.
A valid point on both accounts. This ability was mostly to fill up a slot, and because I couldn't resist using that as a name :smallredface:


Assuming some CON and CHA pumping to put both at 18, this thing's save DC is going to be 33. For a 12th-level effect, that's kind of crazy. You'd need to have a Reflex save of +23 to even have a 50% chance of making it. Even a Good save progression at this point is going to only contribute +8 to that, meaning the remaining +15 points are coming from...where?
For comparison, a young adult (CR 13) red dragon's breath weapon save DC is only 24, requiring a +14 to have a 50% chance of making it.

Again, you should probably go through this and make all saves be based around the standard 10 + 1/2 class level + STAT (CON or CHA, your choice). Assuming an 18 in the stat, that gives us a much more reasonable DC 20 Reflex save.
That seems reasonable. I suppose I did my math wrong, and I appreciate the feedback!

Tacitus
2013-12-29, 03:32 AM
On Blood Pool, is the (5 + level x Con modifier) taken to mean 5+(lvl x Con) or (5+lvl) x Con?

What type of action is Collect Blood?

For the shield and steel blood, I may suggest Profane as the bonus type. Vile is a damage type and not currently a bonus type. Profane bonuses are rare, so stacking issues wouldn't come up (and for Steel don't matter).

The damage bonus on Bloody Mess seems really high. A Con based race will probably have a +5 or +6 Con Mod by 6th level. Optimization tricks could get a +8 Con Mod at 6th level with a Con item. 2 HP for +48 damage at 6th level is quite a bit. +10 Con at 20th is fairly probably, and +12 or higher fairly likely. 200 bonus damage a hit is ubercharger levels, without the build tax.

Rogue Shadows
2013-12-29, 03:45 AM
The damage bonus on Bloody Mess seems really high. A Con based race will probably have a +5 or +6 Con Mod by 6th level. Optimization tricks could get a +8 Con Mod at 6th level with a Con item. 2 HP for +48 damage at 6th level is quite a bit. +10 Con at 20th is fairly probably, and +12 or higher fairly likely. 200 bonus damage a hit is ubercharger levels, without the build tax.

Personally, I prefer to balance things the way WotC did: the Default Array (15, 14, 13, 12, 10, and 8), which are the statistically most likely results of rolling 4d6 and dropping the lowest die 6 times (http://www.darkshire.net/~jhkim/rpg/dnd/abilities.html) (assuming you follow the standard D&D rule of "always round fractions down," which doesn't make sense from a statistical analysis standpoint, but it is clearly what WotC did), which is the PHB-given default method for generating ability scores (it is worth remembering that Point Buy is actually an optional variant from the DMG, and not the standard; and thus I really feel it shouldn't be used when looking at things like class balance*).

Even a dwarf with a +2 CON item and increasing its CON at 4th level, though, could still be reasonably expected to have a +5 (15+2+2+1), and thus a +30 bonus to damage at 6th.

Once again, for the sake of comparison, fireball deals only 6d6 (min 6, max 36, average 21).

Though, on the other hand, fireball targets groups of enemies, while Bloody Mess only targets one individual at a time. So it might be okay.

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*Though in theoretical optimization it's fine because, after all, it's theoretical; still, here, we're not trying to make theoretically optimized characters, but rather, balanced classes.

Adam1949
2013-12-29, 03:59 AM
Made changes to the most commonly-problematic class abilities, including; changing the math on several of them, clarifying the amount of BP storage, giving various abilities an action with which they use, and a complete overhaul of how Bloody Mess works.

Morph Bark
2013-12-29, 04:52 AM
The cruoroclast’s blood pool can contain a maximum number of blood points equal to (class level x Constitution modifier), and a minimum equal to her class level.

Wait, does that mean that if they have an amount of blood points in their pool equal to their class level, they can't spend anymore points?

Adam1949
2013-12-29, 05:02 AM
Wait, does that mean that if they have an amount of blood points in their pool equal to their class level, they can't spend anymore points?

Whoops, I can see why that'd be confusing. What I meant was that, even assuming that the character has a negative CON modifier (highly unlikely, but possible), they could have a blood pool equal to their class level. The minimum in the pool is, of course, zero. Changed to make this clearer.

Anyway, what tier would you folks say this class is? I'm guessing high 3, but then again I could be completely wrong.

Rogue Shadows
2013-12-29, 11:15 AM
Whoops, I can see why that'd be confusing. What I meant was that, even assuming that the character has a negative CON modifier (highly unlikely, but possible), they could have a blood pool equal to their class level. The minimum in the pool is, of course, zero. Changed to make this clearer.

You could simply, a la with the Paladin's lay on hands ability and Charisma, specify "Constitution bonus (if any)." This means that the minimum is 1, since 0 or -1 are not a "bonus."


Anyway, what tier would you folks say this class is? I'm guessing high 3, but then again I could be completely wrong.

It's fighty, and its teleporting and blood trap definitely give it utility beyond fighting, but I'm not sure how much. Then again, functionally all of its abilities are at-will as, again, HP is the single most renewable resource in D&D, even moreso than gold or XP.

I wouldn't say high Tier-3, but it's definitely no lower than a high Tier-4 (not a bad place to be), and in any event looks like a blast to play.

Though if I was playing it there is a nonzero chance that whenever confronted with anything, I'd go "____! What is _____ but a miserable little pile of _____?"

Adam1949
2013-12-29, 08:11 PM
Updated more things, including lowering the damage dealt by some of the abilities (Sanguine Explosion, Rose Thorns, and Bloody Mess especially), increasing the range of certain effects, increasing the cost of the underpriced abilities, and finally lowering the Hit Die of the class (after all, a class that is nearly Constitution-SAD does not need something as big as a d10).

Adam1949
2014-01-01, 11:15 PM
Sorry for the double-post, but I've updated the class again based on some thinking, and added two new abilities to fill in the obvious dead levels that were 9th and 18th. The first is Bloodhound, and the second is Command the Lifepulse. Hopefully that will make those two levels seem less sucky!