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View Full Version : D&D 3.x Other [ToB Discipline] Sanguine Hand-Sadism, Blood, and Fear



Lix Lorn
2014-03-06, 06:07 PM
Sanguine Hand

A Discipline like Sanguine Hand cannot have a heroic origin, and indeed it does not. A vicious, sadistic style, it was created by a student of anatomy who, down on his luck, found himself in an arena, fighting for his life. Being quite amoral, he had no compunctions in using his skills to splatter the sands with blood, spear their heart with his blade, and effortlessly flick it into his hand as the crowds roared.

The associated skill for Sanguine Hand is Heal. Associated weapons include the longsword, bastard sword, dagger, rapier, and most bladed, slashing weapons.

Because the Sanguine Hand discipline was never taught widely at the Temple of the Nine Swords or any similar center of training, most martial adepts do not know any maneuvers from it, or even know it exists. There are three ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Sanguine Hand discipline at character creation, you simply replace one discipline that adept could normally learn maneuvers from with the Sanguine Hand discipline.

The second way is to seek out a master of the Sanguine Hand discipline–a martial adept capable of using at least 5th-level maneuvers from the discipline, and to learn Sanguine Hand from them. You must train for a month under the master, or spend a month in research, and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the Sanguine Hand discipline. In addition, you may exchange your maneuvers known for maneuvers of the Sanguine Hand discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal.

The third and simplest way, is to take the feat described below, which provides access to the maneuvers of Sanguine Hand.

New Feat
Gleeful Blade Stance
Prerequisites: About to take or have already taken at least one level in an initiating class.
Benefit: You may add Sanguine Hand to your list of class disciplines.
Normal: You have at least some respect for life.

Blood from a Stone
Prerequisites: At least one Sanguine Hand maneuver of at least 2nd level.
Benefit: You know how to cause lasting damage, to disrupt control, and to harm foes that cannot be harmed. You may deal critical hits and precision damage to creatures that are normally immune. Against these creatures, your threat range is reduced by one, your multiplier by 0.5 (to 1.5xnormal damage on a normal weapon), and any precision damage you deal is halved.
Normal: Skeletons don’t bleed.

1st Level
Arterial Spray (Strike): Attack has improved critical modifier.
Bleeding Edge (Boost): Attack causes bleeding.
Sanguine Glee (Stance): Gain Morale bonuses from causing pain.
Stinging Strike (Strike): Attack causes fort save vs morale penalty.

2nd Level
Best Offence (Counter): Make an attack roll on target. If it hits, they stop theirs.
Blade Hungers (Strike): Charge as a standard action.
Brutal Finish (Strike): If your strike kills, it causes fear.
Joy in Suffering (Boost): Heal based on recently killed foes.

3rd Level
Cat With a Mouse (Boost): Attack causes nasty bleeding.
Eyes of Blood (Stance): See foes hit point totals.
Last Caress (Strike): Attack has improved critical modifier, threat range.
Suffering’s Mark (Strike): Attack causes fort save vs large morale penalty.

4th Level
Bloody Triumph (Strike): Do +3d6 damage, and cause fear if you kill your foe.
Filling an Ocean of Blood (Stance): Gain attack/damage bonuses from killing, uncapped. (Sentient or near CR only.)
Murder is Meat (Boost): Major heal based on recently killed foes.
Ravening Blade (Strike): Charge, pounce as standard action.
Sanguine Retribution (Counter): Make an attack roll on target. A hit deals normal damage and blocks their attack.

5th Level
Agony’s Edge (Strike): Attack causes fort save vs huge morale penalty.
Crippling Wound (Boost): Attack causes vicious bleeding inc con damage.
Death’s Grin (Strike): Attack has greatly improved critical modifier, threat range.
Instant Murder Flash (Strike): Foes struck make will save or becomes flatfooted to you for rest of turn.

6th Level
Eternal Hunger (Mastery): You gain Pounce permanently.
Gore Shower (Strike): Do +7d6 damage, and cause strong fear if you kill your foe.
Sanguine Start (Counter): Make an attack roll on target. A hit deals normal damage, blocks their attack, and causes a penalty on attacks they make against you until their next round.
Sweet Scarlet Wine (Boost): Heal and remove conditions based on recently killed foes.

7th Level
Bleeding Out (Boost): Attack causes rapidly fatal bleeding.
Crimson Talons (Strike): Ranged attack pulls foe close.
Butcher’s Blade (Strike): Attack has improved critical modifier, threat range. Crit causes ref save vs death.
Numbing Shock (Strike): Attack causes fort save vs daze, then morale penalty.

8th Level
Blood Press Guillotine (Strike): Foes struck make will save or becomes flatfooted to you for rest of turn. Flatfooted foes instead make fort save vs death.
Bloody Rage (Counter): Make an attack roll on target. A hit deals normal damage, blocks their attack, and sends them flying.
Dancing in the Scarlet Rain (Stance) : Dealing damage heals you.
Eternity from Blood (Boost): Heal, remove conditions and grow younger based on recently killed foes.

9th Level
Splattering Viscera Finish: Attack causes save vs death, else does +10d6 damage. If it kills, all foes who see it must save against severe fear.

1st Level
Arterial Spray
Sanguine Hand (Strike)
Level: 1
Initiation Action: Standard Action
Range: As Weapon
Target: One target in range
Your attack is placed carefully to do the most damage. Increase its critical damage multiplier by one.

Bleeding Edge
Sanguine Hand (Boost)
Level: 1
Initiation Action: Swift Action
Range: Self
Target: Self
You concentrate, and your next attack this round cuts a vein, causing persistent damage. The target makes a fortitude save, based on your class ability modifier. If they fail, they suffer 1+IL/5 precision damage from bleeding each round for the next (class ability modifier) rounds.

Sanguine Glee
Sanguine Hand (Stance)
Level: 1
Initiation Action: Swift Action
Range: Self
Target: Self
While in this stance, you gain pleasure and power from harming foes. You gain a +1 morale bonus on all attack rolls, damage rolls, and to your AC, as long as you dealt hit point or constitution damage to a foe since the beginning of your last round. This morale bonus is increased to +2 at IL 11 and higher, and is doubled if the damage included precision damage dealt by a Sanguine Hand maneuver.

Stinging Strike
Sanguine Hand
Level: 1
Initiation Action: Standard Action
Range: As Weapon
Target: One target in range
This strike focusses less on damage and more on pain, leaving a stinging welt or shallow cut. The foe must make a fortitude save, or suffer a morale penalty equal to 1+IL/5 on all attack and damage rolls, and to AC. This penalty lasts for (class ability modifier) rounds.

2nd Level
Best Offence
Sanguine Hand (Counter)
Level: 2
Initiation Action: Immediate Action
Range: As Weapon
Target: One foe attacking you
Instead of blocking the attack, you go for blood. The foe must either accept the blow or stop their attack. If they accept the blow, you hit them automatically, but must defend normally against their attack. If they stop, neither of you hits.

Blade Hungers
Sanguine Hand (Strike)
Level: 2
Initiation Action: Standard Action
Range: Movement speed +weapon
Target: One target in range
Turning on a dime, you suddenly charge, moving a distance equal to your base movement speed and then making a single attack. You gain +2 to your attack roll, but suffer -2 AC, and effects based on Charges apply to this maneuver.

Brutal Finish
Sanguine Hand (Strike)
Level: 2
Initiation Action: Attack Action
Range: As Weapon
Target: One target in range
Your strike is a showman’s one, and, if it kills the foe, it does so in a spectacular fashion. All foes within sight range of their fallen ally must pass a will save, or become Shaken until you die or the encounter ends.

Joy in Suffering
Sanguine Hand (Boost)
Level: 2
Initiation Action: Full Round Action
Range: Self
Target: Self
Looking around, you take sustenance from the destruction you wreak. For each foe you can see who you killed (or otherwise caused to die), you regain one hitpoint per point of their CR. Foes with a CR more than four below your ECL only count if they were sentient beings. A foe can only cause you to regain hitpoints once from this maneuver.

3rd Level
Cat With A Mouse
Sanguine Hand (Boost)
Level: 3
Prerequisite: One Sanguine Hand Maneuver
Initiation Action: Swift Action
Range: Self
Target: Self
Examining your foe, you prepare to wound them viciously. The target makes a fortitude save, based on your class ability modifier. If they fail, they suffer 1+IL/4 precision damage from bleeding each round for the next (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer 1+IL/5 precision damage from bleeding each round for the next (class ability modifier) rounds.

Eyes of Blood
Sanguine Hand (Stance)
Level: 3
Prerequisite: One Sanguine Hand Maneuver
Initiation Action: Swift Action
Range: Self
Target: Self
When you look at someone, you know how much HP they have remaining, and their maximum HP.

Last Caress
Sanguine Hand (Strike)
Level: 3
Prerequisite: One Sanguine Hand Maneuver
Initiation Action: Standard Action
Range: As Weapon
Target: One target in range
Your attack is placed carefully to do the most damage. Increase its critical threat range and damage multiplier by one each, after all other effects.

Suffering’s Mark
Sanguine Hand (Strike)
Level: 3
Prerequisite: One Sanguine Hand Maneuver
Initiation Action: Standard Action
Range: As Weapon
Target: One target in range
This strike focusses less on damage and more on pain, leaving a painful wound. The foe must make a fortitude save, or suffer a morale penalty equal to 1+IL/4 on all attack and damage rolls, and to AC. This penalty lasts for (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer a morale penalty equal to 1+IL/5 on all attack and damage rolls, and to AC. This penalty lasts for (class ability modifier) rounds.

4th Level
Bloody Triumph
Sanguine Hand (Strike)
Level: 4
Prerequisite: One Sanguine Hand Maneuver
Initiation Action: Attack Action
Range: As Weapon
Target: One target in range
Your strike is a vicious killing blow, and, if successful, it does so in a spectacular fashion. It deals an additional 3d6 precision damage. If they die, all foes within sight range of their fallen ally must pass a will save, or become Frightened for (class ability modifier) rounds, and then shaken until you die or the encounter ends.

Filling an Ocean of Blood
Sanguine Hand (Stance)
Level: 4
Prerequisite: One Sanguine Hand Maneuver
Initiation Action: Swift Action
Range: Self
Target: Self
Every kill makes you stronger, a veritable ocean of death empowering you. Whenever you kill or cause to be killed a creature of CR no more than three less than your own, or kill any intelligent sapient being, you gain a +1 untyped bonus to attack and damage rolls for the rest of the encounter.
If you go for one minute without killing a valid opponent, you lose the benefit.

Murder Is Meat
Sanguine Hand (Boost)
Level: 4
Prerequisite: One Sanguine Hand Maneuver
Initiation Action: Full Round Action
Range: Self
Target: Self
Looking around, you take sustenance from the destruction you wreak. For each foe you can see who you killed (or otherwise caused to die), you regain 1d4 hitpoints per point of their CR. Foes with a CR more than four below your ECL only count if they were sentient beings. A foe can only cause you to regain hitpoints once from this maneuver.

Ravening Blade
Sanguine Hand (Strike)
Level: 4
Prerequisite: One Sanguine Hand Maneuver
Initiation Action: Standard Action
Range: Movement speed +weapon
Target: One target in range
Turning on a dime, you suddenly charge, moving a distance equal to your base movement speed and then making a full attack. You gain +2 to your attack rolls, but suffer -4 AC, and effects based on Charges apply to this maneuver.

Sanguine Retribution
Sanguine Hand (Counter)
Level: 4
Prerequisite: One Sanguine Hand Maneuver
Initiation Action: Immediate Action
Range: As Weapon
Target: One foe attacking you
Why defend yourself when you can just kill them?
The foe must either accept the blow or try to stop their attack. Both are futile. Make an attack roll against them as normal. If it hits, you deal your normal damage, and the shock, pain, and instinctive attempts to dodge ruin their attack, making it miss automatically. If you miss, they strike you automatically.

5th Level
Agony’s Edge
Sanguine Hand (Strike)
Level: 5
Prerequisite: Two Sanguine Hand Maneuvers
Initiation Action: Standard Action
Range: As Weapon
Target: One target in range
This strike leaves a wound that howls out in pain, distracting the foe immensely. The foe must make a fortitude save, or suffer a morale penalty equal to 1+IL/3 on all attack and damage rolls, and to AC. This penalty lasts for (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer a morale penalty equal to 1+IL/4 on all attack and damage rolls, and to AC. This penalty lasts for (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer a morale penalty equal to 1+IL/5 on all attack and damage rolls, and to AC. This penalty lasts for (class ability modifier) rounds.

Crippling Wound
Sanguine Hand
Level: 5
Prerequisite: Two Sanguine Hand Maneuvers
Initiation Action: Swift Action
Range: Self
Target: Self
Watching your foe’s weak spots, you prepare to cause massive damage. The target makes a fortitude save, based on your class ability modifier. If they fail, they suffer 1+IL/3 precision damage and one con damage from bleeding each round for the next (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer 1+IL/4 precision damage from bleeding each round for the next (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer 1+IL/5 precision damage from bleeding each round for the next (class ability modifier) rounds.

Death’s Grin
Sanguine Hand (Strike)
Level: 5
Prerequisite: Two Sanguine Hand Maneuvers
Initiation Action: Standard Action
Range: As Weapon
Target: One target in range
Your attack is placed carefully to do the most damage. Increase its critical threat range and damage multiplier by two each, after all other effects.

Instant Murder Flash
Sanguine Hand (Strike)
Level: 5
Prerequisite: Two Sanguine Hand Maneuvers
Initiation Action: Full Round Action
Range: As weapon+5ft/IL
Target: (Class ability modifier) foes in range.
In the space of a moment, you strike multiple foes. Make one attack on each target, dealing normal damage. Any foe who takes at least one point of damage from this attack must pass a will save, or you and your allies treat them as flatfooted until the end of your next turn.

6th Level
Eternal Hunger
Sanguine Hand (Mastery)
Level: 6
Prerequisite: Two Sanguine Hand Maneuvers
As long as you have Eternal Hunger readied, you have the Pounce special ability, and may make a full attack on a charge.


Masteries
A Mastery is a semi-permanent ability granted as a maneuver. A character gains the benefits of any Mastery they have readied and usable. (So, a Crusader only benefits from masteries that have been granted to them.) If a mastery is somehow expended, its benefits vanish until it is renewed.

Gore Shower
Sanguine Hand (Strike)
Level: 6
Prerequisite: Two Sanguine Hand Maneuvers
Initiation Action: Attack Action
Range: As Weapon
Target: One target in range
Your strike is a furious attack that causes horrific damage, splattering a slain foe across the arena. It deals an additional 7d6 precision damage. If they die, all foes within sight range of their fallen ally must pass a will save, or become Panicked for (class ability modifier) rounds, then Frightened for (class ability modifier) rounds, and then shaken until you die or the encounter ends.

Sanguine Start
Sanguine Hand (Counter)
Level: 6
Prerequisite: Two Sanguine Hand Maneuvers
Initiation Action: Immediate Action
Range: As Weapon
Target: One foe attacking you
Even if your foe survives your counterattack, they are unlikely to continue their attack.
The foe must either accept the blow or try to stop their attack. Neither are effective. Make an attack roll against them as normal. If it hits, you deal your normal damage, and the shock, pain, and instinctive attempts to dodge ruin their attack, making it miss automatically. If you miss, they strike you automatically. In addition, if you hit, they must pass a fortitude save. If they fail, they suffer a penalty on attack rolls against you equal to your class ability modifier until the beginning of your next turn.

Sweet Scarlet Wine
Sanguine Hand (Boost)
Level: 6
Prerequisite: Two Sanguine Hand Maneuvers
Initiation Action: Full Round Action
Range: Self
Target: Self
Looking around, you take sustenance from the destruction you wreak. For each foe you can see who you killed (or otherwise caused to die), you regain 1d4 hitpoints per point of their CR. Foes with a CR more than four below your ECL only count if they were sentient beings. In addition, for each fifth CR, you may receive the benefits of one of Remove Disease, Neutralise Poison, Restoration, Remove Curse, and Break Enchantment. A foe can only cause you to regain hitpoints and end conditions once from this maneuver.

7th Level
Bleeding Out
Sanguine Hand (Boost)
Level: 7
Prerequisite: Three Sanguine Hand Maneuvers
Initiation Action: Swift Action
Range: Self
Target: Self
Watching your foe’s weak spots, you prepare to cause massive damage. The target makes a fortitude save, based on your class ability modifier. If they fail, they suffer 1+IL/3 precision damage and 1d3 con damage from bleeding each round for the next (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer 1+IL/3 precision damage and one con damage from bleeding each round for the next (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer 1+IL/4 precision damage from bleeding each round for the next (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer 1+IL/5 precision damage from bleeding each round for the next (class ability modifier) rounds.

Butcher’s Blade
Sanguine Hand (Strike)
Level: 7
Prerequisite: Three Sanguine Hand Maneuvers
Initiation Action: Standard Action
Range: As Weapon
Target: One target in range
Your attack is placed carefully to do the most damage, and a foe who doesn't dodge the worst of it is slain on the spot. Increase its critical threat range and damage multiplier by two each, after all other effects. In addition, if you successfully cause a critical hit, they must pass a reflex save or be slain instantly.

Crimson Talons
Sanguine Hand (Strike)
Level: 7
Prerequisite: Three Sanguine Hand Maneuvers
Initiation Action: Move Action
Range: 10ft/IL
Target: One foe within range
Lashing out with whips of blood, you drag a foe to you. The foe may make a fortitude save to resist this effect, but if he fails, he is pulled to any square adjacent to you. In addition, he suffers 5d6 untyped damage.

Numbing Shock
Sanguine Hand (Strike)
Level: 7
Prerequisite: Three Sanguine Hand Maneuvers
Initiation Action: Standard Action
Range: As Weapon
Target: One target in range
This strike leaves a wound that howls out in pain, distracting the foe immensely. The foe must make a fortitude save, or be dazed for 1d3 rounds, before suffering a morale penalty equal to 1+IL/3 on all attack and damage rolls, and to AC. This penalty lasts for (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer a morale penalty equal to 1+IL/4 on all attack and damage rolls, and to AC. This penalty lasts for (class ability modifier) rounds. When this duration ends, they must make another fortitude save or suffer a morale penalty equal to 1+IL/5 on all attack and damage rolls, and to AC. This penalty lasts for (class ability modifier) rounds.

8th Level
Blood Press Guillotine
Sanguine Hand (Strike)
Level: 8
Prerequisite: Instant Murder Flash and two other Sanguine Hand Maneuvers
Initiation Action: Full Round Action or Swift Action
Range: As weapon+10ft/IL
Target: (Class ability modifier) foes in range.
In the space of a moment, you strike multiple foes. Make one attack on each target, dealing normal damage. Any foe who takes at least one point of damage from this attack must pass a will save, or you and your allies treat them as flatfooted until the end of your next turn.
Then, make one attack against every foe flatfooted due to this Maneuver or Instant Murder Flash. Each of these attacks deals an additional 5d6 precision damage.

This maneuver may be initiated as a swift action if the character has already initiated Instant Murder Flash that round.

Bloody Rage
Sanguine Hand (Counter)
Level: 8
Prerequisite: Three Sanguine Hand Maneuvers
Initiation Action: Immediate Action
Range: As Weapon
Target: One foe attacking you
Even if your foe survives your counterattack, they are thrown too far away to strike you.
The foe must either accept the blow or try to stop their attack. Neither are effective. Make an attack roll against them as normal. If it hits, you deal your normal damage, and the shock, pain, and instinctive attempts to dodge ruin their attack, making it miss automatically. If you miss, they strike you automatically. In addition, if you hit, they must pass a fortitude save. If they fail, they are thrown 5ft/IL, and also suffer a penalty on attack rolls against you equal to your class ability modifier until the beginning of your next turn.

Dancing in the Scarlet Rain
Sanguine Hand (Stance)
Level: 8
Prerequisite: Three Sanguine Hand Maneuvers
Initiation Action: Swift Action
Range: Self
Target: Self
Gleeful death aids you, their life increasing your own. Whenever you deal damage to a foe, you regain 1d10+class ability modifier HP, to a maximum of the damage you dealt.

Eternity from Blood
Sanguine Hand (Boost)
Level: 8
Prerequisite: Four Sanguine Hand Maneuvers
Initiation Action: Full Round Action
Range: Self
Target: Self
Looking around, you take sustenance from the destruction you wreak. For each foe you can see who you killed (or otherwise caused to die), you regain 1d4 hitpoints per point of their CR. Foes with a CR more than four below your ECL only count if they were sentient beings. In addition, for each fifth CR, you may receive the benefits of one of Remove Disease, Neutralise Poison, Restoration, Remove Curse, and Break Enchantment. If you are at full health and none of these spells would aid you, your body is renewed by your conquest. For each point of valid CR, you become one month younger, to a minimum set by you as you activate the maneuver. Any foe can only cause you to regain hitpoints and end conditions, or renew your youth, once from this maneuver.

9th Level
Splattering Viscera Finish
Sanguine Hand (Strike)
Level: 9
Prerequisite: Four Sanguine Hand Maneuvers
Initiation Action: Attack Action
Range: As Weapon
Target: One target in range
The pinnacle of Sanguine Hand, this strike leaves little of the foe but blood and splattered organs. If it hits, they must pass a fortitude save, or die immediately. Even on a success, you do an additional 10d6 precision damage. If the foe dies from this attack, all foes within sight range of their fallen ally must pass a will save, or become Panicked for (class ability modifier)x2 rounds, then Frightened for (class ability modifier)x2 rounds, and then shaken until you die or the encounter ends.

LEGACY WEAPON-SANGUINE SMILE
A deadly looking long, red-black blade, the weapon is runed with scarlet symbols that read endlessly varying threats of blood, changing every time someone looks.
Nonlegacy Game Statistics: +1 Mythic Sword (Longsword if not using Emblem material), Cost: 9300gp
Omen: The scent of blood hangs in the air while it is not sheathed, and a high pitched laugh is heard as it is drawn.

HISTORY
DC 15 Just looking at the weapon’s wicked edge makes it apparent that this is a weapon designed to kill anything it comes across. The style points towards the long-fallen empire of Sanniria, bordering the desert of dust.
DC 20 (Gleeful Turnabout) Sanniria was known for its arena combat, and the vast rewards showered upon those who won them. Sanguine Smile was a gift to the greatest champion known to history, after he slew a young dragon on the arena sands, and displayed its heart to the combat master. His reward was this blade, and the position of captain at arms.
DC 25 (Bloody Triumph) The champion bore the Smile for a year, before he found himself against a criminal he could not hope to defeat. Katrina Sarleen, not yet known by her title of Nova, was beyond defeat even then, and mocked his claim to fame by showing him his own heart before he died.
DC 31 (A Legion’s Blood) If Katrina was a terror with a longsword, the Smile made her unstoppable. An adventuring band, hired by the king, failed to stop her, and the king, convinced she would come back to slay him, sent his army into the desert to kill her with force of numbers.
The desert ran red with their blood.

LEGACY RITUALS
Gleeful Turnabout: The first legacy ritual require the bearer be pushed into battle against a foe that the pusher does not believe she will defeat. (The bearer’s willingness is irrelevant.) Obviously, if they fail, the ritual is not completed. At any time after succeeding in this challenge, they may pay 24,000gp and take the Legacy Weapon (Least) feat, allowing them to gain abilities from up to 9th level.
Bloody Triumph: For the second legacy ritual, the bearer must fight an intelligent humanoid (the word, not the creature type) foe of equal CR alone, and kill them, using Brutal Finish or a similar strike or ability. At any time after succeeding in this challenge, they may pay 40,000gp and take the Legacy Weapon (Lesser) feat, allowing them to gain abilities from up to 13th level.
A Legion’s Blood: The final legacy ritual for the Sanguine Smile requires the bearer to stand alone against a force of at least five combatants for each of her character levels, and win. At any time after succeeding in this challenge, they may pay 128,000gp and take the Legacy Weapon (Greater) feat, allowing them to gain abilities from up to 20th level.

WIELDER REQUIREMENTS
A wielder of the Sanguine Smile must be capable of killing without a thought, and most enjoy it. They invariably understand anatomy enough to cut their foes apart in the quickest way – or, if they have the time, the slowest, most painful.

SANGUINE SMILE REQUIREMENTS
Base attack bonus +3
Heal (7 ranks)
Weapon Proficiency (Longsword)

LEGACY WEAPON ABILITIES
Weapon Enhancements: As the wielder’s level and legacy proficiency advances, so too does the power of the Sanguine Smile, from a +1 Martial Mythic Sword up to, at 20th level, a +5 Keen, Maiming* Martial Discipline (Sanguine Hand) Vampiric*2 Mythic Sword.
*Maiming: for a x2 critical damage modifier, roll 1d4. For each point higher, add one to the result.
*2 Vampiric: The saving throw is equal to 10+1/2 Wielder’s level+wielder’s class ability modifier (if an initiator) or dexterity modifier (if not).

Brutal Finish (Ex): Anyone who wields Sanguine Smile is naturally capable of using the Brutal Finish maneuver once per encounter. A character who knows this maneuver applies the effects of that maneuver to every attack she makes, although these ‘free’ fear effects may only force a saving throw once per target per encounter. (If the character actively uses the maneuver or an improved version, the save must be taken again as normal.)

Bloody Renewal (Su): A 7th level legacy wielder of Sanguine Smile is renewed by the death of their foes. They regain 1hp/HD of a foe whenever they kill a sentient humanoid foe. If this would surpass their maximum hitpoints, they gain the excess as temporary HP, but cannot have more than (ECL)x2 temporary HP from this ability.

Blood Sense (Su): A 9th level legacy wielder of Sanguine Smile is attuned to pain. She gains a +1 morale bonus on attack rolls, spot, listen, and search rolls opposed by a character who has taken damage in the last encounter/five minutes. If they are at half health, this bonus is increased to +2.

Hunger’s Sense (Su): At tenth level, with the lesser legacy unlocked, Sanguine Smile’s wielder can sense prey nearby. They gain 30ft blindsense, except that it only applies to living beings.

Slay the Tide (Ex): A twelfth level combatant is ecstatic in combat, every kill buoying them up. They may use the Filling an Ocean of Blood stance. If they can use this stance without the Smile, they may use that stance in addition to another stance. (Or multiple other stances, with the appropriate class features/feats.)

Bloody Swathe (Su): A thirteenth level wielder is a blur of bloody motion, moving from one victim to the next. Whenever they kill a foe, they may immediately move up to their base movement speed. If they have the Cleave feat, or a similar ability, they may take this move before that feat.

Bloodcall (Su) At 15th level, the wielder has control over blood that surpasses some mighty mages. She may use the Crimson Talons maneuver once per encounter. If she may already use that maneuver, she may initiate it as a full round action to change its Target to ‘Up to (class ability modifier) foes in range.’

Blood Burst (Su) A 17th level wielder is well and truly attuned to the blade, and it is fond of them. If an effect would slay the wielder, whether through magic or hitpoint damage, she is instead reduced to one hitpoint. This does not cleanse the wielder of poison, disease, or adverse effects, such as when Katrina was slain by a Shadow Hand wielder who poisoned her, and was cut down before the second shock slew her.

Blood Press Murder Flash (Ex) A 19th level wielder can strike multiple foes multiple times in an instant. She may use the Instant Murder Flash and Blood Press Guillotine maneuvers once per encounter each. If she may already use one or both maneuvers, she may ready those she already knows without using up one of her readied maneuver slots.



Wielder Level
Legacy Required
Traits


5th
None
+1 Martial Mythic Sword, Brutal Finish


6th
Least
+1 Keen Martial Mythic Sword


7th
-
Bloody Renewal


8th
-
+2 Keen Martial Mythic Sword


9th
-
Blood Sense


10th
Lesser
Hunger’s Call


11th
-
+2 Keen Martial Discipline Vampiric Mythic Sword


12th
-
Slay the Tide


13th
-
Bloody Swathe


14th
Greater
+3 Keen Martial Vampiric Mythic Sword


15th
-
Bloodcall


16th
-
+4 Keen Martial Vampiric Mythic Sword


17th
-
Blood Burst


18th
-
+4 Keen Maiming Martial Vampiric Mythic Sword


19th
-
Blood Press Murder Flash


20th
-
+5 Keen Maiming Martial Vampiric Mythic Sword

Beelzis
2014-03-06, 11:20 PM
Butcher's blade seems to have some wording issues, i don't understand what the reflex save is for.

also i like the theme but the maneuvers that just increase the multiplier or range seem pretty pointless unless you're willing to use them every round until a crit occurs, which is kinda difficult for the non-warblade Tob classes

Stycotl
2014-03-06, 11:43 PM
have just barely scratched the surface, but off the top of my head, +10d6 precision seems mighty piddly as a 9th level ability. i'd add substantially more, and substantially-substantially more if you really want it to be precision.

as an aside, this is my first post in the homebrew forum in ages. life gets in the way of having fun way too often.

Zaydos
2014-03-07, 12:23 AM
have just barely scratched the surface, but off the top of my head, +10d6 precision seems mighty piddly as a 9th level ability. i'd add substantially more, and substantially-substantially more if you really want it to be precision.

as an aside, this is my first post in the homebrew forum in ages. life gets in the way of having fun way too often.

It is also a standard action save v death (compare to the Lv 9 Tiger Claw which requires an extra check and is a full round action), usable at a range, and with an additional AoE fear effect if you kill them. It's actually a noticeable step up in power from 9th level strikes except the White Raven one in a party built to take advantage of it and Time Stands Still for a properly optimized character.

Lix Lorn
2014-03-07, 06:50 AM
Butcher's blade seems to have some wording issues, i don't understand what the reflex save is for.

also i like the theme but the maneuvers that just increase the multiplier or range seem pretty pointless unless you're willing to use them every round until a crit occurs, which is kinda difficult for the non-warblade Tob classes
The reflex save is to stop it killing you on the spot. :smallwink:

I can see your point, but I'd imagine someone who wanted to use that tree would build for crits. Notice rapiers are a style weapon.


have just barely scratched the surface, but off the top of my head, +10d6 precision seems mighty piddly as a 9th level ability. i'd add substantially more, and substantially-substantially more if you really want it to be precision.

as an aside, this is my first post in the homebrew forum in ages. life gets in the way of having fun way too often.
The precision damage is a consolation prize. The main point of the charm is YOU DIE NOW (hefts heart aloft)


It is also a standard action save v death (compare to the Lv 9 Tiger Claw which requires an extra check and is a full round action), usable at a range, and with an additional AoE fear effect if you kill them. It's actually a noticeable step up in power from 9th level strikes except the White Raven one in a party built to take advantage of it and Time Stands Still for a properly optimized character.
...the tiger claw one sounds terrible...

JKTrickster
2014-03-07, 01:15 PM
To be fair that's a Death Effect though. Both Death Effects and Precision Damage have a variety of creature types that are immune to it.

At the very least....change the damage so it may crit? Matches well with your discipline as presented.

Lix Lorn
2014-03-07, 03:19 PM
To be fair that's a Death Effect though. Both Death Effects and Precision Damage have a variety of creature types that are immune to it.

At the very least....change the damage so it may crit? Matches well with your discipline as presented.
Well... yeah. Pretty much all save or dies are death effects. xD

I guess I might be able to make it crit friendly.

Stycotl
2014-03-07, 06:59 PM
you might also want to consider making the fear effect take place even if the target of the attack makes its save. at that level, fort saves are pretty easy to make.

Lix Lorn
2014-03-07, 07:31 PM
...that doesn't really make sense.