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View Full Version : D&D 3.x Class Bender of the Sanguine - Blood Benders{Adopted WIP}



draconomial
2014-05-09, 08:38 PM
Bender of the Sanguine

http://fc01.deviantart.net/fs28/f/2008/063/8/f/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. There 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 non-good alignment.

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: Races who doesn't have blood cannot be blood benders. Ex: Constructs, living constructs, incorporeal creatures, blood-less undead, elementals, oozes, and plants. Using spells like polymorph to turn into such creatures disallows the use of Blood Bender techniques.

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




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Blood Points
Sanguine Techniques Known
Highest Level Technique Usable


1st

+0

+2

+2 or +0

+0
Exsanguination, Inborn Talent, Sanguine Jar
8
3
1


2nd

+1

+3

+3 or +0

+0
Stained Palm
10
4
1


3rd

+1

+3

+3 or +1

+1
Natural Techniques
13
5
1


4th

+2

+4

+4 or +1

+1
Sanguine Grip
16
6
2


5th

+2

+4

+4 or +1

+1
Sanguine Domain, Sustained Life
18
7
2


6th

+3

+5

+5 or +2

+2
Natural Techniques
22
8
3


7th

+3

+5

+5 or +2

+2
Steel Blood +1
24
9
3


8th

+4

+6

+6 or +2

+2
Harsh Ally, Sanguine Strength
26
10
4


9th

+4

+6

+6 or +3

+3
Natural Techniques
28
11
4


10th

+5

+7

+7 or +3

+3
Greater Control, Improved Sustained Life, Steel Blood +2
30
12
5


11th

+5

+7

+7 or +3

+3
Improved Sanguine Domain
32
13
5


12th

+6/+1

+8

+8 or +3

+4
Grim Heart, Natural Techniques
34
14
6


13th

+6/+1

+8

+8 or +4

+4
Steel Blood +3
36
15
6


14th

+7/+2

+9

+9 or +4

+4
Perfect Blood
38
16
7


15th

+7/+2

+9

+9 or +5

+5
Mastered Sustained Life, Natural Techniques
40
17
7


16th

+8/+3

+10

+10 or +5

+5
Steel Blood +4
42
18
8


17th

+8/+3

+10

+10 or +5

+5
Mastered Sanguine Domain
44
19
8


18th

+9/+4

+11

+11 or +6

+6
Natural Techniques
46
20
9


19th

+9/+4

+11

+11 or +6

+6
Steel Blood +5
48
21
9


20th

+10/+5

+12

+12 or +6

+6
Greater Control, Vampiric Lord
50
22
9



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.

Blood Points: A Blood Benders ability to use techniques is limited by the blood points he has available. His base allotment of blood points that he can use is given in the table above. In addition, he receives bonus blood points if he has a high constitution score (equal to your key ability modifier × your Technician level ×1/2.). His race may also provide bonus blood points per encounter, as may certain feats and items.

If a Bender of the Sanguine would store more blood points than indicated in the table, these extra points last for 1 hour before disappearing.

Blood Benders have two options when it comes to storing their Blood Points. Medium size class Benders of the Sanguine can store 8 Blood Points in their own bodies.


Blood Bloated (Ex): Takes Poor Reflex Saves and -5 ft. movement speed, but doesn't have to worry about passively losing blood over time.

Blood Gourd (Su): The Blood Gourd is a magical item craftable only by Blood Benders, crudely sculpted out of clay and 5 Blood Point's worth of iron. The Blood Gourd keeps Blood Points that are not within a Blood Bender's body from turning into sanguine dust over time. A Blood Gourd that leaves Close distance (25 ft + 5ft./2 CL) from a Blood Bender temporarily loses its Supernatural ability to keep blood fresh, and 4 Blood Points turns to sanguine dust every day after being out of the radius for (24 hrs. + 12 hrs./2 CL). Wearing it uses a shoulder/back slot. its abilities are suppressed if stored in a magical item, and it acts as if out of range.

A Blood Gourd has 10 Hardness and 20 HP. As an immediate action, a Blood Bender within range can expend Blood Points to prevent or repair damage to a Blood Gourd at a rate of 1 Blood Point per 4 HP.


Uncontrolled by a Bender of the Sanguine, blood that's been exposed to a Blood Bender will turn into sanguine dust every day. A pool of blood will lose 4 pints every 24 hours.

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 Blood 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 Blood 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 Blood 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 Blood 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 Blood 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 Blood 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 Blood 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 Blood 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 Close (25 ft. + 5 ft./2 CL) 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 Blood points, instead act as though each pool has a number of blood 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 Blood Points before Exsanguination is lowered by one, to 4 or less.

At 10th, and 15th level, the number of required Blood 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 Blood 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 blood 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 Blood 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 Blood Points and be dealt 1d6 damage, or gain 1d4 Blood 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 Blood Point cost for all his Techniques are lowered by 5. Secondly, when using Sanguine Jar, it deals 1d4 damage, and you gain 1d6 Blood Points. Lastly, you only suffer from Exsanguination if you lack any Blood Points.

draconomial
2014-05-09, 08:39 PM
Sanguine Techniques List
Straining Techniques: Some techniques have the Straining Technique tag. This means that once used, it reduces your maximum number of Blood Points while it is use. These techniques remain active indefinitely once used, though they can be ended as a free action. When ended your maximum of Blood Points returns to its normal amount, but you don't regain any Blood Points you may have lost.

Level One Techniques

Blood Mist
Level: 1
Components: S
Casting time: 1 round
Range: Personal
Area: 10 foot radius/Blood Point
Duration: 2 hours/level
Saving Throw: See text
Spell Resistance: No
Blood Points Required: 1

You convert your blood out into a mist, almost invisible to the naked eye. A DC 15 Spot check will notice the cloud.

Any creature of Tiny size or larger will disturb the dust to a degree that you can sense their presence. Creatures of smaller size must make a Dexterity check, failure on this check stirs up enough of the particles to alert the Bender of the Sanguine. Any creature that charges or runs through the cloud automatically alerts the Bender of the Sanguine.

For each additional Blood Point used in the technique increases the radius of the cloud by to an extra 5 foot square.

Sanguine Domain: The blood pool is the point of origin.

Pool: Once this technique ends, each 5 foot square of the area gains a Blood Pool (1 pint/3blood points used).

Blood Trap
Level: 1
Components: S
Casting time: 1 round
Range: Close (25 ft + 5 ft./2 levels.)
Area: one 5 foot square/Blood Point
Duration: 1 hour/level (D)
Saving Throw: See text
Spell Resistance: No
Blood Point Cost: 3*

You spray your blood out into a puddle on the ground. A DC 10 Spot check will notice the Puddle.Any creature of Tiny size or larger will disturb the puddle to a degree that you can sense their presence by viewing the ripples.

The Bender of the Sanguin can decide for the blood to harden as a free action. Anyone in the area when it hardens must make a Reflex Save or be immobilized for 1 round per level. A person immobilised can escape if they succeed a Strength Check (DC 15). If it is dismissed while a creature is immobilized in the puddle, the person is no longer immobilized.

For every three Blood Points used in the Technique, it add an additional one five foot square to the area.

Sanguine Domain: It affects the target blood pool with the effect rather than forming a new pool.

Pool: Once this technique ends, each of the target squares gains a pool of blood (3 pint each).

Dark Grip [Straining Technique]
Level: 1
Casting Time: Swift Action
Range: Personal
Blood Point Drain: 1

While active small drops of blood cover your hands, and turn into thousands of tiny needles. This improves your grip giving you a +3 on climb checks, and grappling checks. If you possess a climb speed it gains a +5 ft. bonus, while this is active.

Dark Pool
Level: 1
Components: S
Casting time: 1 Standard Action
Range: Close (25 ft. + 5 feet/2 levels)
Target, or Area: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
Blood Points Required: 1

This technique covers a solid surface with a layer of slippery blood. Any creature in the area when the technique is enacted must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of the technique at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

By expending an additional Blood Point this technique can also be used to create a slippery coating on an item.

Material objects not in use are always affected by this technique, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the slippery item. A creature wearing affected armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Sanguine Domain: It affects the target blood pool with the effect rather than forming a new pool.

Pool: No blood pool is generated with this technique.

Drifting Descent
Level: 1
Components: S
Casting time: Immediate Action
Range: Personal
Target: Technician
Duration: Until landing or 1 round/ level
Blood Points: 1

By lifting the blood within yourself to a minor extent, you lower the force of a fall. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. This Technique affects you and anything you carry or hold (up to your maximum load). You can use this Technique with an instant thought, quickly enough to gain the benefit of the power while you fall. Using the Technique is an immediate action, and you can use this technique even when it isn’t your turn.

For every additional Blood Point you spend, this technique reduces your damage as if the fall were an additional 10 feet shorter.

Sanguine Domain: This technique cannot be used with Sanguine Domain.

Pool: No pool is generated with this technique.

Grim Apparel
Level: 1
Components: S
Casting time: 1 Standard Action
Range: 30 ft.
Area: 30-ft.-radius spread centered on you
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: No
Blood Points Required: 1

By coating yourself with your evershifting blood, you can demoralize foes. Any enemy in the area that fails its save becomes shaken for the duration of the technique. Allies and creatures without an Intelligence score are unaffected.

For every 2 additional Blood Points you spend, this technique’s range and the radius of its area both increase by 5 feet, and the technique’s save DC increases by 1.

Sanguine Domain: Blood flows from the Blood Pool onto the caster, the caster must be standing in the blood pool.

Pool: A pool of blood (1 pint/Blood Point) is created at the location of the technician when the technique ends.

Iron Palm
Level: 1
Components: S
Casting time: Move Action
Range: Personal
Target: Caster
Duration: 2 rounds + 1 round/2 levels. (D)
Saving Throw: None
Spell Resistance: No
Blood Points Required: 1

Blood soaks onto your hands which then hardens into sharp spikes. For the duration of the technique you gain a Slam attack that which deals damage slashing and piercing damage. How much damage it deals is dependent on your size.

Size|Damage
Small|1d4
Medium|1d6
Large|1d8

Sanguine Domain: A single slam attack can be made from the pool, treat the pool as a tiny animated object. This attack deals 1d6 slashing and piercing damage. After this attack is made, the pool is removed.

Pool: A Pool of Blood (1 Pint) appears at the casters 5 foot square upon the spell ending.

Sanguine Knives
Level: 1
Components: S
Casting time: Standard Action
Range: Close (25 feet + 5 feet per 2 levels)
Target: 1 or more creatures.
Duration: Instantaneous
Saving Throw: Reflex
Blood Points Required: 2

You spray your blood into 2 knives + 1 / 2 technician levels (max 6) that stab through the air. Each kife deals 1d3 piercing damage. At least half of the knives must be fired at the same target (Rounded Up), this target is the primary target.

A Reflex Save negates the damage from 1 knife but must be made for each knife to dodge.

Sanguine Domain: The point of origin for the range is the pool of blood.

Pool: A Pool of Blood (1 Pint) appears at the primary target's 5 foot square.

Sanguine Shield
Level: 1
Component: S
Casting time: 1 Move Action
Range: Personal
Duration: 5 rounds/technician level
Saving Throw: None
Blood Points Required: 3

You cover yourself in blood providing yourself with strong armor that has health equal to the your charisma modifier plus your technician level. HP is removed from the armor before your health.

The armor is visible as it is dark red and covers your entire body. It also cracks as it is damaged.

You may spend an additional Blood Point to provide the armor 2 more health/ If done while the armor is still active this also refreshes the duration. This may be done any number of times.

You may spend no more than twice your technician level in additional Blood Points on this technique.

Sanguine Domain: Can target a person standing a pool of blood rather than the Technician.

Pool: A Pool of Blood (1 Pint/Blood Point used) appears at the target's 5 foot square.

Shifting Ichor
Level: 1
Components: S
Casting time: Standard Action
Range: Close (25 feet + 5 feet/2 levels)
Target: One Medium or smaller creature.
Duration: 5 rounds.
Saving Throw: None.
Blood Points Required: 1.

You spray your blood as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in shifting and hardening blood and becomes entangled. The blood returns to normal at the end of the techniques’s duration.

For every 2 additional Blood Points you spend, this technique can affect a target one size category larger.

Sanguine Domain: Can only target creatures in the same square as the Blood Pool.

Pool: A Pool of Blood (1 Pint) appears at the target's location at the end of the technique.

Stained Heart
Level: 1
Components: S
Casting time: Standard Action
Range: Close (25 feet + 5 feet per 2 levels)
Target: 1 Creature.
Duration: Instantaneous
Saving Throw: Reflex (Negates)
Blood Points Required: 2

You spray your blood upon a foe, staining his form. This target gains the Stained Condition, which gives him a -1 morale penalty on all attack rolls and saves against Sanguine Techniques. The stained condition can be removed by washing the blood from the target and his armor.

A successful Reflex Save dodges the blood and the target does gain the Stained Condition.

Sanguine Domain: The point of origin for the range is the pool of blood.

Pool: A Pool of Blood (2 Pint) appears at the target's 5 foot square if he succeeds on the reflex save.


Level Two Techniques

Blood Rain
Level: 2
Components: S
Casting time: 1 round
Range: 10-ft. radius created with 20 ft.
Duration: 1 round/4 Blood Bender levels
Saving Throw: Reflex (Halve Damage)
Spell Resistance: No
Blood Points Required: 4

You force your Blood into the air above it then rains down onto the air while partially hardened. Each person in the area is dealt 1d4 + a quarter of your Blood Bender level in piercing damage.

You can spend a additional points in order to relocate the rain. For each extra point you spend you can stop the rain from damaging a 5ft square of your choice and make it deal double damage on an adjacent 5ft square.

You may spend no more than twice your technician level in additional Blood Points on this technique.

Sanguine Domain: The pool is the Point of Origin.

Pool: A Pool of Blood (1 Pint/4 Blood Point used) appears at each of the squares in the area.

Claret Thorns
Level: 2
Components: S
Casting time: Full-Round action
Range: Medium (100 ft. + 10 ft./level)
Target, or Area: 10 ft. radius of Blood
Duration: 1 minute + Concentration
Saving Throw: Reflex negates
Spell Resistance: No
Blood Points Required: 3

10 foot tall thorns of Blood form in a 10 foot radius, suddenly rising from the area. Any creatures caught in it must make a Reflex save or take 1d6 points of piercing damage per technician level (maximum 10d6). These thorns may also come out horizontally, diagonally, or even down rather or as well as up at the technician's choosing and last 1 minute and however long the technician concentrates at which point they discorporate. The area becomes difficult terrain for all but the user and anyone else moving through it takes 1d4 piercing damage from being scratched by the thorns.

By spending an additional 1 Blood Points the radius is increased by 5 feet. This may be done additional times. By spending an additional 2 Blood Points you may increase the amount of damage dealt by the thorns by 1d4.

You may spend no more than twice your technician level in additional Blood Points on this technique.

Sanguine Domain: The pool is the Point of Origin for the effect.

Pool: A Pool of Blood (1 Pint/4 Blood Point used) appears at each of the squares in the area.

Grim Replica
Level: 2
Components: S
Casting time: 1 round
Range: Close (25 feet + 5 feet per 2 level)
Duration: 1 minute/2 levels (D)
Saving Throw: See Text
Spell Resistance: No
Blood Points Required: 4

A duplicate of you forms out of your blood. It may fool enemies into attacking it or attack those who ignore it. A replica's statistics are the same as the technicians with the addition of the Sanguine Wight Template (http://www.giantitp.com/forums/showthread.php?p=13456106#post13456106). This Grim Replica acts under your mental command, and you can order it as a free action.

By spending 4 more techniques point than the cost or the last time this option was used in a single use, you may create an additional Grim Replica as if this technique had been used again

You may spend no more than twice your technician level in additional Blood Points on this technique.

Sanguine Domain: Each Grim Replica arises from the pool of blood and uses the Pool of Blood as the point of orgin.

Pool: A Pool of Blood (3 Pints) appears at the square the replica was in before it was destroyed, dispelled, dismissed etc. Each replica forms its own pool.

Spear Of Blood
Level: 2
Components: S
Casting time: Standard Action
Range: Medium (100 feet + 10 feet per level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Blood Points Required: 3

You sharpen your Blood into 2 foot long needles that can be fired through the air. You must succeed on a ranged touch attack to hit with the needles. Each needle does 1d8 points of piercing damage and can be shot at different targets.

You may only fire 2 needles in a standard action though the first two are a free action as long as they are fired in the same round that this technique is used. The needles last for 3 rounds per technician level or until they are fired.

You may turn additional blood into needles at the rate of 3 additional Blood Points producing 2 additional needles.

You may spend no more than twice your technician level in additional Blood Points on this technique.

Sanguine Domain: The point of origin for the range is the pool of blood.

Pool: A pool of blood (2 pints) is created at the targets location for each needle. If they aren't fired, they count the target as the caster for the pool.

Vampiric Hunter [Straining Technique]
Level: 2
Casting Time: Swift Action
Range: Personal
Blood Point Drain: 1

While active you can smell the blood of others with amazing skill. This acts as the Scent ability, except you can only use it to detect creatures with blood, pools of blood, and traces of blood in an area.


Level Three Techniques

Crystal of Slashing Blood
Level: 3
Components: S
Casting time: Round
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: No
Blood Points Required: 5

A swirling motion with your wrists and suddenly a spray of Blood becomes a swirling mass of razor sharp blades, 5 feet in diameter near crystalline spining prism. Any creature that begins its turn within the Crystal is assaulted by the blood eviseration through their flesh, taking 1d6 damage/2 technician levels (max 5d6). You may move it with a move action up to 20 feet.

You may expend 5 additional Blood Points to increase the area the crystal covers to a 10x10 square (10 feet in diameter).

Sanguine Domain: The point of origin is the pool of blood.

Pool: A pool of blood (5 pints/5 Blood Points used) is created at the at the location of the crystal when the technique ends.

Sanguine Eviseration
Level: 3
Components: S
Casting time: 1 Move Action
Range: Medium (100 feet + 10 feet per level)
Target: 1 creature who is "Stained"
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
Blood Points Required: 5

You click your fingers, causing the blood currently stained upon one creature to suddenly turn into razorsharp blades and then compress, eviserating the poor victim. This deals 1d8 slashing and piercing damage/technician level (Maximum 15d8). A successful Fortitude save instead deals 1d4/ technician level slashing damage (Maximum 10d4).

You may expend an additional 3 Blood Points to increase the save DC by 2 and the damage on a successful save to d6's (Maximum 10d6).

Sanguine Domain: Can't be used with Sanguine Domain.

Pool: A pool of blood (6 pints) is created at the at the location of the target.

Vampires Coffin
Level: 3
Components: S
Casting time: Full Round Action
Range: Medium (100 feet + 10 feet/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Reflex negates; see Text
Spell Resistance: No
Blood Points Required: 5

You move your blood around an unsuspecting enemy, completely covering their body in it. Unless they succeed on a Reflex save, the target is trapped within a coffin of blood where it becomes helpless. The coffin allows weapons, projectiles, and spells to pass through by opening small gaps for them and immediately closing them afterward so as not to let the trapped victim escape.

Each round the trapped enemy may attempt a Strength check or Escape Artist check to escape the coffin. If successful, the coffin dissipates and the technique must be re-used to re-trap the target.

In addition to the above the target gains the Stained Condition (See Stained Heart).

By spending an additional 2 Blood Points, the DC's for this Technique are increased by 2.

Sanguine Domain: Can only target a creature standing in the target blood pool.

Pool: A pool of blood (5 pints) is created at the at the location of the target when the technique ends.


Level Four Techniques

Grim Steps [Straining Technique]
Level: 4
Casting Time: Swift Action
Range: Personal
Blood Point Drain: 2

While active you can move atop of blood or blood saturated liquids as if it were a solid object. Also while walking on blood your base land speed gains a +10 ft. bonus.

Sanguine Domain: Any creature can travel on the blood pool as if it was a solid object.

Sanguine Web
Level: 4
Casting time: Full Round Action
Range: Personal
Area: 10 foot radius from Technician
Duration: 5 minutes per level or until destroyed; see text
Saving Throw: None
Spell Resistance: No
Blood Points Required: 5

Slowly interlocking your fingers into a mesh shape, your blood mimics this creating an jagged sphere of blood around you. It has enough room inside for you to move around easily, the walls being 10 feet away at the time of being used.

The web has 5 health, an AC of 15, and a hardness of 10. Anything requiring an origin point to be selected cannot have it's origin be placed within the web. If an origin is attempted to be selected within the web, the result instead originates 1 foot over the web.

Techniques may be used while you're within the web but have a 90% miss chance due to the obvious loss of vision. This is lost if you somehow retain vision of outside the web.

You may spend an additional 5 Blood Points to increase its Hit points by 5 and increase its Hardness by 3. This may be done multiple times but only at the use of the technique.

You may spend no more than your technician level in additional Blood Points on this technique.

Sanguine Domain: Uses Blood Pool as target rather than Personal.

Pool: When the technique ends it creates a blood pool (3 pints/5 Blood Points). Also, the surface of the web may be used for other techniques. If used so, it acts as a blood pool, using its health as the number of pints.

Stained Veil
Level: 4
Casting time: 1 Round
Range: Medium (100 feet + 10 feet per level)
Area: 10 foot radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Blood Points Required: 7

Slowly you cause your eldritch blood to vapourise and attach to everything within 10 feet of it. You feel where your blood is located at as well as a general idea of the shape of what it is on. This reveals the location of secret doors and all items within the radius as well as invisible objects/creatures. Since the blood clings to the creatures, others can see affected creatures as well.

You may increase the radius of the burst by 5 feet by spending an additional 2 Blood Points.

You may spend no more than your technician level in additional Blood Points on this technique.

Sanguine Domain: Uses Blood Pool as the point for the radius to be created from.

Pool: When the technique ends it creates a blood pool (3 pints/5 Blood Points).

draconomial
2014-05-09, 08:40 PM
another slot reserved

draconomial
2014-05-09, 08:42 PM
A friend of mine showed me this class as it was on dandwiki, and he wants to play it in my campaign. So I'm going to update it and tweak it so its balanced and we both like it.

I suspect that this class was invented by Milo v3 (http://www.giantitp.com/forums/member.php?53918-Milo-v3) and the original can be found here. (http://www.giantitp.com/forums/showthread.php?247587-Bender-of-the-Sanguine-3-5e-Class-WIP)

Milo v3
2014-05-09, 10:58 PM
It will be interesting to see how this goes.

draconomial
2014-05-10, 12:42 AM
I'm not familiar with the other Technician classes that this alluded to, so I got rid of references to them. I'm not familiar with the previous world behind the class, so I have a friend writing one up that's more general.

I've added blood storage. The idea is that Blood Benders affect uncontained blood simply by interacting with it, or coming near it if they have that aura thing, which I still have yet to edit.

A Medium size class Bender of the Sanguine can hold 8 Points (pints) of blood within their body. I thought it would be interesting if there How do I explain what's going through my head? A wizard that's foregone his familiar to memorize spells without a book, and can eschew materials, has given a feat and a familiar for the ability to always be armed and dangerous unless within an antimagic field.
Some of a Blood Bender's abilities are Extraordinary, but some are Supernatural and can be suppressed by an antimagic field. I thought that a Bender of the Sanguine needed a bit more of a limitation from what once was "technique points" and are now Blood Points.

So an uncontained pool of blood that's been interacted with by a Blood Bender will slowly turn to sanguine dust. 4 pints of blood every 24 hours, or 1 every 6 hours.
And a medium sized creature can only naturally hold 8 pints of blood in their body (or maybe 8 + Con).

In my head, I had the image of Gaara of the Sand, who infuses his sand with chakra and keeps it in a gourd on his back (I'm looking for a better name than Blood Gourd, by the way). Gaara had this thing where he soaks his sand in blood a lot, the dude had mental issues.

A Blood Gourd is made out of clay and 5 Blood Points worth of iron. It can hold blood and keep it fresh, so long as it's within range of a blood bender (any blood bender, though limited by their maximum blood points). 20 hp, 10 hardness, uses a Back slot, maybe a Shoulder slot if backpacks in D&D do as well (I can't remember). It's a pretty magic item, so it can be suppressed by an antimagic field, or dispel. Supernatural. Can be stolen by some wily rogue.

The non-magic way that Benders of the Sanguine move a bunch of blood is within their own bodies. Extraordinarily,
they can hold more blood than creatures of their size class normally can. This is called Blood Bloating, and it has a cost. A Blood Bloated Blood Bender is slowed (by 5 ft. movement speed) and their reflexes aren't as sharp (Reflex Saves go from Good to Poor). But hey, their blood points can't be stolen!


Adventures: Why do they adventure?
Characteristics: Alignment is why they do it, characteristics are what they do. What do all blood benders do, generally?
Alignment: Any non-good alignment. Explain further.
Religion: Look up some D&D gods. Extrapolate.
Background: Where do they come from? Where do they Go?
Races: What races had a tendency for blood control? Going to add living constructs and maybe some other races as races that can't be this class
Other Classes: How they play with others, and what the reactions of others are to them.
Role: How do they fit into a party?
Lvl 10 Greater Controls
Sanguine Domain and sanguine dust. Why a blood bender BBG lives in a literally bloody swamp, and why he has a hard time leaving it unattended.
Nerf Sanguine Domain range? Add an ability that extends Sanguine Domain range, Greater Control?

thethird
2014-05-10, 01:53 AM
Bender of the Sanguine

http://fc01.deviantart.net/fs28/f/2008/063/8/f/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. There 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 non-good alignment.

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).

Why Diplomacy? Why not heal? Why not knowledge (religion)? Why not knowledge (any)? Why Tumble?


Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Blood Points
Sanguine Techniques Known
Highest Level Technique Usable


1st

+0

+2

+2 or +0

+0
Exsanguination, Inborn Talent, Sanguine Jar
8
3
1


2nd

+1

+3

+3 or +0

+0
Stained Palm
10
4
1


3rd

+1

+3

+3 or +1

+1
Natural Techniques
13
5
1


4th

+2

+4

+4 or +1

+1
Sanguine Grip
16
6
2


5th

+2

+4

+4 or +1

+1
Sanguine Domain, Sustained Life
18
7
2


6th

+3

+5

+5 or +2

+2
Natural Techniques
22
8
3


7th

+3

+5

+5 or +2

+2
Steel Blood +1
24
9
3


8th

+4

+6

+6 or +2

+2
Harsh Ally, Sanguine Strength
26
10
4


9th

+4

+6

+6 or +3

+3
Natural Techniques
28
11
4


10th

+5

+7

+7 or +3

+3
Greater Control, Improved Sustained Life, Steel Blood +2
30
12
5


11th

+5

+7

+7 or +3

+3
Improved Sanguine Domain
32
13
5


12th

+6/+1

+8

+8 or +3

+4
Grim Heart, Natural Techniques
34
14
6


13th

+6/+1

+8

+8 or +4

+4
Steel Blood +3
36
15
6


14th

+7/+2

+9

+9 or +4

+4
Perfect Blood
38
16
7


15th

+7/+2

+9

+9 or +5

+5
Mastered Sustained Life, Natural Techniques
40
17
7


16th

+8/+3

+10

+10 or +5

+5
Steel Blood +4
42
18
8


17th

+8/+3

+10

+10 or +5

+5
Mastered Sanguine Domain
44
19
8


18th

+9/+4

+11

+11 or +6

+6
Natural Techniques
46
20
9


19th

+9/+4

+11

+11 or +6

+6
Steel Blood +5
48
21
9


20th

+10/+5

+12

+12 or +6

+6
Greater Control, Vampiric Lord
50
22
9



The reflex save is weird. If there is a bonus from a class feature why not give it there?


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.

Fine


Blood Points: A Blood Benders ability to use techniques is limited by the blood points he has available. His base allotment of blood points that he can use is given in the table above. In addition, he receives bonus blood points if he has a high constitution score (equal to your key ability modifier × your Technician level ×1/2.). His race may also provide bonus blood points per encounter, as may certain feats and items.

What is a technician?

Wouldn't the key ability modifier be constitution?


If a Bender of the Sanguine would store more blood points than indicated in the table, these extra points last for 1 hour before disappearing.

Blood Benders have two options when it comes to storing their Blood Points. Medium size class Benders of the Sanguine can store 8 Blood Points in their own bodies.

Small creatures? Large creatures? Colossal? Fine? I don't think having storage be based on size is a good idea game-wise.



Blood Bloated (Ex): Takes Poor Reflex Saves and -5 ft. movement speed, but doesn't have to worry about passively losing blood over time.

Does that make you immune to bleeding effects? It is an effect that would make you lose blood over time.


Blood Gourd (Su): The Blood Gourd is a magical item craftable only by Blood Benders, crudely sculpted out of clay and 5 Blood Point's worth of iron. The Blood Gourd keeps Blood Points that are not within a Blood Bender's body from turning into sanguine dust over time. A Blood Gourd that leaves Close distance (25 ft + 5ft./2 CL) from a Blood Bender temporarily loses its Supernatural ability to keep blood fresh, and 4 Blood Points turns to sanguine dust every day after being out of the radius for (24 hrs. + 12 hrs./2 CL). Wearing it uses a shoulder/back slot. its abilities are suppressed if stored in a magical item, and it acts as if out of range.

A Blood Gourd has 10 Hardness and 20 HP. As an immediate action, a Blood Bender within range can expend Blood Points to prevent or repair damage to a Blood Gourd at a rate of 1 Blood Point per 4 HP.


I don't think this needs to be a class feature make it an item.


Uncontrolled by a Bender of the Sanguine, blood that's been exposed to a Blood Bender will turn into sanguine dust every day. A pool of blood will lose 4 pints every 24 hours.

This bypasses magical means to store the blood; correct?


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 Blood Point cost equal to or lower than his Technician level.

What is a technician?


The number of times a Bender of the Sanguine can manipulate Techniques in a day is limited only by his Blood 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 Blood Points are 5 or below then he takes 1 point of Constitution damage per round.

The exsanguination seems excessive. It basically means death or a dip in binder. Which given the focus on constitution and charisma of the class may be mandatory.


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.

Just give the option to replace Constitution with Charisma, if it is not better people won't do it.


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.

There are a lot of abilities at first level.

One of them is suicide by CON damage so I don't think I would take it...


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 Blood 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 Blood 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 Blood points equal to the pints of blood in the pool.

As a supernatural ability it is a standard action unless otherwise specified. The wording is also a bit weird. Normally it is: As a standard action you can. Action expenditure isn't a thing by the rules.


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:

What is a technician? :P

Options are good


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.

The DC is a bit weird, it should scale by level 10 + 1/2 lvl + CHA

Specifiy that the target is sickened for at least 1 round, because D&D rounds down and at the moment it can be sickened for 0 rounds (i.e. not sickened) on a failed save.


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.

*of slashing and piercing.

Also I would make the DC scale.


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 Blood Point, he gains a +1 bonus to Reflex saves.

If this is gained again, he gains a +20 bonus to his base land speed.

Wow this is a really good ability when compared to the others, it scales and doesn't have ****ty per day limitations, I would take it fastly. Also an untyped +20 bonus to speed at lvl 6 seems cool.


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 Blood Points, and select a weapon or armour. The object the blood is formed into must be made of metal.

That last sentence doesn't follow the previous.


This cannot be used to create an exotic weapon, unless the Bender of the Sanguine is proficient with it.

Oh wait are e creating items?


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.

I assume so.


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.


That ability was confusing. why wouldn't the blood be able to get back into the body? If we are creating items (please specify) why can't we create normal tools?


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.

wouldn't that be kind of useless? Blood is a liquid.


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 Close (25 ft. + 5 ft./2 CL) 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 Blood points, instead act as though each pool has a number of blood 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.

Fine


Sustained Life (Ex): Upon attaining 5th level, the Bender of the Sanguine's body starts to adapt to losing blood. The number of required Blood Points before Exsanguination is lowered by one, to 4 or less.

At 10th, and 15th level, the number of required Blood Points before Exsanguination is also lowered by one, causing Exsanguination to occur at 3 or less and 2 or less.

Exsanguination sucks


Steel Blood (Ex): At 7th level, if a Bender of the Sanguine has at least 1 Blood 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.

Untyped? Armour bonus?


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 blood 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 Blood Points spent.

I guess there are benefits to having this out but they will only last for 4 rounds.


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.

Again controlling a liquid doesn't seem all that useful. Flavorful at least.


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.

Ugh... This ability isn't bad on itself, but since you need to have selected 2 of the same path there isn't much point to not specialize at low lvl. And I see little point to take the limited per day abilities. What happens if a character didn't pick 2 of the same? Does he lose this class feature? Can you grant one extra natural if they don't qualify for anything?


Grim Heart (Ex): At 12th level, your heart grows much more powerful. When using Sanguine Jar you can gain 1d6 Blood Points and be dealt 1d6 damage, or gain 1d4 Blood Points and be dealt 1d4 damage.

I wouldn't call that much more powerful. The difference in average is 1.


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.

BOOOOH the paladin is immune to diseases much early and it doesn't deal with blood.


Vampiric Lord (Ex): Upon reaching 20th level, a Bender of the Sanguine gains many benefits. Firstly, the Blood Point cost for all his Techniques are lowered by 5. Secondly, when using Sanguine Jar, it deals 1d4 damage, and you gain 1d6 Blood Points. Lastly, you only suffer from Exsanguination if you lack any Blood Points.

Boh No exsanguination as capstone. That class feature really sucks. It is a boring capstone though, only number crunching.

umbrapolaris
2014-05-10, 02:10 AM
Wouldn't the key ability modifier be constitution?

i think it is purposely made like this in case you use a vampire template with it .

draconomial
2014-05-10, 02:19 AM
Added: Races immune to critical hits generally cannot be blood benders. Ex: Constructs, living constructs, incorporeal creatures, undead, elementals, oozes, and plants. Using spells like polymorph to turn into such creatures does not allow the use of Blood Bender techniques.

But now I realize that you're right about the vampires. Hmm, what should I do?

Anubis Dread
2014-05-10, 02:39 AM
I concur to pretty much everything draconomia said, except for a few other dysfunctions. The most notable one is that stained palm required an unarmed strike to function. However, the Bender does not gain Improve Unarmed Strike by default. This means they provoke an AoO EVERY time they use the ability. What's more, they have worse BAB than the Monk, and they miss almost all the time despite having unarmed strikes be their specialty. It's kind of bizarre and doesn't make any sense. It is significantly easier and more powerful just to say 'this is a touch attack'.

Since I agree with pretty much everything draconomia said treading over it all again would kind of be redundant. So instead I'll go over some of the more basic mechanics, most notably - why not just make these Invocations? They look like Invocations, act like Invocations, everything is identical minus the fact it has a cost, which can easily just be one line altered in an Invocation template. Also, I strongly recommend not going all the way to 9 for abilities. Four tiers is good for Invocations (least, lesser, greater, dark), but if you want to keep them as techniques it might be better to go with a more Soulmeld like approach of 'grab what you want now, it will scale like crazy'.

Another note - what IS the purpose of the technique points? Would making them at-will with no cost be too broken? I doubt it looking at the list. Of course the whole idea is you're using blood to fuel your magic, but if that's the case why not just have them be able to use meta-magic/meta-invocations at a hp cost or something? That begs another million dollar question - rather than use all the blood point, bleeding shenanigans, why NOT just make it all hp cost based? It's going to hurt you if you use it too much either way after all, so the only thing it would be doing is cutting out the middle man.

draconomial
2014-05-10, 04:10 AM
Anyone want to give a crack at Racial Substitution levels for Vampires? Also, suggestions for Masteries.

Veins of Steel (Su): The Sanguine Aficionado gains better control over the iron in the blood. The Sanguine Aficionado now can convert blood into weapons and armor. As a swift action, at the cost of 2 blood point a Sanguine Aficionado can create a weapon made of blood, the weapon is metallic in density and texture. This functions as a normal weapon of its kind, except that the weapon can shape and bend at the will of it's wielder, having a reach of 5 ft./2 CL (minimum of 5 feet) and can attack adjacent enemies. It can reverted back to blood points as a free action. Blood can also be converted into armor as a move action. This functions as normal armor of its kind. It can be converted back into blood as a free action. The weapons and armor the blood is formed into are considered as iron. The Sanguine Aficionado is automatically proficient with this blood weapon or armor. Also, if the Blood Bender has higher Dexterity than Strength, they have may use their Dexterity modifier instead of their Strength modifier on attack rolls (Like Weapon Finesse) using their blood weapon.

Should blood weapons be considered natural weapons, for applying touch attacks in the same way as a duskblade?

thethird
2014-05-10, 09:56 AM
Looking at the blood points required...

So if I use 4 techniques at lvl 1 I'm basically dead?

TiaC
2014-05-10, 11:27 PM
I find it rather odd that I can't get blood from dead enemies.

draconomial
2014-05-11, 12:12 PM
I don't. Corpses don't bleed much. Harder to drain than something that's dying.

umbrapolaris
2014-05-11, 07:39 PM
I don't. Corpses don't bleed much. Harder to drain than something that's dying.

technically fresh corpses contains lot of blood , so you should drain from it easier than a living body.

umbrapolaris
2014-05-11, 07:42 PM
Added: Races immune to critical hits generally cannot be blood benders. Ex: Constructs, living constructs, incorporeal creatures, undead, elementals, oozes, and plants. Using spells like polymorph to turn into such creatures does not allow the use of Blood Bender techniques.

But now I realize that you're right about the vampires. Hmm, what should I do?

you should say "Races who doesn't have blood cannot be blood benders. Ex: Constructs, living constructs, incorporeal creatures, blood-less undead, elementals, oozes, and plants. Using spells like polymorph to turn into such creatures does not allow the use of Blood Bender techniques."

TiaC
2014-05-12, 03:19 PM
I don't. Corpses don't bleed much. Harder to drain than something that's dying.

I'd think that there would be a pool created on death though?

You could also replace the blood-kenisis abilities with animating the blood as if it was a water elemental.

draconomial
2014-05-12, 04:36 PM
No, really. Say someone's dies from a broken neck. Their heart stops pumping, their circulatory system slows to a halt. Then someone else comes along and slashes the dead person's neck. With no blood circulating, no blood is going to come spurting out in pulses like an automatic sprinkler system. No, instead a little local blood will trickle out, like an unclosed wineskin left on the ground. There's more blood in the body, all subject to gravity now instead of the movement of the heart.

TiaC
2014-05-12, 08:08 PM
No, really. Say someone's dies from a broken neck. Their heart stops pumping, their circulatory system slows to a halt. Then someone else comes along and slashes the dead person's neck. With no blood circulating, no blood is going to come spurting out in pulses like an automatic sprinkler system. No, instead a little local blood will trickle out, like an unclosed wineskin left on the ground. There's more blood in the body, all subject to gravity now instead of the movement of the heart.

True, but if I killed him by stabbing, I'd expect there to be some blood around.

Milo v3
2014-05-12, 10:39 PM
True, but if I killed him by stabbing, I'd expect there to be some blood around.

... Then just drain the blood from those pools

TiaC
2014-05-15, 02:46 AM
... Then just drain the blood from those pools

Yeah, so some rule on the size of those pools and how they form would be nice.