Milo v3
2014-05-10, 11:38 AM
This is an accidental monk fix.... I seriously didn't start out aiming for it to be one.... It was just meant to be a reboot of my Bender of the Sanguine, which just got adopted. But either way, I'm tired and should go to sleep so I'll leave this as a WIP for now.
Heartbreaker
When they come out.... does it hurt?
Every Time.
Heartbreakers are able to manipulate blood through instinct and their presence. They tend to have a rather.... poor reputation, because of their tendency to leave blood stains and corpses wherever they go.
Role: Heartbreakers are fast melee combatants, manipulating their blood to form weapons and defenses, and allow them to gain access to their foes blood.
Hit Die: d10.
Starting Gold: As monk.
Class Skills
The Heartbreakers's class skills are acrobatics, bluff, craft, disable device, escape artist, fly, heal, intimidate, knowledge (Local), perception, perform, profession, and stealth.
Skill Ranks per Level: (6 + Int modifier)
Heartbreaker
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Fast Movement
Unarmed Damage
1st
+0
+2
+2
+0
Armour Within, Bloodletting, Blood Iron, Heartbreak
+0 ft.
1d6
2nd
+1
+3
+3
+0
Evasion, Fast Movement, Strike with the Beat
+10 ft.
1d6
3rd
+2
+3
+3
+1
Stain of Presence, Tendril Override
+10 ft.
1d6
4th
+3
+4
+4
+1
Blood on the Wind, Blood of a Trickster
+10 ft.
1d8
5th
+3
+4
+4
+1
Purity of Blood, Sanguine Reaches
+20 ft.
1d8
6th
+4
+5
+5
+2
Assassins Print, Improved Beat, Stained Shield
+20 ft.
1d8
7th
+5
+5
+5
+2
Forced Transfusion, Metal Transfusion
+20 ft.
1d10
8th
+6/+1
+6
+6
+2
Mettle of the Mountain, Sanguine Arrows
+30 ft.
1d10
9th
+6/+1
+6
+6
+3
Eyes of the Vampire, Improved Evasion
+30 ft.
1d10
10th
+7/+2
+7
+7
+3
Improved Heartbreak, Stained Steps
+30 ft.
2d6
11th
+8/+3
+7
+7
+3
Improved Override, Suffocated Blood
+40 ft.
2d6
12th
+9/+4
+8
+8
+4
Improved Beat
+40 ft.
2d6
13th
+9/+4
+8
+8
+4
?
+40 ft.
2d8
14th
+10/+5
+9
+9
+4
?
+50 ft.
2d8
15th
+11/+6/+1
+9
+9
+5
?
+50 ft.
2d8
16th
+12/+7/+2
+10
+10
+5
?
+50 ft.
2d10
17th
+12/+7/+2
+10
+10
+5
?
+60 ft.
2d10
18th
+13/+8/+3
+11
+11
+6
Improved Beat
+60 ft.
2d10
19th
+14/+9/+4
+11
+11
+6
?
+60 ft.
3d6
20th
+15/+10/+5
+12
+12
+6
?
+70 ft.
3d6
Class Features
All of the following are class features of the Heartbreaker.
Weapon and Armor Proficiencies: Heartbreakers are proficient with light weapons and unarmed strike. Heartbreakers are not proficient with any armour or shields.
Blooded: As long as he has been dealt 1 point of piercing or slashing damage since the last time he has been fully or magically healed, then a creature counts as Blooded. Creatures that lack a circulatory system cannot be Blooded, and creatures made primarily of blood are counted as always Blooded.
Armour Within (Su): By quickly manipulating their internal blood, heartbreakers gain a bonus to their armour class equal to their charisma bonus. These bonuses to AC apply even against touch attacks or when he is immobilized. He loses these bonuses when the monk is flat-footed, or when he carries a medium or heavy load. This ability can be enchanted as if it was armour.
Bloodletting (Su): Heartbreakers control their own blood better than any others, but they cannot use it to it's full extent when it is trapped within flesh. As a swift action, he can manipulate his blood to cut from the inside out, dealing 1 point of slashing damage to himself.
Blood Iron (Su): As a swift action while Blooded, the heartbreaker can reshape their blood into weaponry. This has many effects:
It increases their unarmed damage (with the table above showing the damage for a medium sized heartbreaker).
Your unarmed strike counts as a masterwork weapon.
Allows your unarmed strike to deal bludgeon, piercing or slashing damage.
You may apply your full Strength bonus on damage rolls for all your unarmed strikes (even if they would be off-hand).
You can make unarmed attacks with your hands full.
You can retract your Blood Iron back into your veins as a move-action as long as your Blooded.
In addition even while not using Blood Iron, you gain Improved Unarmed Strike as a bonus feat and you can enchant your unarmed strike.
Heartbreak (Su): In place of a normal attack, you can make an unarmed attack against a Blooded creature, you can attempt to cause serious heart problems in the enemy. The creature must succeed on a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma Modifier), or take a point of constitution damage.
Evasion (Ex): At 2nd level or higher, a heartbreaker can avoid damage from many area-effect attacks. If a heartbreaker makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a heartbreaker is wearing light armor or no armor. A helpless heartbreaker does not gain the benefit of evasion.
Fast Movement (Su): The heartbreaker quickly starts to use their powers unconsciously, causing them to telekinetically increase their speed by manipulating their own circulatory system. At second level, heartbreakers gain a profane bonus to his base land speed, as shown on the above table. A heartbreaker in armour, or carrying a medium or heavy load only gain half the bonus.
Strike with the Beat (Su): Just as one can speak with a mere second, the heartbreaker can attack with a mere heartbeat. Upon reaching 2nd level, the heartbreaker can expend a swift action to make an unarmed attack at his Full Base Attack Bonus.
Stain of Presence (Ex): Since his sanguine armaments are controlled more from his force of personality and instinct compared to his strength, a third or higher level heartbreaker can use his charisma modifier for attack and damage rolls instead of strength when making unarmed attacks.
In addition, your frequent blood removal has lead to gaining an insight bonus on saves against gaining the Nauseous condition and against effects that would occur from a blood loss based effect (such as constitution damage).
Tendril Override (Su): At 3rd level, the heartbreaker has learnt greater control over other peoples blood. Whenever a person fails their save against the Heartbreaker ability, you force them to succeed another Fortitude save (same DC as Heartbreaker), or you gain control over their actions on the individuals next turn as long as they are within 5 ft. of you per class level when their turn occurs.
Blood of a Trickster (Su): A fourth level heartbreaker who is Blooded can temporarily create masterwork thieves tools for himself as a free action. The bonus on these thieves tools is equal to his charisma modifier, and the tools themselves are destroyed if they ever are 5 ft. from the heartbreaker who created it.
Blood on the Wind (Su): Upon reaching 4th level, the heartbreakers control over their own blood allows them slow themselves enough that they no longer suffer from fall damage. In addition, they gain a profane bonus on acrobatics check equal to his class level and always counts as having a running jump.
Purity of Blood (Su): At 5th level, the heartbreaker unconsciously commands his whiteblood cells with amazing skill. He becomes immune to all forms of disease and poison. In addition, while Blooded you may make a touch attack as a standard action to cure a Blooded creature of a disease or poison.
Sanguine Reaches (Su): A fifth level heartbreaker's control over blood increases in range. His unarmed attacks while using Blood Iron become Reach weapons but retain the ability to attack adjacent targets without issue and the range of Tendril Override doubles.
Assassins Print (Sp): With their increasing control over blood, they can use it's solidity to manipulate the world around them. Upon reaching sixth level, a Blooded heartbreaker can cast a modified version of Mage Hand once per turn per class level, as a free action. Assassins print has a range of 10 ft., and has a lifting strength of 5 lb. per class level.
Improved Beat: At 6th level, and every six levels afterwards, you may make an additional attack at your full base attack bonus whenever you use Strike with the Beat.
Stained Shield (Su): Upon reaching sixth level you can quickly solidifying your blood, to create a shield for yourself against ranged attacks. This functions as the Deflect Arrows feat in every way (including prerequisites), except that it doesn't require your hands to be empty, and it can be used once per round per charisma bonus. This only functions while you are Blooded.
Forced Transfusion (Su): A seventh level Blooded heartbreaker, can make an unarmed attack as a full-round action against a Blooded creature, and heal a number of hit points equal to the damage dealt.
Metal Transfusion (Su): By destroying a weapon or armour made from a metal, a seventh level heartbreaker can improve his unarmed attacks. Whenever you are Blooded and successfully destroy a metallic object with your unarmed attack, you can spend an immediate action to have your unarmed attacks and your Armour Within count as that metal, replacing whatever metal it previously counted as if necessary.
Mettle of the Mountain (Ex): At 8th level or higher, a heartbreaker can avoid damage from many attacks. If a heartbreaker makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Mettle can be used only if a heartbreaker is wearing light armor or no armor. A helpless heartbreaker does not gain the benefit of Mettle of the Mountain.
Sanguine Arrows (Su): Blooded Heartbreakers of eighth level can launch knives of blood at their enemies. They can make unarmed strike attacks at a range equal to their fast movement bonus, this doesn't increase there reach, and it cannot be used for Forced Transfusion, Tendril Override, Heartbreak, or similar abilities.
Eyes of the Vampire (Su): A heartbreaker of ninth level can finely notice the movement of blood in the surroundings to detect living creatures. They have blindsight to a range of 10 ft. per class level, except that can only detect blood and creatures with blood, and a line of effect isn't required.
Improved Evasion (Ex): At 9th level, a heartbreaker's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless heartbreaker does not gain the benefit of improved evasion.
Improved Heartbreak: Upon reaching 10th level, the heartbreak ability deals 1d4 constitution damage instead of only 1.
Stained Steps (Su): While Blooded a 10th level heartbreaker can create platforms of solid blood to walk on, gaining a fly speed equal to half his base land speed.
Improved Override: A heartbreaker of eleventh level or higher successfully uses Tendril Override, the control lasts for 1d6 rounds.
Suffocated Blood: Whenever an 11th level heartbreaker uses the heartbreak ability, he can choose for it do inflict Strength damage rather than Constitution.
Heartbreaker
When they come out.... does it hurt?
Every Time.
Heartbreakers are able to manipulate blood through instinct and their presence. They tend to have a rather.... poor reputation, because of their tendency to leave blood stains and corpses wherever they go.
Role: Heartbreakers are fast melee combatants, manipulating their blood to form weapons and defenses, and allow them to gain access to their foes blood.
Hit Die: d10.
Starting Gold: As monk.
Class Skills
The Heartbreakers's class skills are acrobatics, bluff, craft, disable device, escape artist, fly, heal, intimidate, knowledge (Local), perception, perform, profession, and stealth.
Skill Ranks per Level: (6 + Int modifier)
Heartbreaker
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Fast Movement
Unarmed Damage
1st
+0
+2
+2
+0
Armour Within, Bloodletting, Blood Iron, Heartbreak
+0 ft.
1d6
2nd
+1
+3
+3
+0
Evasion, Fast Movement, Strike with the Beat
+10 ft.
1d6
3rd
+2
+3
+3
+1
Stain of Presence, Tendril Override
+10 ft.
1d6
4th
+3
+4
+4
+1
Blood on the Wind, Blood of a Trickster
+10 ft.
1d8
5th
+3
+4
+4
+1
Purity of Blood, Sanguine Reaches
+20 ft.
1d8
6th
+4
+5
+5
+2
Assassins Print, Improved Beat, Stained Shield
+20 ft.
1d8
7th
+5
+5
+5
+2
Forced Transfusion, Metal Transfusion
+20 ft.
1d10
8th
+6/+1
+6
+6
+2
Mettle of the Mountain, Sanguine Arrows
+30 ft.
1d10
9th
+6/+1
+6
+6
+3
Eyes of the Vampire, Improved Evasion
+30 ft.
1d10
10th
+7/+2
+7
+7
+3
Improved Heartbreak, Stained Steps
+30 ft.
2d6
11th
+8/+3
+7
+7
+3
Improved Override, Suffocated Blood
+40 ft.
2d6
12th
+9/+4
+8
+8
+4
Improved Beat
+40 ft.
2d6
13th
+9/+4
+8
+8
+4
?
+40 ft.
2d8
14th
+10/+5
+9
+9
+4
?
+50 ft.
2d8
15th
+11/+6/+1
+9
+9
+5
?
+50 ft.
2d8
16th
+12/+7/+2
+10
+10
+5
?
+50 ft.
2d10
17th
+12/+7/+2
+10
+10
+5
?
+60 ft.
2d10
18th
+13/+8/+3
+11
+11
+6
Improved Beat
+60 ft.
2d10
19th
+14/+9/+4
+11
+11
+6
?
+60 ft.
3d6
20th
+15/+10/+5
+12
+12
+6
?
+70 ft.
3d6
Class Features
All of the following are class features of the Heartbreaker.
Weapon and Armor Proficiencies: Heartbreakers are proficient with light weapons and unarmed strike. Heartbreakers are not proficient with any armour or shields.
Blooded: As long as he has been dealt 1 point of piercing or slashing damage since the last time he has been fully or magically healed, then a creature counts as Blooded. Creatures that lack a circulatory system cannot be Blooded, and creatures made primarily of blood are counted as always Blooded.
Armour Within (Su): By quickly manipulating their internal blood, heartbreakers gain a bonus to their armour class equal to their charisma bonus. These bonuses to AC apply even against touch attacks or when he is immobilized. He loses these bonuses when the monk is flat-footed, or when he carries a medium or heavy load. This ability can be enchanted as if it was armour.
Bloodletting (Su): Heartbreakers control their own blood better than any others, but they cannot use it to it's full extent when it is trapped within flesh. As a swift action, he can manipulate his blood to cut from the inside out, dealing 1 point of slashing damage to himself.
Blood Iron (Su): As a swift action while Blooded, the heartbreaker can reshape their blood into weaponry. This has many effects:
It increases their unarmed damage (with the table above showing the damage for a medium sized heartbreaker).
Your unarmed strike counts as a masterwork weapon.
Allows your unarmed strike to deal bludgeon, piercing or slashing damage.
You may apply your full Strength bonus on damage rolls for all your unarmed strikes (even if they would be off-hand).
You can make unarmed attacks with your hands full.
You can retract your Blood Iron back into your veins as a move-action as long as your Blooded.
In addition even while not using Blood Iron, you gain Improved Unarmed Strike as a bonus feat and you can enchant your unarmed strike.
Heartbreak (Su): In place of a normal attack, you can make an unarmed attack against a Blooded creature, you can attempt to cause serious heart problems in the enemy. The creature must succeed on a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma Modifier), or take a point of constitution damage.
Evasion (Ex): At 2nd level or higher, a heartbreaker can avoid damage from many area-effect attacks. If a heartbreaker makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a heartbreaker is wearing light armor or no armor. A helpless heartbreaker does not gain the benefit of evasion.
Fast Movement (Su): The heartbreaker quickly starts to use their powers unconsciously, causing them to telekinetically increase their speed by manipulating their own circulatory system. At second level, heartbreakers gain a profane bonus to his base land speed, as shown on the above table. A heartbreaker in armour, or carrying a medium or heavy load only gain half the bonus.
Strike with the Beat (Su): Just as one can speak with a mere second, the heartbreaker can attack with a mere heartbeat. Upon reaching 2nd level, the heartbreaker can expend a swift action to make an unarmed attack at his Full Base Attack Bonus.
Stain of Presence (Ex): Since his sanguine armaments are controlled more from his force of personality and instinct compared to his strength, a third or higher level heartbreaker can use his charisma modifier for attack and damage rolls instead of strength when making unarmed attacks.
In addition, your frequent blood removal has lead to gaining an insight bonus on saves against gaining the Nauseous condition and against effects that would occur from a blood loss based effect (such as constitution damage).
Tendril Override (Su): At 3rd level, the heartbreaker has learnt greater control over other peoples blood. Whenever a person fails their save against the Heartbreaker ability, you force them to succeed another Fortitude save (same DC as Heartbreaker), or you gain control over their actions on the individuals next turn as long as they are within 5 ft. of you per class level when their turn occurs.
Blood of a Trickster (Su): A fourth level heartbreaker who is Blooded can temporarily create masterwork thieves tools for himself as a free action. The bonus on these thieves tools is equal to his charisma modifier, and the tools themselves are destroyed if they ever are 5 ft. from the heartbreaker who created it.
Blood on the Wind (Su): Upon reaching 4th level, the heartbreakers control over their own blood allows them slow themselves enough that they no longer suffer from fall damage. In addition, they gain a profane bonus on acrobatics check equal to his class level and always counts as having a running jump.
Purity of Blood (Su): At 5th level, the heartbreaker unconsciously commands his whiteblood cells with amazing skill. He becomes immune to all forms of disease and poison. In addition, while Blooded you may make a touch attack as a standard action to cure a Blooded creature of a disease or poison.
Sanguine Reaches (Su): A fifth level heartbreaker's control over blood increases in range. His unarmed attacks while using Blood Iron become Reach weapons but retain the ability to attack adjacent targets without issue and the range of Tendril Override doubles.
Assassins Print (Sp): With their increasing control over blood, they can use it's solidity to manipulate the world around them. Upon reaching sixth level, a Blooded heartbreaker can cast a modified version of Mage Hand once per turn per class level, as a free action. Assassins print has a range of 10 ft., and has a lifting strength of 5 lb. per class level.
Improved Beat: At 6th level, and every six levels afterwards, you may make an additional attack at your full base attack bonus whenever you use Strike with the Beat.
Stained Shield (Su): Upon reaching sixth level you can quickly solidifying your blood, to create a shield for yourself against ranged attacks. This functions as the Deflect Arrows feat in every way (including prerequisites), except that it doesn't require your hands to be empty, and it can be used once per round per charisma bonus. This only functions while you are Blooded.
Forced Transfusion (Su): A seventh level Blooded heartbreaker, can make an unarmed attack as a full-round action against a Blooded creature, and heal a number of hit points equal to the damage dealt.
Metal Transfusion (Su): By destroying a weapon or armour made from a metal, a seventh level heartbreaker can improve his unarmed attacks. Whenever you are Blooded and successfully destroy a metallic object with your unarmed attack, you can spend an immediate action to have your unarmed attacks and your Armour Within count as that metal, replacing whatever metal it previously counted as if necessary.
Mettle of the Mountain (Ex): At 8th level or higher, a heartbreaker can avoid damage from many attacks. If a heartbreaker makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Mettle can be used only if a heartbreaker is wearing light armor or no armor. A helpless heartbreaker does not gain the benefit of Mettle of the Mountain.
Sanguine Arrows (Su): Blooded Heartbreakers of eighth level can launch knives of blood at their enemies. They can make unarmed strike attacks at a range equal to their fast movement bonus, this doesn't increase there reach, and it cannot be used for Forced Transfusion, Tendril Override, Heartbreak, or similar abilities.
Eyes of the Vampire (Su): A heartbreaker of ninth level can finely notice the movement of blood in the surroundings to detect living creatures. They have blindsight to a range of 10 ft. per class level, except that can only detect blood and creatures with blood, and a line of effect isn't required.
Improved Evasion (Ex): At 9th level, a heartbreaker's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless heartbreaker does not gain the benefit of improved evasion.
Improved Heartbreak: Upon reaching 10th level, the heartbreak ability deals 1d4 constitution damage instead of only 1.
Stained Steps (Su): While Blooded a 10th level heartbreaker can create platforms of solid blood to walk on, gaining a fly speed equal to half his base land speed.
Improved Override: A heartbreaker of eleventh level or higher successfully uses Tendril Override, the control lasts for 1d6 rounds.
Suffocated Blood: Whenever an 11th level heartbreaker uses the heartbreak ability, he can choose for it do inflict Strength damage rather than Constitution.