Jeff the Green
2014-08-25, 06:45 PM
Hæmaturge
http://oi61.tinypic.com/2rna6uw.jpg
Image by vesner (http://vesner.deviantart.com/).
Ow, you gave me a nosebleed! ...I can work with that.
—Gladys the Bloody, halfling hæmaturge
Blood has power. This is plain—vampires must drink blood to survive, a swarm of stirges can be deadly, and of course, when a person loses too much of it their life ends. What is not obvious is the nature of this power; hæmaturges look for this answer—and some say they've found it.
Hæmaturges manipulate a life force that surrounds all living things. This has many names: ki, élan vital, anima, vim, and prana, along with many more. Normally this life force flows through a creature along with their blood, sustaining them. When the blood is blocked, diverted, or forcibly drained from the body, so too does the life force fail.
By manipulating the flow of blood and life force hæmaturges can cause physical damage to their foes, but their true power lies in debilitating their foes and using their own blood as a tool to face whatever challenge they come up against.
Races
Becoming a hæmaturge requires a fascination with blood, a willingness to shed it (whether of an enemy's or of one's own), and an appreciation of its power. Races that lack these, such as elves and halflings typically do not become hæmaturges. Dwarves, particularly gold dwarves, make up a significant proportion of hæmaturges, as do half-orcs. Humans, of course, are the most common race to become hæmaturges.
A creature without blood or a special connection to it (see Blood and Vital Fluids, below) cannot become a hæmaturge, and if a hæmaturge ceases to have blood (e.g. by becoming a lich) it loses all hæmaturge class abilities. If it later regains its blood (e.g. a lich affected by true resurrection) it can use its class abilities again.
Abilities
Charisma and Constitution are the most important abilities to a hæmaturge. Charisma makes their bloodtide and invocations harder to resist, while Constitution increases the damage their bloodtide does and increases their HP—important when they must deal themselves damage to power some of their abilities. Some hæmaturges prefer to fight with a weapon they craft from their own blood, and these find Strength or Dexterity to be important. Finally, with a low base Will save, hæmaturges benefit from a decent Wisdom score to protect their mind from influence.
Alignment
Hæmaturges can be of any alignment, but by the nature of what they do few Good or Lawful characters are drawn to hæmaturgy. Their abilities, though not inherently evil, are largely destructive and harmful to life, and rare is the society that does not have taboos against bloodletting. When hæmaturges turn their abilities against the undead, the oppressors of man, and the denizens of Hell, however, they become powerful and terrifying forces for good.
Other Classes
As both classes derive their abilities from dark and often unsavory forces, hæmaturges sympathize with and often work with warlocks. They also get along well with arcane casters interested in the power of blood and clerics of deities of suffering. Some warriors find hæmaturgy distasteful or outright disgusting, while others (especially barbarians) appreciate the fortitude required to work hæmaturgy and the myriad scars hæmaturges accumulate. Druids frequently oppose hæmaturges as violent abominations against nature and life itself.
Starting Gold: 3d4×10 (75 gp).
Starting Age: As bard.
Hitdie
d12.
Table: the Hæmaturge
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations
1st
+0
+2
+0
+2
Bloodtide 1d6, invocations (least), hæmogenesis
1
2nd
+1
+3
+0
+3
Hæmostasis (stabilization), élan shift I
2
3rd
+2
+3
+1
+3
Bloodtide 2d6, hæmostasis (DR 2)
3
4th
+3
+4
+1
+4
Hæmogenesis (masterwork)
4
5th
+3
+4
+1
+4
Bloodtide 3d6, élan shift II
5
6th
+4
+5
+2
+5
Homunculus, invocations (lesser)
6
7th
+5
+5
+2
+5
Bloodtide 4d6, hæmostasis (DR 4)
7
8th
+6/+1
+6
+2
+6
Hæmostasis (DR 4), élan shift III
8
9th
+6/+1
+6
+3
+6
Bloodtide 5d6
9
10th
+7/+2
+7
+3
+7
Hæmostasis (25% fortification)
10
11th
+8/+3
+7
+3
+7
Bloodtide 6d6, élan shift IV, invocations (greater)
11
12th
+9/+4
+8
+4
+8
Swift hæmogenesis
12
13th
+9/+4
+8
+4
+8
Bloodtide 7d6, hæmostasis (DR 6)
13
14th
+10/+5
+9
+4
+9
Élan shift V
14
15th
+11/+6/+1
+9
+5
+9
Bloodtide 8d6, hæmostasis (50% fortification)
15
16th
+12/+7/+2
+10
+5
+10
Invocations (sanguine)
16
17th
+12/+7/+2
+10
+5
+10
Bloodtide 9d6, élan shift VI, hæmostasis (damage immunity)
17
18th
+13/+8/+3
+11
+6
+11
Hæmostasis (DR 8)
18
19th
+14/+9/+4
+11
+6
+11
Bloodtide 10d6
19
20th
+15/+10/+5
+12
+6
+12
Baptized in the blood, élan shift VII
20
Class Skills (4 + Int modifier per level, x4 at first level): Concentration, Craft, Disguise, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Profession, Sense Motive, Spellcraft
Class Features
All of the following are Class Features of the the strega class.
Weapon and Armor Proficiency
Hæmaturges are proficient with all simple weapons. They are proficient with light armor but not with shields.
Because the somatic components required for hæmaturge invocations are relatively simple, a hæmaturge can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a hæmaturge wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including bloodtide, have a somatic component). A multiclass hæmaturge still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations
A hæmaturge does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the life force that courses through his veins. A hæmaturge can use any invocation he knows at will, with the following qualifications:
A hæmaturge's invocations are spell-like abilities; using an invocation is therefore a standard action (unless otherwise noted) that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A hæmaturge is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A hæmaturge can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A hæmaturge's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A hæmaturge's caster level with his invocations is equal to his hæmaturge level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the hæmaturge's Charisma modifier. Since spell-like abilities are not actually spells, a hæmaturge cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus (http://www.d20srd.org/srd/monsterFeats.htm#abilityFocus) feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability (http://www.d20srd.org/srd/monsterFeats.htm#quickenSpellLikeAbility) and Empower Spell-Like Ability (http://www.d20srd.org/srd/monsterFeats.htm#empowerSpellLikeAbility).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and sanguine. A hæmaturge begins with knowledge of one invocation, which must be of the lowest grade (least). At each level a hæmaturge gains access to a new invocation.
At each level a hæmaturge can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a hæmaturge can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a hæmaturge can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a hæmaturge can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Some invocations require a blood sacrifice to be used. As part of the action used to use the invocation, the hæmaturge must open one of his veins with a piercing or slashing weapon (usually a dagger) as part of using the invocation, dealing himself nonlethal damage equal to the blood sacrifice specified in the invocation description. (A hæmaturge can choose to bypass any damage reduction he might have.) If the invocation has a duration other than instantaneous, the damage from its blood sacrifice cannot be healed until the invocation ends. If this damage is negated or reduced in any way, the invocation fails.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hæmaturges can qualify for some prestige classes usually intended for spellcasters; see Hæmaturges and Prestige Classes, below.
Bloodtide (Sp)
The first ability a hæmaturge masters is the capacity to manipulate another creature's blood and, by extension, its life force, to damage its body and leave it weakened. How this manifests itself depends on the hæmaturge. Some drain the creature's blood away from vital organs. Some others instead restrict the blood's proper flow. (This typically turns humanoids purple as the blood stagnates in their body.) Still others prefer to roughly shove subtlety to the side and cause their victim to begin bleeding from their mouth, nose, eyes, ears, or even finger tips. Regardless of the manifestation, this power, called bloodtide, has the same negative effects on the target's body.
Creatures possessing blood or a similar fluid such as sap or ichor (or those with a particular affinity to it; see Blood and Vital Fluids, below) are the most vulnerable to the hæmaturge's power. At 1st level the hæmaturge's bloodtide deals 1d6 plus his Constitution modifier in damage to such creatures and increases in power as he gains levels. (A successful Fortitude save against a DC of 10 + ½ the hæmaturge's level + his Charisma modifier halves the damage.)
Undead without a particular affinity for blood are somewhat resistant to a hæmaturge's bloodtide, but as the hæmaturge disrupts the negative energy that powers the undead, it flies wild. These creatures take half the normal damage from bloodtide and a successful Fortitude save further halves the damage. (Undead are not immune to this effect by virtue of their lack of a Constitution score.) However, the negative energy spills forth, damaging both the hæmaturge and up to one other creature per 4 of the target's HD that is within 10 feet of the target, as chosen by the hæmaturge. (The hæmaturge must choose the maximum number of targets unless insufficient targets are in range, including allies other than himself if necessary.) The hæmaturge and these creatures take damage equal to one half the hæmaturge's normal bloodtide damage, and a successful Fortitude save further halves the damage (again, creatures without a Constitution score are not immune to this effect). Any additional affects your bloodtide would have do not apply to this negative energy damage. The negative energy so released is so chaotic and inimical to existance that it harms undead as easily as it does the living.
Finally, all other creatures take 2 damage for each 1d6 damage the bloodtide would normally deal. A successful Fortitude save halves this damage.
Initially, the hæmaturge's bloodtide can only affect a single creature within 60 feet. As he gains levels, he can target multiple creatures. At 8th level and every 4th level thereafter the hæmaturge can affect an additional creature. All targets must be within 60 feet of the hæmaturge and no more than 30 feet from each other.
Bloodtide can also be used to attack objects that are living plants (such as trees, grass, etc.) In the place of a creature a hæmaturge may target the plants in a 10 foot radius take damage equal to the damage the bloodtide would normally do. Attended plants may make a Fortitude save to halve this damage. A plant reduced to 0 HP dies, wilting and cracking as its sap is disrupted.
A hæmaturge's abilities, particularly his bloodtide require or are enhanced by the use of blood or similar fluids as a conduit to the power locked in a creature's life force. Some creatures do not have these requisite fluids. In general, whether a creature has blood or a similar fluid can be determined by type, or, in some cases, subtype.
Usually has blood:
Aberrations
Animals
Dragons
Elementals of the Water subtype
Fey
Giants
Humanoids
Living constructs
Magical Beasts
Monstrous Humanoids
Oozes
Outsiders
Plants
Vermin
Usually does not have blood:
Constructs
Elementals without the Water subtype
Incorporeal creatures
Undead
In general, a creature's subtype is more indicative of whether it has blood or not than its type. So, for example, joystealers (incorporeal Fey) do not have blood, while warforged (living construct Constructs) do.
Some creatures, while lacking blood of their own, have a particular affinity for blood. Such creatures include vampires, bloodhulks, and blood golems. These creatures are treated as though they had blood of their own.
A hæmaturge is able to sense whether a creature within 60 feet has blood or not by briefly concentrating as a free action that does not provoke attacks of opportunity or require a Concentration check. He must be aware of the creature's presence to tell this and he does not necessarily know the type or subtype of the creature without a successful Knowledge check.
Hæmogenesis (Su)
In addition to disrupting other creatures' blood and life force, a hæmaturge can use his own to create solid objects from his blood. Creating an object in this way requires him to deal damage to himself with a piercing or slashing weapon (usually a dagger), and the object appears in his hand. If the object is too large to be held in one hand, it forms adjacent to the hæmaturge. If there is not sufficient room for the object to form, the attempt fails (but the hæmaturge still takes damage as normal). The amount of damage required depends on the size of the object to be created:
Object Size (Example)
Damage
Fine (potion bottle)
1
Diminutive (scroll)
1d2+1
Tiny (book, light weapon for a medium creature)
1d4+1
Small (chair, one-handed weapon for a medium creature)
1d6+1
Medium (barrel, two-handed weapon for a medium creature.)
1d8+1
Large (big door)
1d10+1
Huge (wagon)
2d8+3
Gargantuan (narrow side of a barn)
3d8+3
Colossal (broad side of a barn)
4d8+4
When using this ability, the hæmaturge always deals the amount of damage needed to create the object desired, even if the weapon would not normally be capable of dealing that damage or would normally deal more. (If the hæmaturge rolls more damage than his current HP, he can elect to stop the bleeding after only 5 points of damage, but the object does not form.) If this damage is negated or reduced in any way, the attempt to create the object fails. (A hæmaturge can choose to bypass any damage reduction he might have.) This damage cannot be healed until the object is reabsorbed by the hæmaturge.
Initially, any objects a hæmaturge creates are entirely ordinary. He can create weapons or armor, but these are not of masterwork quality. Likewise he can create tools, but these are not of masterwork quality either. Beginning at 4th level any weapons, armor, or tools he creates with this ability are of masterwork quality. These objects can have the consistency of any solid material, but regardless of the consistency has a hardness of 5 and 10 HP/inch, or, in the case of weapons and armor, half that of armor or a metal weapon of the same type. They weigh as much as the material they are designed to replicate. A hæmaturge cannot use this ability to produce special materials (like adamantine or cold iron), living beings (such as a tree or rust monster wand) or alchemical items.
The time it takes to create an object depends on its complexity. Very simple items (such as a wooden spoon; objects that would have a Craft DC of 5 or below) take a full round action. Typical items (such as an iron pot or most tools; objects that would have a Craft DC of 10 or below) take two consecutive full round actions. High quality items (such as a bell or most weapons; objects that would have a Craft DC of 15 or below) take five consecutive full round actions. Complex or superior items (such as a lock or most armor; objects that would have a Craft DC greater than 15) take a full minute.
As a free action the hæmaturge can choose to reabsorb an item he created, destroying it and allowing him to heal the damage taken to create the object. An object in contact with the hæmaturge can remain intact and functional indefinitely, but once i loses direct contact with the hæmaturge's flesh it can maintain its form for only 1d4+1 hours before it is automatically reabsorbed. An object can be reabsorbed by the hæmaturge at any distance, and any that is more than a mile from the hæmaturge that created it is automatically reabsorbed.
Hæmostasis (Su)
A hæmaturge learns to control the flow of blood to ensure his body's continued safety. Beginning at 2nd level, a hæmaturge automatically stabilizes when he drops below 0 HP and is never at risk of losing hitpoints because he has less than 0 HP.
At 3rd level he gains the ability to rapidly close otherwise debilitating wounds. He gains DR 2/bludgeoning and magic. At 8th level, and every 5 levels thereafter, this DR increases by 2. Beginning at level 10, this damage reduction can only be overcome by weapons that are bludgeoning, magic, and silver. When dealing himself damage to fuel abilities like hæmogenesis or some invocations, a hæmaturge ignores this damage reduction. This ability does not prevent a hæmaturge's skin or flesh from being injured, though, and experienced hæmaturges are frequently covered with scars—many of their own making.
Starting at 10th level, a hæmaturge gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability (http://www.d20srd.org/srd/magicItems/magicArmor.htm#fortification). At 15th level, this fortification increases to 50%.
At 17th level the hæmaturge picks either slashing or piercing damage. He is henceforth immune to that type of damage and takes only half damage from the other. (This is factored in before damage reduction).
Élan shift (Ex)
Blood is a powerful conduit to the life force, but it is not the only way to access its power. By careful study of particular creatures, a hæmaturge is able better affect their life force—their élan vital—even if they lack blood.
At 2nd level, and every third level thereafter, a hæmaturge selects one of the following élan shifts:
Animal magnetism: Your bloodtide deals an additional 2 damage per damage die to animals, fey, and vermin, and such creatures take a -2 penalty on saves versus your bloodtide. In addition, an animal or vermin affected by your bloodtide must make a Will save or become frightened for one round and shaken for one minute therafter. Mindless vermin flee as if frightened for one round, but do not then become shaken. Fey are bemused by the unfamiliar turbulance in their life force and become sickened for one round
Blood of man Your bloodtide deals an additional 2 damage per damage die to giants, humanoids, and monstrous humanoids, and such creatures take a -2 penalty on saves versus your bloodtide. As their blood drains away from their titanic muscles, giants affected by your bloodtide suffer a -4 penalty to Strength for one minute. Humanoids and monstrous humanoids affected by your bloodtide become more sluggish, and must succeed on a Fortitude save or take a -2 penalty to AC, Reflex saves, and attack rolls for one round. Multiple penalties from this ability do not stack.
Humouric obstruction Your bloodtide deals an additional 2 damage per damage die to elementals and constructs, and such creatures take a -2 penalty on saves versus your bloodtide. A construct affected by your bloodtide must make a Will save or be affected as if by the spell command as you redirect its animating spirit to do your bidding rather than its creator's. This is not a mind-affecting effect. Elementals suffer a breakdown of the lines of pure energy that control their movements and take a -4 penalty to Dexterity. Multiple penalties from this ability do not stack. In addition, constructs are not immune to the effects of bloodtide augments or invocations that require a Fortitude save.
Ectoplasmic wrench Your bloodtide deals an additional 2 damage per damage die to incorporeal creatures, and such creatures take a -2 penalty on saves versus your bloodtide. Your bloodtide tears at the ectoplasmic energies that animate incorporeal creatures, and they must succeed on a Fortitude saving throw or become unable to pass completely through corporeal objects for one round. This prevents them from, for instance, passing through a wall or hiding in the ground, but they are still unable to pick up or interact with corporeal objects. In addition, it has only a 25% chance of ignoring damage corporeal sources instead of a 50% chance.
Purify ichor Your bloodtide deals an additional 2 damage per damage die to aberrations, and such creatures take a -2 penalty on saves versus your bloodtide. Most aberrations have some foul ichor coursing through them rather than blood, and, paradoxically, exposing it to too much of their élan vital can damage it. An aberration affected by your bloodtide takes a -1 penalty to Constitution. A successful Fortitude save negates the penalty as well as further effects of this élan shift. For one minute, the aberration must make a Fortitude save at the beginning of each of its turns. If it succeeds, the penalty is removed and the aberration need make no further Fortitude saving throws against this effect. If it fails, the Constitution penalty increases by 1, though this can never reduce its Constitution below 1. At the end of the minute the penalty is lifted if it hasn't already. An aberration suffering from this effect is immune to further applications of it until the effect ends.
Call to life Your bloodtide deals an additional 2 damage per damage die to undead, and such creatures take a -2 penalty on saves versus your bloodtide. Undead affected by your bloodtide must make a Will save or have the shadows of the élan vital that infused them while alive forced into their ghastly animating force. These shadows, regardless of the creature's stance toward undeath in life, are repulsed by the corruption of its former body and revile the new energies animating it. The undead is nauseated for 1 round and sickened for 1 minute thereafter. On a successful Will save it is sickened for 1 round. In addition, undead are not immune to the effects of bloodtide augments or invocations that require a Fortitude save. This has no effect on the burst of negative energy damage that occurs when you target an undead creature with your bloodtide.
Blood of Fafnir Your bloodtide deals an additional 2 damage per damage die to dragons, and such creatures take a -2 penalty on saves versus your bloodtide. When a dragon fails a Fortitude save against your bloodtide (including a Fortitude save against another élan shift or augment invocation) you gain temporary HP equal to twice the dragon's HD and become immune to the dragon's breath weapon, if any, for five rounds. The temporary HP from this ability last one minute, and the temporary HP from multiple uses of this ability replace each other but do not stack.
Planar hemorrhage Your bloodtide deals an additional 2 damage per damage die to outsiders, and such creatures take a -2 penalty on saves versus your bloodtide. Any extraplanar outsiders affected by your bloodtide must make a Will save or be slowed (as the slow spell) for one round as part of their essence is shunted back to their own plane. Outsiders on their home plane instead take maximum damage from your bloodtide as a rush of energy flows into their life stream, overflowing and damaging them.
The wilting Your bloodtide deals an additional 2 damage per damage die to oozes and plants, and such creatures take a -2 penalty on saves versus your bloodtide. Oozes and plants are particularly devastated by your bloodtide. The variable damage dealt to them by your bloodtide increases by one half, and they must make a Fortitude save or become fatigued for one minute.
If a hæmaturge knows two élan shifts that would apply to the same creature, the save penalty and bonus damage do not stack, but all other effects affect the target. The save DC of an élan shifts is the same as the DC for the hæmaturge's bloodtide, but the penalty to saves does not apply.
Homunculus (Su)
From 6th level on, a hæmaturge can distil the energy in his own blood to create new life—a homunculus (http://www.d20srd.org/srd/monsters/homunculus.htm) (a hæmaturge can create a homunculus of other forms, such as those found in pages 285-287 of the Eberron Campaign Setting and pages 152-153 of Magic of Eberron). A hæmaturge need not meet any of the given prerequisites to create the homunculus; however, a hæmaturge must permanently sacrifice 1 hit point as part of the creation process. The process requires 1 hour. A hæmaturge enjoys a stronger than normal link with his homunculus, which gains the special abilities of a familar (but not other abilities, such as the ability to use its master's skill ranks), using its master's hæmaturge level to determine which special abilities it gains. Each even level after 6th, the hæmaturge's homunculus advances 1 Hit Die, as described on page 290 of the Monster Manual, and it gains all the normal benefits of its increased Hit Dice (increased base attack bonus, saves, and so on). If his homunculus is destroyed, a hæmaturge takes 2d10 points of damage, as noted in the Monster Manual. A hæmaturge’s death results in the death of his homunculus. A hæmaturge can have only one homunculus at any given time.
Swift hæmogenesis (Ex)
At 12th level a hæmaturge learns to shape his blood into useful objects far more rapidly than before. Now very simple items now require only a swift action, typical items require a standard action, high quality items require a full round action, and complex or superior items require two full round actions.
Baptized in the Blood (Su)
At the zenith of his abilities, a hæmaturge gains the ability to return the dead to life. By killing himself and infusing his blood with his own life force, his blood can be used to create an effect similar to true resurrection except that it requires at least a part of a creature's body to resurrect it and it functions on constructs and undead creatures. Regardless of his size, a hæmaturge has enough blood to resurrect eight creatures. A hæmaturge can arrange to bleed on one creature by himself (though certain special preparations may allow him to bleed on more) or an assistant can apply the blood. The blood must be applied to the bodies within one hour of the hæmaturge's death in order to have any effect.
This process creates a fundamental connection between the hæmaturge and the creatures he resurrects. For a year and a day they receive a +2 morale bonus on saving throws, attacks, and skill checks whenever they are within sixty feet of the hæmaturge. They also behave as though under the effect of charm monster during this period, though this friendliness can be lost in the same way a creature's disposition normally would. Finally, once during this period the hæmaturge may invoke the effect of dominate monster on each creature he resurrected. The creature is entitled to a Will saving throw (DC 20 + the hæmaturge's Charisma modifier) to negate the effect. This effect lasts for 20 minutes, after which the creature no longer gains the morale bonuses nor necessarily regards the hæmaturge in a favorable light. Neither the charm or domination effect is actually a mind-affecting effect, and so affects undead and mindless creatures.
A hæmaturge that sacrifices himself in this way automatically returns to life after three days or may be resurrected normally. Regardless of how he returns to life he loses one level (even if resurrected using true resurrection, wish, or miracle), which cannot be prepared by any means.
http://oi61.tinypic.com/2rna6uw.jpg
Image by vesner (http://vesner.deviantart.com/).
Ow, you gave me a nosebleed! ...I can work with that.
—Gladys the Bloody, halfling hæmaturge
Blood has power. This is plain—vampires must drink blood to survive, a swarm of stirges can be deadly, and of course, when a person loses too much of it their life ends. What is not obvious is the nature of this power; hæmaturges look for this answer—and some say they've found it.
Hæmaturges manipulate a life force that surrounds all living things. This has many names: ki, élan vital, anima, vim, and prana, along with many more. Normally this life force flows through a creature along with their blood, sustaining them. When the blood is blocked, diverted, or forcibly drained from the body, so too does the life force fail.
By manipulating the flow of blood and life force hæmaturges can cause physical damage to their foes, but their true power lies in debilitating their foes and using their own blood as a tool to face whatever challenge they come up against.
Races
Becoming a hæmaturge requires a fascination with blood, a willingness to shed it (whether of an enemy's or of one's own), and an appreciation of its power. Races that lack these, such as elves and halflings typically do not become hæmaturges. Dwarves, particularly gold dwarves, make up a significant proportion of hæmaturges, as do half-orcs. Humans, of course, are the most common race to become hæmaturges.
A creature without blood or a special connection to it (see Blood and Vital Fluids, below) cannot become a hæmaturge, and if a hæmaturge ceases to have blood (e.g. by becoming a lich) it loses all hæmaturge class abilities. If it later regains its blood (e.g. a lich affected by true resurrection) it can use its class abilities again.
Abilities
Charisma and Constitution are the most important abilities to a hæmaturge. Charisma makes their bloodtide and invocations harder to resist, while Constitution increases the damage their bloodtide does and increases their HP—important when they must deal themselves damage to power some of their abilities. Some hæmaturges prefer to fight with a weapon they craft from their own blood, and these find Strength or Dexterity to be important. Finally, with a low base Will save, hæmaturges benefit from a decent Wisdom score to protect their mind from influence.
Alignment
Hæmaturges can be of any alignment, but by the nature of what they do few Good or Lawful characters are drawn to hæmaturgy. Their abilities, though not inherently evil, are largely destructive and harmful to life, and rare is the society that does not have taboos against bloodletting. When hæmaturges turn their abilities against the undead, the oppressors of man, and the denizens of Hell, however, they become powerful and terrifying forces for good.
Other Classes
As both classes derive their abilities from dark and often unsavory forces, hæmaturges sympathize with and often work with warlocks. They also get along well with arcane casters interested in the power of blood and clerics of deities of suffering. Some warriors find hæmaturgy distasteful or outright disgusting, while others (especially barbarians) appreciate the fortitude required to work hæmaturgy and the myriad scars hæmaturges accumulate. Druids frequently oppose hæmaturges as violent abominations against nature and life itself.
Starting Gold: 3d4×10 (75 gp).
Starting Age: As bard.
Hitdie
d12.
Table: the Hæmaturge
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations
1st
+0
+2
+0
+2
Bloodtide 1d6, invocations (least), hæmogenesis
1
2nd
+1
+3
+0
+3
Hæmostasis (stabilization), élan shift I
2
3rd
+2
+3
+1
+3
Bloodtide 2d6, hæmostasis (DR 2)
3
4th
+3
+4
+1
+4
Hæmogenesis (masterwork)
4
5th
+3
+4
+1
+4
Bloodtide 3d6, élan shift II
5
6th
+4
+5
+2
+5
Homunculus, invocations (lesser)
6
7th
+5
+5
+2
+5
Bloodtide 4d6, hæmostasis (DR 4)
7
8th
+6/+1
+6
+2
+6
Hæmostasis (DR 4), élan shift III
8
9th
+6/+1
+6
+3
+6
Bloodtide 5d6
9
10th
+7/+2
+7
+3
+7
Hæmostasis (25% fortification)
10
11th
+8/+3
+7
+3
+7
Bloodtide 6d6, élan shift IV, invocations (greater)
11
12th
+9/+4
+8
+4
+8
Swift hæmogenesis
12
13th
+9/+4
+8
+4
+8
Bloodtide 7d6, hæmostasis (DR 6)
13
14th
+10/+5
+9
+4
+9
Élan shift V
14
15th
+11/+6/+1
+9
+5
+9
Bloodtide 8d6, hæmostasis (50% fortification)
15
16th
+12/+7/+2
+10
+5
+10
Invocations (sanguine)
16
17th
+12/+7/+2
+10
+5
+10
Bloodtide 9d6, élan shift VI, hæmostasis (damage immunity)
17
18th
+13/+8/+3
+11
+6
+11
Hæmostasis (DR 8)
18
19th
+14/+9/+4
+11
+6
+11
Bloodtide 10d6
19
20th
+15/+10/+5
+12
+6
+12
Baptized in the blood, élan shift VII
20
Class Skills (4 + Int modifier per level, x4 at first level): Concentration, Craft, Disguise, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Profession, Sense Motive, Spellcraft
Class Features
All of the following are Class Features of the the strega class.
Weapon and Armor Proficiency
Hæmaturges are proficient with all simple weapons. They are proficient with light armor but not with shields.
Because the somatic components required for hæmaturge invocations are relatively simple, a hæmaturge can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a hæmaturge wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including bloodtide, have a somatic component). A multiclass hæmaturge still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations
A hæmaturge does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the life force that courses through his veins. A hæmaturge can use any invocation he knows at will, with the following qualifications:
A hæmaturge's invocations are spell-like abilities; using an invocation is therefore a standard action (unless otherwise noted) that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A hæmaturge is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A hæmaturge can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A hæmaturge's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A hæmaturge's caster level with his invocations is equal to his hæmaturge level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the hæmaturge's Charisma modifier. Since spell-like abilities are not actually spells, a hæmaturge cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus (http://www.d20srd.org/srd/monsterFeats.htm#abilityFocus) feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability (http://www.d20srd.org/srd/monsterFeats.htm#quickenSpellLikeAbility) and Empower Spell-Like Ability (http://www.d20srd.org/srd/monsterFeats.htm#empowerSpellLikeAbility).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and sanguine. A hæmaturge begins with knowledge of one invocation, which must be of the lowest grade (least). At each level a hæmaturge gains access to a new invocation.
At each level a hæmaturge can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a hæmaturge can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a hæmaturge can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a hæmaturge can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Some invocations require a blood sacrifice to be used. As part of the action used to use the invocation, the hæmaturge must open one of his veins with a piercing or slashing weapon (usually a dagger) as part of using the invocation, dealing himself nonlethal damage equal to the blood sacrifice specified in the invocation description. (A hæmaturge can choose to bypass any damage reduction he might have.) If the invocation has a duration other than instantaneous, the damage from its blood sacrifice cannot be healed until the invocation ends. If this damage is negated or reduced in any way, the invocation fails.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hæmaturges can qualify for some prestige classes usually intended for spellcasters; see Hæmaturges and Prestige Classes, below.
Bloodtide (Sp)
The first ability a hæmaturge masters is the capacity to manipulate another creature's blood and, by extension, its life force, to damage its body and leave it weakened. How this manifests itself depends on the hæmaturge. Some drain the creature's blood away from vital organs. Some others instead restrict the blood's proper flow. (This typically turns humanoids purple as the blood stagnates in their body.) Still others prefer to roughly shove subtlety to the side and cause their victim to begin bleeding from their mouth, nose, eyes, ears, or even finger tips. Regardless of the manifestation, this power, called bloodtide, has the same negative effects on the target's body.
Creatures possessing blood or a similar fluid such as sap or ichor (or those with a particular affinity to it; see Blood and Vital Fluids, below) are the most vulnerable to the hæmaturge's power. At 1st level the hæmaturge's bloodtide deals 1d6 plus his Constitution modifier in damage to such creatures and increases in power as he gains levels. (A successful Fortitude save against a DC of 10 + ½ the hæmaturge's level + his Charisma modifier halves the damage.)
Undead without a particular affinity for blood are somewhat resistant to a hæmaturge's bloodtide, but as the hæmaturge disrupts the negative energy that powers the undead, it flies wild. These creatures take half the normal damage from bloodtide and a successful Fortitude save further halves the damage. (Undead are not immune to this effect by virtue of their lack of a Constitution score.) However, the negative energy spills forth, damaging both the hæmaturge and up to one other creature per 4 of the target's HD that is within 10 feet of the target, as chosen by the hæmaturge. (The hæmaturge must choose the maximum number of targets unless insufficient targets are in range, including allies other than himself if necessary.) The hæmaturge and these creatures take damage equal to one half the hæmaturge's normal bloodtide damage, and a successful Fortitude save further halves the damage (again, creatures without a Constitution score are not immune to this effect). Any additional affects your bloodtide would have do not apply to this negative energy damage. The negative energy so released is so chaotic and inimical to existance that it harms undead as easily as it does the living.
Finally, all other creatures take 2 damage for each 1d6 damage the bloodtide would normally deal. A successful Fortitude save halves this damage.
Initially, the hæmaturge's bloodtide can only affect a single creature within 60 feet. As he gains levels, he can target multiple creatures. At 8th level and every 4th level thereafter the hæmaturge can affect an additional creature. All targets must be within 60 feet of the hæmaturge and no more than 30 feet from each other.
Bloodtide can also be used to attack objects that are living plants (such as trees, grass, etc.) In the place of a creature a hæmaturge may target the plants in a 10 foot radius take damage equal to the damage the bloodtide would normally do. Attended plants may make a Fortitude save to halve this damage. A plant reduced to 0 HP dies, wilting and cracking as its sap is disrupted.
A hæmaturge's abilities, particularly his bloodtide require or are enhanced by the use of blood or similar fluids as a conduit to the power locked in a creature's life force. Some creatures do not have these requisite fluids. In general, whether a creature has blood or a similar fluid can be determined by type, or, in some cases, subtype.
Usually has blood:
Aberrations
Animals
Dragons
Elementals of the Water subtype
Fey
Giants
Humanoids
Living constructs
Magical Beasts
Monstrous Humanoids
Oozes
Outsiders
Plants
Vermin
Usually does not have blood:
Constructs
Elementals without the Water subtype
Incorporeal creatures
Undead
In general, a creature's subtype is more indicative of whether it has blood or not than its type. So, for example, joystealers (incorporeal Fey) do not have blood, while warforged (living construct Constructs) do.
Some creatures, while lacking blood of their own, have a particular affinity for blood. Such creatures include vampires, bloodhulks, and blood golems. These creatures are treated as though they had blood of their own.
A hæmaturge is able to sense whether a creature within 60 feet has blood or not by briefly concentrating as a free action that does not provoke attacks of opportunity or require a Concentration check. He must be aware of the creature's presence to tell this and he does not necessarily know the type or subtype of the creature without a successful Knowledge check.
Hæmogenesis (Su)
In addition to disrupting other creatures' blood and life force, a hæmaturge can use his own to create solid objects from his blood. Creating an object in this way requires him to deal damage to himself with a piercing or slashing weapon (usually a dagger), and the object appears in his hand. If the object is too large to be held in one hand, it forms adjacent to the hæmaturge. If there is not sufficient room for the object to form, the attempt fails (but the hæmaturge still takes damage as normal). The amount of damage required depends on the size of the object to be created:
Object Size (Example)
Damage
Fine (potion bottle)
1
Diminutive (scroll)
1d2+1
Tiny (book, light weapon for a medium creature)
1d4+1
Small (chair, one-handed weapon for a medium creature)
1d6+1
Medium (barrel, two-handed weapon for a medium creature.)
1d8+1
Large (big door)
1d10+1
Huge (wagon)
2d8+3
Gargantuan (narrow side of a barn)
3d8+3
Colossal (broad side of a barn)
4d8+4
When using this ability, the hæmaturge always deals the amount of damage needed to create the object desired, even if the weapon would not normally be capable of dealing that damage or would normally deal more. (If the hæmaturge rolls more damage than his current HP, he can elect to stop the bleeding after only 5 points of damage, but the object does not form.) If this damage is negated or reduced in any way, the attempt to create the object fails. (A hæmaturge can choose to bypass any damage reduction he might have.) This damage cannot be healed until the object is reabsorbed by the hæmaturge.
Initially, any objects a hæmaturge creates are entirely ordinary. He can create weapons or armor, but these are not of masterwork quality. Likewise he can create tools, but these are not of masterwork quality either. Beginning at 4th level any weapons, armor, or tools he creates with this ability are of masterwork quality. These objects can have the consistency of any solid material, but regardless of the consistency has a hardness of 5 and 10 HP/inch, or, in the case of weapons and armor, half that of armor or a metal weapon of the same type. They weigh as much as the material they are designed to replicate. A hæmaturge cannot use this ability to produce special materials (like adamantine or cold iron), living beings (such as a tree or rust monster wand) or alchemical items.
The time it takes to create an object depends on its complexity. Very simple items (such as a wooden spoon; objects that would have a Craft DC of 5 or below) take a full round action. Typical items (such as an iron pot or most tools; objects that would have a Craft DC of 10 or below) take two consecutive full round actions. High quality items (such as a bell or most weapons; objects that would have a Craft DC of 15 or below) take five consecutive full round actions. Complex or superior items (such as a lock or most armor; objects that would have a Craft DC greater than 15) take a full minute.
As a free action the hæmaturge can choose to reabsorb an item he created, destroying it and allowing him to heal the damage taken to create the object. An object in contact with the hæmaturge can remain intact and functional indefinitely, but once i loses direct contact with the hæmaturge's flesh it can maintain its form for only 1d4+1 hours before it is automatically reabsorbed. An object can be reabsorbed by the hæmaturge at any distance, and any that is more than a mile from the hæmaturge that created it is automatically reabsorbed.
Hæmostasis (Su)
A hæmaturge learns to control the flow of blood to ensure his body's continued safety. Beginning at 2nd level, a hæmaturge automatically stabilizes when he drops below 0 HP and is never at risk of losing hitpoints because he has less than 0 HP.
At 3rd level he gains the ability to rapidly close otherwise debilitating wounds. He gains DR 2/bludgeoning and magic. At 8th level, and every 5 levels thereafter, this DR increases by 2. Beginning at level 10, this damage reduction can only be overcome by weapons that are bludgeoning, magic, and silver. When dealing himself damage to fuel abilities like hæmogenesis or some invocations, a hæmaturge ignores this damage reduction. This ability does not prevent a hæmaturge's skin or flesh from being injured, though, and experienced hæmaturges are frequently covered with scars—many of their own making.
Starting at 10th level, a hæmaturge gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability (http://www.d20srd.org/srd/magicItems/magicArmor.htm#fortification). At 15th level, this fortification increases to 50%.
At 17th level the hæmaturge picks either slashing or piercing damage. He is henceforth immune to that type of damage and takes only half damage from the other. (This is factored in before damage reduction).
Élan shift (Ex)
Blood is a powerful conduit to the life force, but it is not the only way to access its power. By careful study of particular creatures, a hæmaturge is able better affect their life force—their élan vital—even if they lack blood.
At 2nd level, and every third level thereafter, a hæmaturge selects one of the following élan shifts:
Animal magnetism: Your bloodtide deals an additional 2 damage per damage die to animals, fey, and vermin, and such creatures take a -2 penalty on saves versus your bloodtide. In addition, an animal or vermin affected by your bloodtide must make a Will save or become frightened for one round and shaken for one minute therafter. Mindless vermin flee as if frightened for one round, but do not then become shaken. Fey are bemused by the unfamiliar turbulance in their life force and become sickened for one round
Blood of man Your bloodtide deals an additional 2 damage per damage die to giants, humanoids, and monstrous humanoids, and such creatures take a -2 penalty on saves versus your bloodtide. As their blood drains away from their titanic muscles, giants affected by your bloodtide suffer a -4 penalty to Strength for one minute. Humanoids and monstrous humanoids affected by your bloodtide become more sluggish, and must succeed on a Fortitude save or take a -2 penalty to AC, Reflex saves, and attack rolls for one round. Multiple penalties from this ability do not stack.
Humouric obstruction Your bloodtide deals an additional 2 damage per damage die to elementals and constructs, and such creatures take a -2 penalty on saves versus your bloodtide. A construct affected by your bloodtide must make a Will save or be affected as if by the spell command as you redirect its animating spirit to do your bidding rather than its creator's. This is not a mind-affecting effect. Elementals suffer a breakdown of the lines of pure energy that control their movements and take a -4 penalty to Dexterity. Multiple penalties from this ability do not stack. In addition, constructs are not immune to the effects of bloodtide augments or invocations that require a Fortitude save.
Ectoplasmic wrench Your bloodtide deals an additional 2 damage per damage die to incorporeal creatures, and such creatures take a -2 penalty on saves versus your bloodtide. Your bloodtide tears at the ectoplasmic energies that animate incorporeal creatures, and they must succeed on a Fortitude saving throw or become unable to pass completely through corporeal objects for one round. This prevents them from, for instance, passing through a wall or hiding in the ground, but they are still unable to pick up or interact with corporeal objects. In addition, it has only a 25% chance of ignoring damage corporeal sources instead of a 50% chance.
Purify ichor Your bloodtide deals an additional 2 damage per damage die to aberrations, and such creatures take a -2 penalty on saves versus your bloodtide. Most aberrations have some foul ichor coursing through them rather than blood, and, paradoxically, exposing it to too much of their élan vital can damage it. An aberration affected by your bloodtide takes a -1 penalty to Constitution. A successful Fortitude save negates the penalty as well as further effects of this élan shift. For one minute, the aberration must make a Fortitude save at the beginning of each of its turns. If it succeeds, the penalty is removed and the aberration need make no further Fortitude saving throws against this effect. If it fails, the Constitution penalty increases by 1, though this can never reduce its Constitution below 1. At the end of the minute the penalty is lifted if it hasn't already. An aberration suffering from this effect is immune to further applications of it until the effect ends.
Call to life Your bloodtide deals an additional 2 damage per damage die to undead, and such creatures take a -2 penalty on saves versus your bloodtide. Undead affected by your bloodtide must make a Will save or have the shadows of the élan vital that infused them while alive forced into their ghastly animating force. These shadows, regardless of the creature's stance toward undeath in life, are repulsed by the corruption of its former body and revile the new energies animating it. The undead is nauseated for 1 round and sickened for 1 minute thereafter. On a successful Will save it is sickened for 1 round. In addition, undead are not immune to the effects of bloodtide augments or invocations that require a Fortitude save. This has no effect on the burst of negative energy damage that occurs when you target an undead creature with your bloodtide.
Blood of Fafnir Your bloodtide deals an additional 2 damage per damage die to dragons, and such creatures take a -2 penalty on saves versus your bloodtide. When a dragon fails a Fortitude save against your bloodtide (including a Fortitude save against another élan shift or augment invocation) you gain temporary HP equal to twice the dragon's HD and become immune to the dragon's breath weapon, if any, for five rounds. The temporary HP from this ability last one minute, and the temporary HP from multiple uses of this ability replace each other but do not stack.
Planar hemorrhage Your bloodtide deals an additional 2 damage per damage die to outsiders, and such creatures take a -2 penalty on saves versus your bloodtide. Any extraplanar outsiders affected by your bloodtide must make a Will save or be slowed (as the slow spell) for one round as part of their essence is shunted back to their own plane. Outsiders on their home plane instead take maximum damage from your bloodtide as a rush of energy flows into their life stream, overflowing and damaging them.
The wilting Your bloodtide deals an additional 2 damage per damage die to oozes and plants, and such creatures take a -2 penalty on saves versus your bloodtide. Oozes and plants are particularly devastated by your bloodtide. The variable damage dealt to them by your bloodtide increases by one half, and they must make a Fortitude save or become fatigued for one minute.
If a hæmaturge knows two élan shifts that would apply to the same creature, the save penalty and bonus damage do not stack, but all other effects affect the target. The save DC of an élan shifts is the same as the DC for the hæmaturge's bloodtide, but the penalty to saves does not apply.
Homunculus (Su)
From 6th level on, a hæmaturge can distil the energy in his own blood to create new life—a homunculus (http://www.d20srd.org/srd/monsters/homunculus.htm) (a hæmaturge can create a homunculus of other forms, such as those found in pages 285-287 of the Eberron Campaign Setting and pages 152-153 of Magic of Eberron). A hæmaturge need not meet any of the given prerequisites to create the homunculus; however, a hæmaturge must permanently sacrifice 1 hit point as part of the creation process. The process requires 1 hour. A hæmaturge enjoys a stronger than normal link with his homunculus, which gains the special abilities of a familar (but not other abilities, such as the ability to use its master's skill ranks), using its master's hæmaturge level to determine which special abilities it gains. Each even level after 6th, the hæmaturge's homunculus advances 1 Hit Die, as described on page 290 of the Monster Manual, and it gains all the normal benefits of its increased Hit Dice (increased base attack bonus, saves, and so on). If his homunculus is destroyed, a hæmaturge takes 2d10 points of damage, as noted in the Monster Manual. A hæmaturge’s death results in the death of his homunculus. A hæmaturge can have only one homunculus at any given time.
Swift hæmogenesis (Ex)
At 12th level a hæmaturge learns to shape his blood into useful objects far more rapidly than before. Now very simple items now require only a swift action, typical items require a standard action, high quality items require a full round action, and complex or superior items require two full round actions.
Baptized in the Blood (Su)
At the zenith of his abilities, a hæmaturge gains the ability to return the dead to life. By killing himself and infusing his blood with his own life force, his blood can be used to create an effect similar to true resurrection except that it requires at least a part of a creature's body to resurrect it and it functions on constructs and undead creatures. Regardless of his size, a hæmaturge has enough blood to resurrect eight creatures. A hæmaturge can arrange to bleed on one creature by himself (though certain special preparations may allow him to bleed on more) or an assistant can apply the blood. The blood must be applied to the bodies within one hour of the hæmaturge's death in order to have any effect.
This process creates a fundamental connection between the hæmaturge and the creatures he resurrects. For a year and a day they receive a +2 morale bonus on saving throws, attacks, and skill checks whenever they are within sixty feet of the hæmaturge. They also behave as though under the effect of charm monster during this period, though this friendliness can be lost in the same way a creature's disposition normally would. Finally, once during this period the hæmaturge may invoke the effect of dominate monster on each creature he resurrected. The creature is entitled to a Will saving throw (DC 20 + the hæmaturge's Charisma modifier) to negate the effect. This effect lasts for 20 minutes, after which the creature no longer gains the morale bonuses nor necessarily regards the hæmaturge in a favorable light. Neither the charm or domination effect is actually a mind-affecting effect, and so affects undead and mindless creatures.
A hæmaturge that sacrifices himself in this way automatically returns to life after three days or may be resurrected normally. Regardless of how he returns to life he loses one level (even if resurrected using true resurrection, wish, or miracle), which cannot be prepared by any means.