View Full Version : The Lifedrinker (3.5 class, PEACH)

2015-12-30, 02:59 PM
The Lifedrinker
Maximum Blood Points
1st+1+2+0+2Blood Power, Drink Life
2nd+2+3+0+3Blood Power
3rd+3+3+1+3Blood Power
4th+4+4+1+4Blood Power
5th+5+4+1+4Penetrative Strike, Blood Power
6th+6/+1+5+2+5Blood Power
7th+7/+2+5+2+5Blood Power
8th+8/+3+6+2+6Blood Power
9th+9/+4+6+3+6Blood Power
10th+10/+5+7+3+7Recoup Blood, Blood Power
11th+11/+6/+1+7+3+7Blood Power
12th+12/+7/+2+8+4+8Blood Power
13th+13/+8/+3+8+4+8Blood Power
14th+14/+9/+4+9+4+9Blood Power
15th+15/+10/+5+9+5+9Sanguine Aura, Blood Power
16th+16/+11/+6/+1+10+5+10Blood Power
17th+17/+12/+7/+2+10+5+10Blood Power
18th+18/+13/+8/+3+11+6+11Blood Power
19th+19/+14/+9/+4+11+6+11Blood Power
20th+20/+15/+10/+5+12+6+12Death's Gift, Blood Power

Alignment: Any
Hit Die: 1d8

Class Skills:
The lifedrinkerís class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis) and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) ◊ 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armour Proficiency
Lifedrinkers are proficient with all simple and martial weapons and all types of armour and shields, including tower shields.

Drink Life (Su)
Whenever a lifedrinker deals damage to a living creature with a weapon or part of the lifedrinker's body (including by dealing damage in a grapple or some other physical special attack), some of that creature's life essence is stolen by the lifedrinker. Whenever the lifedrinker damages an undead creature, a construct, or some other non-living creature, the energy that animates it is stolen instead. Whatever the case, as long as the lifedrinker has damaged some creature or other, that creature supplies its aggressor with a number of Blood Points (irrespective of the creature actually having blood, exactly) equal to the damage dealt, to a maximum of the number given on Table: The Lifedrinker (a maximum total, not just a maximum in one hit).

Lifedrinkers can spend blood points either to fuel Blood Powers that they will gain as they progress, or to do one of the following:

Heal the lifedrinker for an amount equal to the number of blood points spent.
By touching a creature, deal that creature for an amount equal to the number of blood points spent.
By touching a creature, damage that creature for an amount equal to the amount of blood points spent.

This healing and damage is done as a standard action. It's not positive or negative energy-based, so it affects undead and constructs just as anyone else.

Lifedrinkers can't claim blood points by hitting themselves, ever.

Having blood points isn't supernatural and blood points don't go away in an antimagic field, it's just that you can't gain or use them in one.

Blood Powers (Su)
Each level, the lifedrinker gains a single blood power for which the prerequisites are met. The save DC against a blood power is 10, plus half the lifedrinker's class level, plus the lifedrinker's constitution modifier.

Penetrative Strike
From 5th level, lifedrinkers use their original weapon damage before damage reduction, resistance, or any other effect that reduces their damage when determining how many blood points they gain for an attack. The same is true of others' attacks when using the Recoup Blood and Sanguine Aura class features (once these are obtained).

Recoup Blood (Su)
A lifedrinker of 10th level or greater who takes damage gains half that many blood points, rounding down. Lifedrinkers still can't gain blood points by hitting themselves.

Sanguine Aura (Su)
From 15th level, a lifedrinker claims blood points equal to one tenth of the damage dealt by anyone or anything, to any creature, within 60 feet. Lifedrinkers can't claim blood points in this way if they're already claiming blood points for the damage (such as by being the one to make it and therefore claiming full blood points, or having taken the damage and therefore claiming half blood points). Lifedrinkers still can't gain blood points by hitting themselves.

Death's Gift (Su)
From 20th level, when a lifedrinker attacks a creature the damage can't be prevented or mitigated. When the lifedrinker kills a creature, its death can't be prevented and the creature's body is destroyed.

List of Blood Powers

Autosalvation: By spending blood points equal to the DC of a saving throw, the lifedrinker can pass that saving throw without having to roll. This power is used as an immediate action before the saving throw is rolled.
Blood Control: By spending blood points equal to the DC of the diplomacy check needed to do so, the lifedrinker can in a single action alter the attitude of the NPC towards the lifedrinker or another creature.
Craft Blood Construct: By spending any number of blood points, the lifedrinker can craft a construct from even the tiniest bit of a creature's blood. The resulting blood construct gains those blood points, and seeks out the target unerringly, smashing anything that attempts to stop it. If the target is, or becomes, on another plane, the Blood Construct is immediately plane shifted, as the spell, to that creature's location.

Blood Construct
Size/Type: Huge Construct
Hit Dice: * (10 effective hit dice)
Initiative: +4 +*/5 + */20
Speed: 20+* feet (4+*/5 squares), Fly 20+* feet (Clumsy)
Armor Class: 8 + 3*/10 (+*/4 +*/20 Dex -2 Size) touch 8+3*/10 flat-footed 8+*/4
Base Attack/Grapple: +10/+12+*/20
Attack: Bloodlash +8+*/20 melee (1d6+(*+*/20))
Full Attack: 2 Bloodlashes (+8+*/20)/(+3+*/20) melee (1d6+(*+*/20))
Space/Reach: 20 ft/20 ft
Special Attacks: Drink Life, Sanguine Skill
Special Qualities: Blood Begets Blood
Saves: For +7 + */20 Ref +7 + */20+*/10 Will +7 + */20+*/10
Abilities: Str 10+*/10 Dex 10+*/10 Con - Int 10+*/10 Wis 10+*/10 Cha 10+*/10

A Blood Construct attempts to kill its target through any means necessary. It cannot be commanded or controlled, speaks no languages and understands all of them, and only uses this comprehension to ensure the total destruction of the opposition. Blood Constructs do not do anything but kill their target and destroy any obstruction to their attempt to do this. A Blood Construct is the same alignment as its creator. No creature can ever become a Blood Construct through any kind of transformative power; you're either a Blood Construct or you're not.

Drink Life: A Blood Construct drinks life just as a lifedrinker does.

Sanguine Skill: A Blood Construct can use all skills untrained, though it may not have cause to. If it does, it gets a +1 bonus on all skill checks per 5 blood points in addition to any other bonuses it may have.

Blood begets Blood: A Blood Construct gets more powerful the more blood points it has. This gets weird fast.

The Blood Construct's Hit Points and Movement Speed (in feet) scale directly with the Blood Construct's blood points, as does the damage its bloodlashes deal (though this also scales with strength, so the scaling is 21/20 times the number of blood points). Its untyped bonus to AC scales with a quarter of its blood points. Its initiative scales with 1/5 of its blood points, but also with dexterity. Its saves scale with 1/10 of its blood points and the relevant ability score. The ability scores scale with 1/10 of its blood points.

Haemotheurgy: Choose a single Abjuration, Evocation, or Necromancy spell from the Wizard/Sorcerer spell list. You can cast this spell as a spell-like ability, but you need to spend blood points equal to three, times the minimum wizard level to cast that spell (1 for cantrips, otherwise 2*level-1), times the caster level at which you actually want to cast the spell. You must be high enough level to cast the spell to choose it, and you must have lifedrinker levels equal to or greater than the caster level at which you are attempting to cast it. For example, Raine is a lifedrinker of the 5th level. This allows her to choose and cast fireball. If she chooses to cast fireball at the fifth level, it deals 5d6 damage to each creature in the area, and costs 75 blood points. She can't cast it at any other caster level, because either it would be above her lifedrinker level or below the level at which third-level wizard spells become available.
Raven's Wing: The lifedrinker can fly with good maneuverability by spending 5 blood points for each round this is done. This can be begun on someone else's turn to prevent falling, or it can be used normally to fly with a speed equal to the lifedrinker's base land speed.
Sanguine Sword: As part of an attack, deal extra damage equal to half the blood points spent.

Ugh, this seemed like a good idea when I made it but I'm having trouble coming up with things I actually want it to do. Halp.