Perturbulent
2017-02-01, 06:18 AM
A player asked a question the other day after the party quickly mopped the floor with a vampire, but he got away after being reduced to 0 HP and turning to mist (they had used obscuring mist to get the drop on him, and the caster who produced it was unconscious, and thus couldn't dismiss it) There was quite a lot of blood from their slaughter of him, and she asked "Can one of the castery people animate the blood and make it lead us to him?" "...not yet... but that's a cool idea." another player chimes in "you could call it blood hound" "I'm writing this down!"
Blood Hound:
Necromancy
Alchemist 3, Cleric/Oracle 3, Witch 3, Sorcerer/Wizard 4
Components: V, S, M
Target: A pool of blood
Range: Touch
Duration: Instantaneous
Saving Throw: Fort (Partial)
Spell Resistance: No
The pool of blood springs to life, resembling an amoeba and unerringly travels towards its owner. When it finally reaches its owner, it forces its way back into his body.
Its land speed is 10’/rnd +5’/lvl after fifth. It can swim at 5th level, fly at 10th, burrow at 15th, planeshift 1/day at 20th. It moves in the shortest path to its owner as is possible, adjusting as the path changes.
It has HP=the damage the owner took to produce it, this should include all the damage received in the single encounter, even if some of it was healed. It would not include damage prevented from energy resistance or Damage reduction.
It has a base AC of 13, with a dex mod=CL/2, and a deflection mod=Casting Mod. It has DR 5/Magic. Despite these statistics, it does not perform any action except movement. If it reaches 0 HP, the blood perishes. It is not subject to non-hp damage. It is immune to status conditions. It loses 5 HP at the end of each day, as it’s body dissipates in travel.
When it reaches its owner (occupies the same square) it automatically forces its way back in. The owner makes a Fort Save. If he succeeds, the blood joins his body harmlessly, merely sickening him. If he fails, he is still sickened, but must also take an amount of damage equal to the hp remaining in the animated blood.
Material Component: 2 Coins (cp for up to 9 CL, sp for 10-14th, gp 15-19th, and pp 20th).
Somatic Component: Respectfully placing the coins into the blood.
Verbal: Reciting final rites or similar benediction.
My biggest issue with it is the leveling. I think the spell makes sense, functions, and it is pretty cool. I just am not sure what level to make it. I started it at 2nd level, but then we added little details and figured it got more powerful, and so we move it up to 3rd. What do you think?
Any other improvements I can make on it?
Blood Hound:
Necromancy
Alchemist 3, Cleric/Oracle 3, Witch 3, Sorcerer/Wizard 4
Components: V, S, M
Target: A pool of blood
Range: Touch
Duration: Instantaneous
Saving Throw: Fort (Partial)
Spell Resistance: No
The pool of blood springs to life, resembling an amoeba and unerringly travels towards its owner. When it finally reaches its owner, it forces its way back into his body.
Its land speed is 10’/rnd +5’/lvl after fifth. It can swim at 5th level, fly at 10th, burrow at 15th, planeshift 1/day at 20th. It moves in the shortest path to its owner as is possible, adjusting as the path changes.
It has HP=the damage the owner took to produce it, this should include all the damage received in the single encounter, even if some of it was healed. It would not include damage prevented from energy resistance or Damage reduction.
It has a base AC of 13, with a dex mod=CL/2, and a deflection mod=Casting Mod. It has DR 5/Magic. Despite these statistics, it does not perform any action except movement. If it reaches 0 HP, the blood perishes. It is not subject to non-hp damage. It is immune to status conditions. It loses 5 HP at the end of each day, as it’s body dissipates in travel.
When it reaches its owner (occupies the same square) it automatically forces its way back in. The owner makes a Fort Save. If he succeeds, the blood joins his body harmlessly, merely sickening him. If he fails, he is still sickened, but must also take an amount of damage equal to the hp remaining in the animated blood.
Material Component: 2 Coins (cp for up to 9 CL, sp for 10-14th, gp 15-19th, and pp 20th).
Somatic Component: Respectfully placing the coins into the blood.
Verbal: Reciting final rites or similar benediction.
My biggest issue with it is the leveling. I think the spell makes sense, functions, and it is pretty cool. I just am not sure what level to make it. I started it at 2nd level, but then we added little details and figured it got more powerful, and so we move it up to 3rd. What do you think?
Any other improvements I can make on it?