Thundamoo
2017-03-14, 09:48 PM
The Vitaemancer Base Class
"It's Definitely Not Blood Magic!"
A vitaemancer is a powerful mage that uses their own vitality as fuel for their spells. Most commonly, vitaemancy is considered to be a corruption of natural sorcerer abilities, but in reality their power stems from another source. Magic does not naturally flow within the vitaemancer, but some strength within them lets them tap into arcane forces with the very power that keeps them alive, undead, or simply together at all.
Conceptually, the Vitaemancer is intended to be a high-risk, high-reward caster class that hypothetically has greater spell/day and damage/round output than the sorcerer, but needs to consistently put itself in dangerous situations to achieve its maximum potential. It trades a few of the strong utility spell schools for a few choice thematic picks from the cleric list and a few spells of its own. The Vitality Siphon ability is a tide-turner that can deal large amounts of damage and quickly swing a near-death Vitaemancer back to nearly full power... but only if the Vitaemancer is already almost dead and surrounded by multiple enemies. If you're looking for a caster that has a little less brain but a lot more heart, the Vitaemancer is for you.
Abilities: The Vitaemancer is an arcane caster that uses Constitution as their casting stat. Expect them to have far greater hit point totals than traditional casters, but at an important cost: casting spells endangers them, effectively lowering their hit point total for a while. Vitaemancers thrive in the middle of battle, and the more they risk death the more powerful they become. Thus, Dexterity is also an important stat for them, as it increases their armor class and the hit bonus for their ray spells.
Role: Vitaemancers have a little less utility than other arcane classes, as they lack a few key spell schools. Unlike wizards or sorcerers, however, Vitaemancers can thrive close to the front lines, taking advantage of their powerful short-range abilities.
Background: Vitaemancers are exceptionally rare, and little is known about where their power comes from. Many who are born with vitaemancy potential never pursue their gift due to its dangerous, self-destructive nature, and most that do are ostracized from their communities as practitioners of evil magic. In reality, vitaemancy is no more good or evil than regular old sourcery. It merely comes from a different source.
Organization: Vitaemancers are too rare to have formal organizations.
Alignment: Vitaemancers are not required to have any particular alignment, but evil vitaemancers seem to be slightly more common.
Races: There doesn't seem to be any connection between race and probability of vitaemancy aptitude. In rare cases, vitaemancy abilities have been documented in races that normally lack the intelligence to perform magic at all.
Religion: Vitaemancers usually follow religions normal for their race or culture, but the rare and powerful nature of their abilities may drive a vitaemancer to one of the many gods of magic.
Other Classes: Vitaemancy is not well understood, but the self-sacrificial nature of its power is looked upon by most other classes as somewhat worrisome.
Vitaemancer Table and Spells Known
LevelBABFort
SaveRef
SaveWill
SaveSpecial0th1st2st3st4st5st6st7st8st9st
1st+0+2+0+0Sacrifice Pool, Lifecasting42
2nd+1+3+0+0Combat Casting53
3rd+1+3+1+1Vitality Siphon (5ft)531
4th+2+4+1+1Steady Concentration[/td]642
5th+2+4+1+1Vitality Siphon (10ft)[/td]6421
6th+3+5+2+2Sacrificial Power7532
7th+3+5+2+2Vitality Siphon (15ft)75321
8th+4+6+2+2Sacrificial Defenses85432
9th+4+6+3+3Vitality Siphon (20ft)854321
10th+5+7+3+3Sacrificial Potency955432
11th+5+7+3+3Vitality Siphon (25ft)9554321
12th+6/+1+8+4+4Superior Vitality Siphon9554432
13th+6/+1+8+4+4Vitality Siphon (30ft)95544321
14th+7/+2+9+4+4Swift Vitality Siphon (1/day)95544432
15th+7/+2+9+5+5Vitality Siphon (35ft)955444321
16th+8/+3+10+5+5Arcane Stamina955444332
17th+8/+3+10+5+5Vitality Siphon (40ft)9554443321
18th+9/+4+11+6+6Swift Vitality Siphon (2/day)9554443332
19th+9+4+11+6+6Vitality Siphon (45ft)9554444442
20th+10/+5+12+6+6Supreme Vitality Siphon9554444443
Hit Dice: d4
Class Skills: The Vitaemancer’s class skills are Concentration (Con), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at First Level: (2 + Int mod) x 4
Skill Points at Each Additional Level: 2 + Int mod
Weapon and Armor Proficiency: Vitaemancers are proficient with all simple weapons. Vitaemancers are not proficient with any armor or shields.
Sacrifice Pool: Unlike other spellcasters that rely on spell slots, the vitaemancer uses a sacrifice pool to determine how many spells he can cast per day. The sacrifice pool starts at zero when the vitaemancer is created as has no upper limit. Various actions, such as casting spells, add to the Vitaemancer’s sacrifice pool. If the current value in the Vitaemancer’s sacrifice pool is ever greater than the Vitaemancer’s current hit point total plus his temporary hit point total, the vitaemancer falls unconscious and is helpless until his combined current and temporary hit points equal or exceed his sacrifice pool value. At the end of an uninterrupted eight-hour rest, the vitaemancer can choose to reduce his sacrifice pool by as much as he wants, with the exception that the sacrifice pool can never be less than zero for any reason.
Lifecasting: A vitaemancer casts spells drawn from the vitaemancer spell list. He can cast any spell he knows without preparing it ahead of time the way a wizard or a cleric must.
To learn or cast a spell, the vitaemancer must have a Constitution score equal to at least 10 + the spell’s level. The difficulty class for a saving throw against a vitaemancer’s spell is 10 + the spell’s level + the vitaemancer’s Constitution modifier.
A vitaemancer’s ability to cast spells is not restricted by spell slots. Instead, when a vitaemancer attempts to cast a spell, he must add a number of points to his sacrifice pool equal to the twice the spell’s level (after modifiers such as metamagic). 0th level spells (cantrips) add exactly one point to the sacrifice pool, plus any adjustment for metamagic or other effects. This addition to the sacrifice pool occurs immediately after the spell is successfully (or unsuccessfully) cast. Thus, if casting a spell with a duration of instantaneous were to add enough points to the sacrifice pool to cause the vitaemancer to fall unconscious, the spell goes off successfully and then the vitaemancer immediately falls unconscious. Spells that fail, such as from an unsuccessful concentration check, still add to the sacrifice pool. Furthermore, if a situation other than casting a spell affecting a vitaemancer were to cause a spellcaster of a different class to lose a prepared spell slot, that situation adds twice the relevant spell level’s value to the sacrifice pool of a vitaemancer instead.
Like a sorcerer, the vitaemancer has a limited selection of spells. The vitaemancer begins play with four level-0 spells and two level-1 spells of your choice. At each new vitaemancer level, he gains one or more new spells, as indicated on the Vitaemancer table above.
Upon reaching 4th level, and at every even-numbered vitaemancer level after that (6th, 8th, and so on), a vitaemancer can choose to learn a new spell in place of one he already knows. In effect, the vitaemancer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level vitaemancer spell the vitaemancer can cast. A vitaemancer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Combat Casting: At second level, the vitaemancer gains Combat Casting as a bonus feat.
Vitality Siphon (Su): At third level, the vitaemancer gains the ability to transfer his sacrifices onto others. Vitality Siphon is a supernatural ability. Using Vitality Siphon is a standard action that does not provoke attacks of opportunity, and it can be done a number of times per day equal to one-third the vitaemancer’s vitaemancer levels, rounded down. Vitality Siphon has a 5ft radius, centered on the vitaemancer. This radius increases by 5ft at fifth level and 5ft every two vitaemancer levels thereafter. For every two points in your sacrifice pool, Vitality Siphon deals one damage to every creature of the viteamancer’s choosing within the radius, or half that much on a successful fortitude save (DC 10 + ½ your vitaemancer level + your CON mod). Your sacrifice pool’s value is reduced by half the total damage dealt by this ability, rounded down. Damage dealt by Vitality Siphon rips directly from whatever force keeps a creature going, be they living beings, constructs, or undead. Thus, Vitality Siphon’s damage cannot be restored for 1d3+1 days, except through the use of limited wish, wish, or miracle.
Steady Concentration: At 4th level, the vitaemancer gains Steady Concentration (RoS) as a bonus feat, even if he does not meet the prerequisites.
Sacrificial Power: At 6th level, the power of the vitaemancer’s spells grows the more he has sacrificed. The vitaemancer’s damaging spells deal additional damage equal to one-fifth the current value of his sacrifice pool, rounded down. Furthermore, the vitaemancer gains a +1 sacrificial bonus on attack rolls equal to the same amount. These bonuses only apply to targets in range of the vitaemancer’s Vitality Siphon.
Sacrificial Defenses: at 8th level, the vitaemancer’s ability to avoid damage increases the more he sacrifices. For every 10 points in his current sacrifice pool, he gains a +1 sacrificial bonus to his AC. These bonuses only apply against targets in range of the vitaemancer’s Vitality Siphon.
Sacrificial Potency: At 10th level, the viteamancer’s spells become harder to resist the more he has sacrificed. For every 15 points in his current sacrifice pool, viteamancer gains a +1 sacrificial bonus to his spell save DCs and to the DC of his Vitality Siphon. These bonuses only apply to targets in range of the vitaemancer’s Vitality Siphon.
Superior Vitality Siphon: At 12th level, Vitality Siphon now restores hit points equal to half the amount of sacrifice pool it reduces.
Swift Vitality Siphon: At 14th level, the viteamancer can use Vitality Siphon as a swift action once per day. At 18th level, this increases to twice per day.
Arcane Stamina: At 16th level, the viteamancer has the endurance to remain conscious even after sacrificing beyond his normal limit. When the viteamancer would normally fall unconscious from his sacrifice pool exceeding his hit point total, he instead rolls a fortitude save with a difficulty class equal to 10 plus the amount by which his sacrifice pool exceeds his current hit points plus his temporary hit points. (DC = 10 + sacrifice pool - (current HP + temp HP)). On a success, he remains conscious as normal. On a failure, he falls unconscious. The viteamancer must reroll this saving throw at the start of his turn and whenever he takes damage or adds to his sacrifice pool, until his combined current and temporary hit point totals equal or exceed his sacrifice pool.
Supreme Vitality Siphon: Vitality Siphon now deals damage equal to the current value of the sacrifice pool, rather than half that amount. Furthermore, if the viteamancer were to die or fall unconscious by taking damage or adding to his sacrifice pool, Vitality Siphon automatically and immediately activates if there are any daily uses of it available. Though this effect activates after damage is dealt, it occurs before the viteamancer actually dies or falls unconscious. Thus, if the damage dealt is enough to instantly kill the viteamancer, but the hit points restored are enough to save him, the viteamancer does not die. Likewise, he is treated as though he never fell unconscious for the purposes of continuous actions like casting a full-round spell.
The Vitaemancer spell list contains all sorcerer/wizard spells with the following exceptions and changes:
The Vitaemancer does not have access to the Divination, Enchantment, or Illusion spell schools.
The following spells are added to the viteamancer spell list at the levels noted:
1:
Entropic Shield
Cure/Inflict Minor Wounds
Detonation, Minor (Viteamancer)
2:
Body Blades (SC)
Cure/Inflict Light Wounds
Death Knell
Energy Vortex (SC)
Sound Burst
Vampiric Touch
Vigor, Lesser (SC)
3:
Cure/Inflict Moderate Wounds
Detonation (Viteamancer)
Resist Energy, Mass
Ring of Blades (SC)
4:
Consumptive Field (SC)
Cure/Inflict Serious Wounds
Sacrificial Might (Viteamancer)
Vigor (SC)
Vigor, Mass Lesser (SC)
5:
Cure/Inflict Critical Wounds
Detonation, Major (Viteamancer)
Energetic Healing (BoED)
6:
Cure/Inflict Light Wounds, Mass
Energy Immunity
Flesh to Strength (Viteamancer)
Vigor, Greater (SC)
7:
Consumptive Field, Greater
Cure/Inflict Moderate Wounds, Mass
Gravity Vacuum
8:
Cure/Inflict Serious Wounds, Mass
9:
Cure/Inflict Critical Wounds, Mass
Detonation, Minor
Evocation
Level: Viteamancer 1
Components: V, S
Casting Time: 1 standard action
Range: Self
Area: 10ft radius spread
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
The caster unleashes a powerful wave of force, damaging and pushing back everything around them. Creatures and unattended objects in a 10ft radius area centered around the caster take 1d4 force damage per caster level (max 5d4) and are knocked back 10ft away from the center of the blast. Creatures take half damage and are not knocked back if they succeed the fortitude save.
Detonation
Evocation
Level: Viteamancer 3
Components: V, S
Casting Time: 1 standard action
Range: Self
Area: 20ft radius spread
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
The caster unleashes a powerful wave of force, damaging and pushing back everything around them. Creatures and unattended objects in a 20ft radius area centered around the caster take 1d6 force damage per caster level (max 10d6) and are knocked back 20ft away from the center of the blast. Creatures take half damage and are not knocked back if they succeed the fortitude save.
Detonation, Greater
Evocation
Level: Viteamancer 5
Components: V, S
Casting Time: 1 standard action
Range: Self
Area: 30ft radius spread
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
The caster unleashes a powerful wave of force, damaging and pushing back everything around them. Creatures and unattended objects in a 30ft radius area centered around the caster take 1d8 force damage per caster level (max 15d8) and are knocked back 30ft away from the center of the blast. Creatures take half damage and are not knocked back if they succeed the fortitude save.
Flesh to Strength
Level: Viteamancer 6
Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates (mostly harmless)
Spell Resistance: Yes (mostly harmless)
This spell allows a group of creatures to tap into the basic essence of Viteamancy, temporarily converting their life energy into a directly relevant strength. Every creature affected by the spell takes 10 damage, but gains a +4 sacrificial bonus to an ability score of their choosing. Damage dealt by this spell ignores damage reduction.
Material component: Flakes of dead skin or strands of shed hair.
Gravity Vacuum
Conjuration
Level: Viteamancer 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium: 100ft + 10ft/caster level
Area: 50ft radius spread
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No
This spell creates a brief but incredibly powerful gravitational pull at a point you designate, dragging or outright hurling everything in an area towards a center point. Every creature in the area that fails its Dexterity saving throw is flung towards the center of the effect, taking 1d6 damage per 10ft moved if it collides with another creature or object before reaching its destination. Creatures that do not have any secure object to grab onto or otherwise stabilize themselves with get -5 to the dexterity saving throw and are still dragged 5ft towards the center of the effect even if they succeed. Creatures that fail their saving throw by 5 or more are knocked prone once they reach their destination.
Sacrificial Might
Transmutation
Level: Viteamancer 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 Round/Level (D)
You continually sacrifice more of yourself to maintain a mighty presence on the battlefield. For the duration of this spell, at the start of your turn, you add two additional points to your sacrifice pool. However, your base attack bonus becomes equal to three-quarters your character level, rounded down (which may give you additional attacks), you gain a +4 enhancement bonus to strength and armor class, and a +2 enhancement bonus to caster level.
Material Component: A drop of your blood or small chunk of your body.
Body Fuel
You can purposefully cripple yourself for an immediate boost in power.
Prerequisites: Vitaemancer 2nd level, CON 16
Benefit: As a free action, you may voluntarily take one point of CON damage in order to reduce your sacrifice pool by an amount equal to your Vitaemancer level.
Damage Distribution
In a pinch, you can transfer injuries from more important organs to less important ones.
Prerequisites: Concentration 8 ranks, CON 16
Benefit: As a move action, you may deal two points of ability damage to a single ability score of your choosing in order to restore one point of ability damage to a different ability score of your choosing. However, to restore a physical ability score (STR, DEX, CON) you must damage another physical ability score, and to restore a mental ability score (INT, WIS, CHA) you must damage another mental ability score.
Direct Vitality Siphon
You can directly suck the vitality from a single target rather than from an area for increased effect.
Prerequisites: Vitaemancer 3rd level
Benefit: When you use your Vitality Siphon special ability, you can choose to give it a range of touch instead of its listed area of effect. When you do, you must make a melee attack roll to touch the target. If the attack roll succeeds, Vitality Siphon deals twice as much damage and the difficulty class of the fortitude save is increased by 2, but only the touched target is affected. If the attack roll fails, Vitality Siphon does nothing. This still counts as a daily use of Vitality Siphon.
More coming soon! Feats open to suggestions.
Add more Viteamancer spells
Add more Viteamancer feats
Balance tweaks
"It's Definitely Not Blood Magic!"
A vitaemancer is a powerful mage that uses their own vitality as fuel for their spells. Most commonly, vitaemancy is considered to be a corruption of natural sorcerer abilities, but in reality their power stems from another source. Magic does not naturally flow within the vitaemancer, but some strength within them lets them tap into arcane forces with the very power that keeps them alive, undead, or simply together at all.
Conceptually, the Vitaemancer is intended to be a high-risk, high-reward caster class that hypothetically has greater spell/day and damage/round output than the sorcerer, but needs to consistently put itself in dangerous situations to achieve its maximum potential. It trades a few of the strong utility spell schools for a few choice thematic picks from the cleric list and a few spells of its own. The Vitality Siphon ability is a tide-turner that can deal large amounts of damage and quickly swing a near-death Vitaemancer back to nearly full power... but only if the Vitaemancer is already almost dead and surrounded by multiple enemies. If you're looking for a caster that has a little less brain but a lot more heart, the Vitaemancer is for you.
Abilities: The Vitaemancer is an arcane caster that uses Constitution as their casting stat. Expect them to have far greater hit point totals than traditional casters, but at an important cost: casting spells endangers them, effectively lowering their hit point total for a while. Vitaemancers thrive in the middle of battle, and the more they risk death the more powerful they become. Thus, Dexterity is also an important stat for them, as it increases their armor class and the hit bonus for their ray spells.
Role: Vitaemancers have a little less utility than other arcane classes, as they lack a few key spell schools. Unlike wizards or sorcerers, however, Vitaemancers can thrive close to the front lines, taking advantage of their powerful short-range abilities.
Background: Vitaemancers are exceptionally rare, and little is known about where their power comes from. Many who are born with vitaemancy potential never pursue their gift due to its dangerous, self-destructive nature, and most that do are ostracized from their communities as practitioners of evil magic. In reality, vitaemancy is no more good or evil than regular old sourcery. It merely comes from a different source.
Organization: Vitaemancers are too rare to have formal organizations.
Alignment: Vitaemancers are not required to have any particular alignment, but evil vitaemancers seem to be slightly more common.
Races: There doesn't seem to be any connection between race and probability of vitaemancy aptitude. In rare cases, vitaemancy abilities have been documented in races that normally lack the intelligence to perform magic at all.
Religion: Vitaemancers usually follow religions normal for their race or culture, but the rare and powerful nature of their abilities may drive a vitaemancer to one of the many gods of magic.
Other Classes: Vitaemancy is not well understood, but the self-sacrificial nature of its power is looked upon by most other classes as somewhat worrisome.
Vitaemancer Table and Spells Known
LevelBABFort
SaveRef
SaveWill
SaveSpecial0th1st2st3st4st5st6st7st8st9st
1st+0+2+0+0Sacrifice Pool, Lifecasting42
2nd+1+3+0+0Combat Casting53
3rd+1+3+1+1Vitality Siphon (5ft)531
4th+2+4+1+1Steady Concentration[/td]642
5th+2+4+1+1Vitality Siphon (10ft)[/td]6421
6th+3+5+2+2Sacrificial Power7532
7th+3+5+2+2Vitality Siphon (15ft)75321
8th+4+6+2+2Sacrificial Defenses85432
9th+4+6+3+3Vitality Siphon (20ft)854321
10th+5+7+3+3Sacrificial Potency955432
11th+5+7+3+3Vitality Siphon (25ft)9554321
12th+6/+1+8+4+4Superior Vitality Siphon9554432
13th+6/+1+8+4+4Vitality Siphon (30ft)95544321
14th+7/+2+9+4+4Swift Vitality Siphon (1/day)95544432
15th+7/+2+9+5+5Vitality Siphon (35ft)955444321
16th+8/+3+10+5+5Arcane Stamina955444332
17th+8/+3+10+5+5Vitality Siphon (40ft)9554443321
18th+9/+4+11+6+6Swift Vitality Siphon (2/day)9554443332
19th+9+4+11+6+6Vitality Siphon (45ft)9554444442
20th+10/+5+12+6+6Supreme Vitality Siphon9554444443
Hit Dice: d4
Class Skills: The Vitaemancer’s class skills are Concentration (Con), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at First Level: (2 + Int mod) x 4
Skill Points at Each Additional Level: 2 + Int mod
Weapon and Armor Proficiency: Vitaemancers are proficient with all simple weapons. Vitaemancers are not proficient with any armor or shields.
Sacrifice Pool: Unlike other spellcasters that rely on spell slots, the vitaemancer uses a sacrifice pool to determine how many spells he can cast per day. The sacrifice pool starts at zero when the vitaemancer is created as has no upper limit. Various actions, such as casting spells, add to the Vitaemancer’s sacrifice pool. If the current value in the Vitaemancer’s sacrifice pool is ever greater than the Vitaemancer’s current hit point total plus his temporary hit point total, the vitaemancer falls unconscious and is helpless until his combined current and temporary hit points equal or exceed his sacrifice pool value. At the end of an uninterrupted eight-hour rest, the vitaemancer can choose to reduce his sacrifice pool by as much as he wants, with the exception that the sacrifice pool can never be less than zero for any reason.
Lifecasting: A vitaemancer casts spells drawn from the vitaemancer spell list. He can cast any spell he knows without preparing it ahead of time the way a wizard or a cleric must.
To learn or cast a spell, the vitaemancer must have a Constitution score equal to at least 10 + the spell’s level. The difficulty class for a saving throw against a vitaemancer’s spell is 10 + the spell’s level + the vitaemancer’s Constitution modifier.
A vitaemancer’s ability to cast spells is not restricted by spell slots. Instead, when a vitaemancer attempts to cast a spell, he must add a number of points to his sacrifice pool equal to the twice the spell’s level (after modifiers such as metamagic). 0th level spells (cantrips) add exactly one point to the sacrifice pool, plus any adjustment for metamagic or other effects. This addition to the sacrifice pool occurs immediately after the spell is successfully (or unsuccessfully) cast. Thus, if casting a spell with a duration of instantaneous were to add enough points to the sacrifice pool to cause the vitaemancer to fall unconscious, the spell goes off successfully and then the vitaemancer immediately falls unconscious. Spells that fail, such as from an unsuccessful concentration check, still add to the sacrifice pool. Furthermore, if a situation other than casting a spell affecting a vitaemancer were to cause a spellcaster of a different class to lose a prepared spell slot, that situation adds twice the relevant spell level’s value to the sacrifice pool of a vitaemancer instead.
Like a sorcerer, the vitaemancer has a limited selection of spells. The vitaemancer begins play with four level-0 spells and two level-1 spells of your choice. At each new vitaemancer level, he gains one or more new spells, as indicated on the Vitaemancer table above.
Upon reaching 4th level, and at every even-numbered vitaemancer level after that (6th, 8th, and so on), a vitaemancer can choose to learn a new spell in place of one he already knows. In effect, the vitaemancer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level vitaemancer spell the vitaemancer can cast. A vitaemancer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Combat Casting: At second level, the vitaemancer gains Combat Casting as a bonus feat.
Vitality Siphon (Su): At third level, the vitaemancer gains the ability to transfer his sacrifices onto others. Vitality Siphon is a supernatural ability. Using Vitality Siphon is a standard action that does not provoke attacks of opportunity, and it can be done a number of times per day equal to one-third the vitaemancer’s vitaemancer levels, rounded down. Vitality Siphon has a 5ft radius, centered on the vitaemancer. This radius increases by 5ft at fifth level and 5ft every two vitaemancer levels thereafter. For every two points in your sacrifice pool, Vitality Siphon deals one damage to every creature of the viteamancer’s choosing within the radius, or half that much on a successful fortitude save (DC 10 + ½ your vitaemancer level + your CON mod). Your sacrifice pool’s value is reduced by half the total damage dealt by this ability, rounded down. Damage dealt by Vitality Siphon rips directly from whatever force keeps a creature going, be they living beings, constructs, or undead. Thus, Vitality Siphon’s damage cannot be restored for 1d3+1 days, except through the use of limited wish, wish, or miracle.
Steady Concentration: At 4th level, the vitaemancer gains Steady Concentration (RoS) as a bonus feat, even if he does not meet the prerequisites.
Sacrificial Power: At 6th level, the power of the vitaemancer’s spells grows the more he has sacrificed. The vitaemancer’s damaging spells deal additional damage equal to one-fifth the current value of his sacrifice pool, rounded down. Furthermore, the vitaemancer gains a +1 sacrificial bonus on attack rolls equal to the same amount. These bonuses only apply to targets in range of the vitaemancer’s Vitality Siphon.
Sacrificial Defenses: at 8th level, the vitaemancer’s ability to avoid damage increases the more he sacrifices. For every 10 points in his current sacrifice pool, he gains a +1 sacrificial bonus to his AC. These bonuses only apply against targets in range of the vitaemancer’s Vitality Siphon.
Sacrificial Potency: At 10th level, the viteamancer’s spells become harder to resist the more he has sacrificed. For every 15 points in his current sacrifice pool, viteamancer gains a +1 sacrificial bonus to his spell save DCs and to the DC of his Vitality Siphon. These bonuses only apply to targets in range of the vitaemancer’s Vitality Siphon.
Superior Vitality Siphon: At 12th level, Vitality Siphon now restores hit points equal to half the amount of sacrifice pool it reduces.
Swift Vitality Siphon: At 14th level, the viteamancer can use Vitality Siphon as a swift action once per day. At 18th level, this increases to twice per day.
Arcane Stamina: At 16th level, the viteamancer has the endurance to remain conscious even after sacrificing beyond his normal limit. When the viteamancer would normally fall unconscious from his sacrifice pool exceeding his hit point total, he instead rolls a fortitude save with a difficulty class equal to 10 plus the amount by which his sacrifice pool exceeds his current hit points plus his temporary hit points. (DC = 10 + sacrifice pool - (current HP + temp HP)). On a success, he remains conscious as normal. On a failure, he falls unconscious. The viteamancer must reroll this saving throw at the start of his turn and whenever he takes damage or adds to his sacrifice pool, until his combined current and temporary hit point totals equal or exceed his sacrifice pool.
Supreme Vitality Siphon: Vitality Siphon now deals damage equal to the current value of the sacrifice pool, rather than half that amount. Furthermore, if the viteamancer were to die or fall unconscious by taking damage or adding to his sacrifice pool, Vitality Siphon automatically and immediately activates if there are any daily uses of it available. Though this effect activates after damage is dealt, it occurs before the viteamancer actually dies or falls unconscious. Thus, if the damage dealt is enough to instantly kill the viteamancer, but the hit points restored are enough to save him, the viteamancer does not die. Likewise, he is treated as though he never fell unconscious for the purposes of continuous actions like casting a full-round spell.
The Vitaemancer spell list contains all sorcerer/wizard spells with the following exceptions and changes:
The Vitaemancer does not have access to the Divination, Enchantment, or Illusion spell schools.
The following spells are added to the viteamancer spell list at the levels noted:
1:
Entropic Shield
Cure/Inflict Minor Wounds
Detonation, Minor (Viteamancer)
2:
Body Blades (SC)
Cure/Inflict Light Wounds
Death Knell
Energy Vortex (SC)
Sound Burst
Vampiric Touch
Vigor, Lesser (SC)
3:
Cure/Inflict Moderate Wounds
Detonation (Viteamancer)
Resist Energy, Mass
Ring of Blades (SC)
4:
Consumptive Field (SC)
Cure/Inflict Serious Wounds
Sacrificial Might (Viteamancer)
Vigor (SC)
Vigor, Mass Lesser (SC)
5:
Cure/Inflict Critical Wounds
Detonation, Major (Viteamancer)
Energetic Healing (BoED)
6:
Cure/Inflict Light Wounds, Mass
Energy Immunity
Flesh to Strength (Viteamancer)
Vigor, Greater (SC)
7:
Consumptive Field, Greater
Cure/Inflict Moderate Wounds, Mass
Gravity Vacuum
8:
Cure/Inflict Serious Wounds, Mass
9:
Cure/Inflict Critical Wounds, Mass
Detonation, Minor
Evocation
Level: Viteamancer 1
Components: V, S
Casting Time: 1 standard action
Range: Self
Area: 10ft radius spread
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
The caster unleashes a powerful wave of force, damaging and pushing back everything around them. Creatures and unattended objects in a 10ft radius area centered around the caster take 1d4 force damage per caster level (max 5d4) and are knocked back 10ft away from the center of the blast. Creatures take half damage and are not knocked back if they succeed the fortitude save.
Detonation
Evocation
Level: Viteamancer 3
Components: V, S
Casting Time: 1 standard action
Range: Self
Area: 20ft radius spread
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
The caster unleashes a powerful wave of force, damaging and pushing back everything around them. Creatures and unattended objects in a 20ft radius area centered around the caster take 1d6 force damage per caster level (max 10d6) and are knocked back 20ft away from the center of the blast. Creatures take half damage and are not knocked back if they succeed the fortitude save.
Detonation, Greater
Evocation
Level: Viteamancer 5
Components: V, S
Casting Time: 1 standard action
Range: Self
Area: 30ft radius spread
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
The caster unleashes a powerful wave of force, damaging and pushing back everything around them. Creatures and unattended objects in a 30ft radius area centered around the caster take 1d8 force damage per caster level (max 15d8) and are knocked back 30ft away from the center of the blast. Creatures take half damage and are not knocked back if they succeed the fortitude save.
Flesh to Strength
Level: Viteamancer 6
Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates (mostly harmless)
Spell Resistance: Yes (mostly harmless)
This spell allows a group of creatures to tap into the basic essence of Viteamancy, temporarily converting their life energy into a directly relevant strength. Every creature affected by the spell takes 10 damage, but gains a +4 sacrificial bonus to an ability score of their choosing. Damage dealt by this spell ignores damage reduction.
Material component: Flakes of dead skin or strands of shed hair.
Gravity Vacuum
Conjuration
Level: Viteamancer 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium: 100ft + 10ft/caster level
Area: 50ft radius spread
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No
This spell creates a brief but incredibly powerful gravitational pull at a point you designate, dragging or outright hurling everything in an area towards a center point. Every creature in the area that fails its Dexterity saving throw is flung towards the center of the effect, taking 1d6 damage per 10ft moved if it collides with another creature or object before reaching its destination. Creatures that do not have any secure object to grab onto or otherwise stabilize themselves with get -5 to the dexterity saving throw and are still dragged 5ft towards the center of the effect even if they succeed. Creatures that fail their saving throw by 5 or more are knocked prone once they reach their destination.
Sacrificial Might
Transmutation
Level: Viteamancer 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 Round/Level (D)
You continually sacrifice more of yourself to maintain a mighty presence on the battlefield. For the duration of this spell, at the start of your turn, you add two additional points to your sacrifice pool. However, your base attack bonus becomes equal to three-quarters your character level, rounded down (which may give you additional attacks), you gain a +4 enhancement bonus to strength and armor class, and a +2 enhancement bonus to caster level.
Material Component: A drop of your blood or small chunk of your body.
Body Fuel
You can purposefully cripple yourself for an immediate boost in power.
Prerequisites: Vitaemancer 2nd level, CON 16
Benefit: As a free action, you may voluntarily take one point of CON damage in order to reduce your sacrifice pool by an amount equal to your Vitaemancer level.
Damage Distribution
In a pinch, you can transfer injuries from more important organs to less important ones.
Prerequisites: Concentration 8 ranks, CON 16
Benefit: As a move action, you may deal two points of ability damage to a single ability score of your choosing in order to restore one point of ability damage to a different ability score of your choosing. However, to restore a physical ability score (STR, DEX, CON) you must damage another physical ability score, and to restore a mental ability score (INT, WIS, CHA) you must damage another mental ability score.
Direct Vitality Siphon
You can directly suck the vitality from a single target rather than from an area for increased effect.
Prerequisites: Vitaemancer 3rd level
Benefit: When you use your Vitality Siphon special ability, you can choose to give it a range of touch instead of its listed area of effect. When you do, you must make a melee attack roll to touch the target. If the attack roll succeeds, Vitality Siphon deals twice as much damage and the difficulty class of the fortitude save is increased by 2, but only the touched target is affected. If the attack roll fails, Vitality Siphon does nothing. This still counts as a daily use of Vitality Siphon.
More coming soon! Feats open to suggestions.
Add more Viteamancer spells
Add more Viteamancer feats
Balance tweaks