Nonanonymous
2007-08-24, 09:47 PM
Voidblood are the result of a humanoid or otherwise host having a parasitic creature from the negative energy plane take residence within their blood stream. The creature is an intelligent ooze, which can communicate telepathically with its host and is mostly a benefit to its host, although it requires the blood of living creatures to sustain itself, and typically tries to warp the mind of its host to evil in order to maintain a healthy diet.
Type: The base creatures type changes to undead.
Darkvision: Voidblood can see in the dark out to 60 ft.
+2 inherent bonus on jump checks, voidblood are particularly agile.
+2 racial bonus on Hide and Move Silently checks. Voidblood are quiet and sneaky.
+2 racial bonus on Listen, Search, Sense Motive, and Spot checks. Voidblood are very perceptive.
Seperation: If a voidblood is seperated, it must succeed on a DC 20 fortitude save, or the host creature will die. Methods of seperation include: Dropping to 0 HP, the parasite requires life energy as nourishment. Entering non-frigid waters/bodies of liquid, the parasite experiences difficulty mainting a direct link in such environments. If 3 days pass without proper nourishment, the parasite may attempt to leave the host creature within 1d6 hours of the third midnight, and 1d4 hours afterwards, until the hunger is satiated. It may also begin to feed on the host creatures hit points instead, following the same rules for blood drain, but not granting the host creature temporary hit points.
Class Skills
The voidblood's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Hit Die: 4 + Int modifier.
Class Features
All of the following are class features of the voidblood monster class.
Weapon and Armor Proficiency: Voidblood are proficient with all simple weapons, but not with armor or shields.
Tentacle (Ex): At first level, a voidblood's parasite can manifest a tentacle of up to 10 ft at first level, which extends from near its wrist, and deals damage as a spiked chain of the appropriate size category. At 3rd level, a 2nd tentacle manifests, and at 7th level, the range of both increases to 15 ft.
Improved Grapple (Ex): Voidblood can apply Improved Grapple to any checks made with their tentacles, as long as they are not within range to use their ordinary limbs to grapple.
Bonus Feats: Voidblood gain Alertness at 2nd level, Lightning Reflexes at 5th level, and Improved Initiative at 8th level.
Blood Drain (Ex): A voidblood can suck blood from a living victim with its tentacles by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, a voidblood gains 5 temporary hit points that last for up to 1 hour.
Spider Climb (Ex): A voidblood can climb sheer surfaces
as though with a spider climb spell.
Skill Bonus (Ex): At 4th level, a voidblood’s racial bonus
on Jump, Hide, Listen, Move Silently, Search, Sense Motive, and
Spot checks increases from +2 to +4.
Fast Healing (Ex): A voidblood gains fast healing 1 at 5th level. At 8th level, this improves to fast healing 2. A voidblood heals damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the parasite will attempt to leave the host.
Energy Drain (Su): Living creatures hit by a voidblood's constrict attack gain one negative level. The Fortitude save to remove a negative level is DC 10 + 1/2 voidblood’s HD from class levels + voidblood’s Cha modifier. For each such negative level bestowed, a voidblood gains 5 temporary hit points
that last for up to 1 hour.
Ooze form (Ex): A voidblood at 8th level is so in tune with its parasite, that it can assume an ooze form, in which it can move along any surface, and at half speed through cracks and under doors. It can attack with its tentacles, but nothing else. Changing forms takes a full action.
{table=head]Level | Hit Die | Base Attack Bonus | Fort Save | Ref Save | Will Save | Skill Points | Special |
1st|1d12|+0|+0|+0|+2|(4+Int mod) x4|Blood drain, feat, improved grapple, constrict 1d4, tentacle (10 ft)
2nd|1d12|+0|+0|+0|+2|--|+1 natural armor, +2, Alertness|
3rd|2d12|+1|+0|+0|+3|4 + Int mod|2nd tentacle (10 ft), +2 Dex|
4th|2d12|+1|+0|+0|+3|--|+2 natural armor, +4 skill bonus, +2 Str|
5th|3d12|+1|+1|+1|+3|4 + Int mod|Fast healing 1, +2 Wis, Lightning Reflexes|
6th|3d12|+1|+1|+1|+3|--|Feat, +2 Cha, resistance to cold 10 and electricity 10|
7th|4d12|+2|+1|+1|+4|4 + Int mod|+3 natural armor, +2 Int, spider climb, constrict 1d6, energy drain, 15 ft tentacle range, fast healing 2, +2 Str, Improved Initiative, Ooze form|
8th|4d12|+2|+1|+1|+4|--|--|
[/table]
Type: The base creatures type changes to undead.
Darkvision: Voidblood can see in the dark out to 60 ft.
+2 inherent bonus on jump checks, voidblood are particularly agile.
+2 racial bonus on Hide and Move Silently checks. Voidblood are quiet and sneaky.
+2 racial bonus on Listen, Search, Sense Motive, and Spot checks. Voidblood are very perceptive.
Seperation: If a voidblood is seperated, it must succeed on a DC 20 fortitude save, or the host creature will die. Methods of seperation include: Dropping to 0 HP, the parasite requires life energy as nourishment. Entering non-frigid waters/bodies of liquid, the parasite experiences difficulty mainting a direct link in such environments. If 3 days pass without proper nourishment, the parasite may attempt to leave the host creature within 1d6 hours of the third midnight, and 1d4 hours afterwards, until the hunger is satiated. It may also begin to feed on the host creatures hit points instead, following the same rules for blood drain, but not granting the host creature temporary hit points.
Class Skills
The voidblood's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Hit Die: 4 + Int modifier.
Class Features
All of the following are class features of the voidblood monster class.
Weapon and Armor Proficiency: Voidblood are proficient with all simple weapons, but not with armor or shields.
Tentacle (Ex): At first level, a voidblood's parasite can manifest a tentacle of up to 10 ft at first level, which extends from near its wrist, and deals damage as a spiked chain of the appropriate size category. At 3rd level, a 2nd tentacle manifests, and at 7th level, the range of both increases to 15 ft.
Improved Grapple (Ex): Voidblood can apply Improved Grapple to any checks made with their tentacles, as long as they are not within range to use their ordinary limbs to grapple.
Bonus Feats: Voidblood gain Alertness at 2nd level, Lightning Reflexes at 5th level, and Improved Initiative at 8th level.
Blood Drain (Ex): A voidblood can suck blood from a living victim with its tentacles by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, a voidblood gains 5 temporary hit points that last for up to 1 hour.
Spider Climb (Ex): A voidblood can climb sheer surfaces
as though with a spider climb spell.
Skill Bonus (Ex): At 4th level, a voidblood’s racial bonus
on Jump, Hide, Listen, Move Silently, Search, Sense Motive, and
Spot checks increases from +2 to +4.
Fast Healing (Ex): A voidblood gains fast healing 1 at 5th level. At 8th level, this improves to fast healing 2. A voidblood heals damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the parasite will attempt to leave the host.
Energy Drain (Su): Living creatures hit by a voidblood's constrict attack gain one negative level. The Fortitude save to remove a negative level is DC 10 + 1/2 voidblood’s HD from class levels + voidblood’s Cha modifier. For each such negative level bestowed, a voidblood gains 5 temporary hit points
that last for up to 1 hour.
Ooze form (Ex): A voidblood at 8th level is so in tune with its parasite, that it can assume an ooze form, in which it can move along any surface, and at half speed through cracks and under doors. It can attack with its tentacles, but nothing else. Changing forms takes a full action.
{table=head]Level | Hit Die | Base Attack Bonus | Fort Save | Ref Save | Will Save | Skill Points | Special |
1st|1d12|+0|+0|+0|+2|(4+Int mod) x4|Blood drain, feat, improved grapple, constrict 1d4, tentacle (10 ft)
2nd|1d12|+0|+0|+0|+2|--|+1 natural armor, +2, Alertness|
3rd|2d12|+1|+0|+0|+3|4 + Int mod|2nd tentacle (10 ft), +2 Dex|
4th|2d12|+1|+0|+0|+3|--|+2 natural armor, +4 skill bonus, +2 Str|
5th|3d12|+1|+1|+1|+3|4 + Int mod|Fast healing 1, +2 Wis, Lightning Reflexes|
6th|3d12|+1|+1|+1|+3|--|Feat, +2 Cha, resistance to cold 10 and electricity 10|
7th|4d12|+2|+1|+1|+4|4 + Int mod|+3 natural armor, +2 Int, spider climb, constrict 1d6, energy drain, 15 ft tentacle range, fast healing 2, +2 Str, Improved Initiative, Ooze form|
8th|4d12|+2|+1|+1|+4|--|--|
[/table]