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Haluesen
2018-09-13, 05:04 PM
So once upon a time on these boards I created a class to utilize blood magic for my own D&D setting, and shared it here for others to use. Then I worked on it on another site. Unfortunately my sister and I lost the site and I didn't save anything, but fortunately found all the original work here! So here I am reviving my previous work, sharing everything I originally made for others to see and discuss and help make into a good, fun character class with point-based magic and a lot of variation in the types of this character available to others. Once I have all the previous work up and added other alterations from experience gained with the class since then, and then hopefully I can return to expanding this wonderful work. So without further ado... The Bloodcaster!
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Making A Bloodcaster
Bloodcasters are designed from the get go to fill a multitude of roles. A particular bloodcaster can be a front-line warrior, a healer, a buffer, a debuffer, a conjurer, or a blaster, and usually 2 of these roles at once. The one thing with them though is that, unlike the factotum or the chameleon or any other hugely versatile class, the bloodcaster has to choose which of those to be, they just get a wide range of choices in what they want to do. They may not be as sturdy in combat as a fighter or a crusader, or as capable of many damaging abilities as a warlock or wizard, or as great with buffing and healing as a druid or cleric, but a bloodcaster can fit any of these roles passably and still have another role or two to cover, depending on their level and what powers they choose to learn.
Abilities: Constitution is very important, as it controls a bloodcaster's ability to cast blood powers, and how many blood points they have. For those that rely on debuffs and damaging abilities, Intelligence is important as it controls the DC's or attack rolls and sometimes adds other things. If the bloodcaster is focused more on combat, then of course Strength and Dexterity would be more important. They are both usually somewhat important anyway, for hitting with blood drain (and its ranged version later). Wisdom and Charisma are not highly important to them.
ADDENDUM: Now, creatures without Constitution scores can be this class, since it was meant to appeal to those with ties to blood such as vampires and some undead. Therefore, for those such creatures Charisma is the important stat, not Con.
Races: In terms of which races are most effective for this class, just anything that does not have a Con penalty. But as far as flavor wise, any race fits as long as they are someone that would worship Elve'har (or whatever other blood-related deity you want to insert here). He stands for blood as life and healing, so medics and researchers tend to worship him sometimes. He also represents trials and challenges, so those focused on self-improvement or having a certain place in life also serve him. He is also a deity of those few more benevolent vampires and similar creatures, but they face some challenges with this class naturally due to the lack of Constitution (but I aim to make an exception later to vampires with this class).
Alignment: Though most of Elve'har's worshippers are close to his alignment and thus are Chaotic or Good, that isn't an absolute requirement. The only solid requirement is non-lawful. Even evil characters can take this class, though that is very much the exception rather than the rule, and even dark-hearted bloodcasters have to toe a certain line to be sure that they do not offend the Blood Good and lose access to their powers.
Starting Gold: 2d6x10 gp (70 gold)
Hit Dice: d8




Level
BAB
Fort
Ref
Will
Special Features
Blood Points


1st
+0
+0
+0
+2
Basic Bloodcasting, Blood Needles
3


2nd
+1
+0
+0
+3
Diehard, Blood Fortitude +1 (poisons and diseases)
5


3rd
+2
+1
+1
+3
Blood Drain 1d6
7


4th
+3
+1
+1
+4
Light Armor Proficiency
9


5th
+3
+1
+1
+4
Blood Sacrifice
11


6th
+4
+2
+2
+5
Advanced Bloodcasting, Blood Fortitude +2 (stunning and paralysis)
14


7th
+5
+2
+2
+5
Blood Drain 2d6
17


8th
+6/+1
+2
+2
+6
Shield Proficiency
20


9th
+6/+1
+3
+3
+6
Blood Needle Spread
23


10th
+7/+2
+3
+3
+7
Martial Weapon Proficiency
2d6


11th
+8/+3
+3
+3
+7
Expert Bloodcasting, Blood Drain 3d6
30


12th
+9/+4
+4
+4
+8
Blood Fortitude +3 (petrification and polymorph)
34


13th
+9/+4
+4
+4
+8
Medium Armor Proficiency
38


14th
+10/+5
+4
+4
+9

42


15th
+11/+6+1
+5
+5
+9
Blood Drain 4d6
46


16th
+12/+7/+2
+5
+5
+10
Prodigy Bloodcasting
51


17th
+12/+7/+2
+5
+5
+10

56


18th
+13/+8/+3
+6
+6
+11
Blood Fortitude +4 (level and ability drain)
61


19th
+14/+9/+4
+6
+6
+11
Blood Drain 5d6
66


20th
+15/+10/+5
+6
+6
+12
Ascension of the Blood Lord
71



Special Note: Constitution is the primary stat for many of these things, but the class is meant for all who have a devoted interest in blood, the power of life, and the strength found hidden within a physical body. Therefore, creatures with no Constitution score may take this class, and anywhere here where Con is referred to is replaced with Cha instead.

Weapon Proficiencies: The bloodcaster starts off proficient with all simple weapons, and no armor and shields; however as they gain levels they diversify and learn to use different weapons and armor while still casting blood powers just as the original bloodcaster did. At 4th level the bloodcaster gains proficiency with light armor and can use blood powers while wearing light armor without incurring a spell failure chance. At 8th level the bloodcaster can use shields without incurring a spell failure chance with their blood powers. At 10th level the bloodcaster gains proficiency with martial weapons. And at 13th level the bloodcaster gains proficiency with medium armor and can wear it without incurring a spell failure chance with their blood powers. All spell failure chances still apply to any other magic the bloodcaster may acquire unless something specifies otherwise.

Skills: 2+Int mod points (x4 at 1st level); Concentration, Craft, Decipher Script, Forgery, Gather Information, Heal, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft.

Bloodcasting: This is the main power of the bloodcaster, the ability to manifest life force as blood points to replicate magical powers. All blood powers are spell-like abilities that incur spell failure. To cast a blood power, the blood caster must have a Constitution score of 10+the power's level; basic is 2, advanced is 4, expert is 6, and prodigy is 8. For powers with a save, the DC is 10+power tier+Int modifier. The character starts with 2 basic powers and gets a new power every level. The chart above shows at which levels the higher tier powers become available. Also the bloodcaster has as many bloodpoints as shown on the chart for their level, plus extra points for high Constitution (use the chart in the Expanded Psionics Handbook for extra points, but based on Constitution score).

Every power is set up in a tree of abilities; you must have the proper basic ability to get the following advanced power, and so on. When you get access to a new tier of powers, you can still elect to learn lower tier powers like basics. Each power has a cost in blood points, how many blood points are required to augment it and what the augment does, and what the ability improves with naturally as you gain bloodcaster levels. All blood powers have somatic components but not verbal components. All blood points are regained after 8 hours of uninterrupted rest. You can spend no more blood points than your class level+your Con modifier at any one time.

Blood Needles (su): As long as the bloodcaster has at least a little power in his body, he can conjure this basic attack, a swarm of crimson needles that fly directly at his foe. A bloodcaster can use this ability for free as a standard action as long as they have 1 blood point left in reserve. This ability has a caster level equal to his bloodcaster levels plus 1/2 his levels in arcane spellcasting classes. With one use of this ability the bloodcaster can shoot 1 needle for every odd-numbered caster level (1 at 1st level, 2 at 3rd level, to a maximum of 10 at level 19), and each one does 1d6 piercing damage. For a needle to hit, you must make a ranged touch attack, one for each separate target you are aiming at. Damage reduction applies as normal to these attacks.

Blood Fortitude: Bloodcasters have a natural toughness of body from both their training and their research in the workings on muscle and vein and blood. Starting at 2nd level the bloodcaster gains a bonus to saves against poison and diseases as shown on the chart above. As they progress along this class, this boost to their Fortitude affects more conditions and the boost itself increases, as shown on the Bloodcaster Progression chart.

Diehard: The bloodcaster has to learn to push himself to the limit, to feel every bit of life in his body and how it works and flows. Bloodcasters get Diehard at 2nd level as a bonus feat without needing the prerequisites.

Blood Drain (su): With a melee touch attack, the bloodcaster can drain life from their opponent to refuel their powers. This is a standard action that can't be used again until after the encounter. It does the amount of damage shown on the chart above dependent on the bloodcaster's level + their bloodcaster class level (so when they first get this ability it does 1d6+3 damage) that works on any living creature with blood in it (or even undead ones with blood). Then the amount of damage dealt is added to the bloodcaster's current blood points but cannot exceed his maximum blood points. At level 7, the bloodcaster becomes able to use this as a ranged touch attack on targets within 25ft+5ft per caster level.

Blood Sacrifice: At 5th level the bloodcaster learns how to more directly manifest their life force to fuel their powers. The bloodcaster can use his powers by sacrificing his own hit points, on a 1-per-1 basis for blood point base costs, however this health spent is temporarily drained from the caster, and does not return even from healing until the bloodcaster is able to get 8 hours of rest. This rest follows the same guidelines as the rest wizards need to regain spell slots.

Blood Needle Spread: At 9th level, the bloodcaster is able to draw the energy used in their blood needle attack into themselves and release it in a harmful burst. This ability takes 1 blood point per class level. The resulting energy is then released in a 10 ft. radius spread, dealing 1d6 magical damage (similar to but not quite force) per class level able to be used to all creatures in that area. Allies can be harmed by this attack, but the bloodcaster is able to focus the energy to a degree, so they may choose one creature per 2 class levels to automatically take half damage from this attack. Further, all creatures subjected to this attack may make a Ref save for half damage, DC 10+1/2 bloodcaster level+Int modifier; so a number of allies can take 1/4 damage if they make their save. This ability is a full-round action to use, and can be used as many times as the bloodcaster has blood points to utilize it.

Ascension of the Blood Lord: At this point, after everything, the bloodcaster has earned the favor of the Blood God. Their type changes to outsider with the native subtype, but they can still be brought to life with resurrection, true resurrection, and wish. The bloodcaster also gains a few other benefits: DR 10/one alignment subtype opposing his own, darkvison 60 ft (or +30ft if he already has it), SR 10+HD against arcane spells, and resistance to 2 elements by 15, chosen at their ascension and cannot be changed. Lastly, they get the ability to completely restore all of their blood points at once, 1/day.

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PLAYING A BLOODCASTER
The bloodcaster is essentially a cleric, working for the God of Blood in their own interesting ways. While there can be clerics to him, these are most predominant as his priests and priestesses. Bloodcasters either tend to be travels seeking to recruit more worshippers by displaying their power and granduer or stay in localized groups, teaching others in the ways of life, medicine, and the natural cycle.
Religion: As is already stated, bloodcasters are always worshippers of the God of Blood. They work in many different ways to raise awareness and worship of their deity, as well as doing good work as militant defenders, teachers, and medics of wherever they make home. Even their most dark-hearted members usually have something they protect or fight for. They are also favorable at least to most followers of other good deities.
Other Classes: Bloodcasters work best with arcanist, as they are able to bond over the ways they study their powers; there are only small differences between bloodcasting and arcane spells. As for other classes, that tends to be on a case by case basis. Bloodcasters who tend to Warrior Within and Defender Within powers are usually good friends with other combat-oriented people. Bloodcasters who works more with buffing and healing befriend similar. In the end it is more down to personality of the specific bloodcaster who they work better with, since they run quite the gamut of personality types.
Combat: How the bloodcaster fights is determined by whatever powers they learn. Those with Warrior Within and Defender Within rush into the front lines, slashing and smashing and adding Blood Drains when needed. On the other hands, bloodcasters who focus on powers from Bloody Vengeance and Slowing Blood are better ranged combatants, firing attacks and curses off from a distance, aided by Blood Needles when blood points are low. And the bloodcasters that use powers from Font of Life and Flowing Blood help their allies fight better with enhancements and healing. And a bloodcaster does not only need to fill one of these rolls.
Advancement: It is usually best to continue to follow the path of the Bloodcaster so as to keep gaining more blood points and blood powers, much like any other primary caster. With feats, usually the best ones are feats that improve spell-like abilities (which blood powers are) like many of the meta SLA feats. Other good choices are the various Bloody Feats meant to enhance the bloodcaster's class features. If the bloodcaster is melee-oriented, then many of the same feats that benefit fighters benefit them as well.

Haluesen
2018-09-13, 05:07 PM
Sanguine Paths

All blood powers follow a set of paths that organize how they are used and build off of each other to define how a bloodcaster does their work. Bloodcasters must take the powers in order on each path, basic to advanced to expert to prodigy. The bloodcaster cannot simply take the advanced Font of Life blood power without having the basic one first.

Warrior Within
These abilities will make the bloodcaster a powerful warrior, physically enhancing himself to destroy his foes with weapons formed of blood energy and enhanced by invigorating the blood in his veins.

Defender Within
The match to Warrior within, the bloodcaster toughens himself to defend his allies or just himself. These include forming armor of blood energy and enhancing their physical defenses against the many powers of his enemies.

Font of Life
With the abilities of this path, the bloodcaster learns how to heal his wounds and the injuries of others. The more power the bloodcaster obtains, the better he is at the healing arts.

Bloody Vengeance
Focused on snuffing the life from his foes, these powers allow the bloodcaster to attack his enemies with blood spells directly.

Flowing Blood
By leaning the way the living body works, a bloodcaster can enhance his own attributes or those of his allies. These powers physically boost him and his party to reach their full potential.

Slowing Blood
Just as a bloodcaster can learn how to empower the body, so too can he weaken and curse it. This path allows a bloodcaster to curse and weaken their enemies by directly affecting their blood.

Blood Manipulation
The most sinister of the paths, the bloodcaster who follows this way is able to subtly influence others. From forcing a foe to stall for a few seconds to making a target give over something important, this path allows the bloodcaster control.

Lifeforce Creation
Blood energy can be used to create many temporary items that allow the bloodcaster to meet a multitude of needs. Even more, a bloodcaster who uses these powers can summon creatures from the realm of the God of Blood to defend him.

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Of course these are only the first ones, more are planned eventually! And will be added here when the time comes.

Haluesen
2018-09-13, 05:09 PM
Most of these will be general feats since I don't know how else to think of them, but some of them will be labeled Bloody feats. You must have a blood point pool to attain these feats, and they will work as metamagic feats for blood powers, enhancements for blood needles and blood drain, or something similar to Incarnum feats where you can invest points in them to have a lasting enhancement.

So without further ado I present:

Blood Feats

Negative Energy Siphon[General]
Bloodcasters can learn to empower themselves from creatures who live off negative energy.
Prerequisites: Blood Drain 2d6
Benefit: The bloodcaster can use the blood drain class feature on undead that do not have blood, by feeding off of the negative energy that sustains them. This feat works on any creature (undead or not) that does not have blood but is sustained by negative energy.
Normal: Blood Drain only works on creatures with blood (most living creatures and vampires, for example).

Path Focus[General]
The bloodcaster focuses on a certain power path, and gains a basic enhancement to powers in that path.
Prerequisites: knowledge of 2 basic blood powers, pool of blood points
Benefit: choose one of the blood power paths. Depending on which one, you get a certain bonus.
-Warrior Within: while under the effect of or using a Warrior Within power, you gain +2 to attack and damage rolls.
-Defender Withing: while under the effect of or using a Defender Within power, you gain +2 insight bonus to AC and +1 untyped bonus to saves.
-Font of Life: while using a Font of Life power, all healing is increased by your Int mod/2 die of healing.
-Bloody Vengence: while using a Bloody Vengeance power, damage is increased by your Int mod/2 die of damage.
-Flowing Blood: while empowering yourself or others with a Flowing Blood power, after the effect wears off half the given effect lingers for 1 minute (to a minimum of +1 bonus).
-Slowing Blood: while using a Slowing Blood power, increase the DC to resist it by 2.
-Blood Manipulation: while using a Blood Manipulation power, increase the DC to resist it by 2.
-Lifeforce Creation: while summoning or calling a creature with a Lifeforce Creation power, the creature or creatures gain +4 Str and +2 Dex and +2 Con. While creating an item with a Lifeforce Creation power, the item lasts for an extra 50% of it's duration, as if it were extended.
Special: This feat may only be taken twice. This feat cannot be taken more than once for the same path.

Tapping Blood[General]
Anyone can learn the power to tap into their own life force, and now you know it too.
Prerequisites: must not have a blood point pool before taking this feat
Benefit: you gain a blood point pool with 2 points, plus your Con modifier. You can now learn Bloody feats.

Blood Vein[General]
Dabblers in blood powers can get some more energy to work with.
Prerequisites: Tapping Blood
Benefit: You add 2+your Con modifier at the time you take this feat blood points to your pool.
Special" This feat can be taken multiple times, with more points in the blood pool to use. Con or Cha increases to do not retroactively add more points to the blood pool.

Extra Blood Power[General]
You have more access to blood power than most bloodcasters.
Prerequisite: bloodcaster 1st level
Benefit: For the purposes of extra blood points, you Con or Cha counts as 4 points higher than it is.
Special: this can only be taken at your 1st level of bloodcaster.

Blood Study
Through intense study, great piety, or just watching a bloodcaster work for a long time, you have learned to use powers yourself.
Prerequisite: must have a blood pool, Con 12
Benefit: Pick one basic blood power. You can now cast this power as a spell-like ability, using your pool of blood points. The DC to resist this power (if it must be resisted) is 10+it's effective level+your Int modifier. This power incurs spell failure while wearing any armor. Your caster level for this power is 1/2 your HD, unless you are a bloodcaster in which case you follow the guidelines for caster level in the class description. Also if you are not a bloodcaster you can spend an amount of extra points for augmenting this power equal to 1/2 your HD+your Con modifier.
Special: this feat can only be taken twice. Each time you may select a new power. Also, after taking this feat you gain 1 blood point.

[B]Needle Strength[General]
You like to use blood needles, so much that you just had to make them stronger.
Prerequisite: blood needles class feature
Benefit: when using the blood needles, you add your Int modifier to the damage of each needle. This feat can only be taken once.

Empowered Blood Needles
You have learned to put more blood power into your needles.
Prerequisite: blood needles class feature, ability to use advanced blood powers
Benefit: you can spend blood points while casting blood needles.
-spend 2 points to raise the damage die by one size, to a maximum of 1d12
-spend 6 points to use blood needles as a swift action
-spend 2 points to bypass 1 point of DR or hardness, up to a maximum of 15 DR or hardness bypassed
Once augmented the effect lasts for 1 encounter, and only one augment can be used at a time.

[B]Chain of Draining
You have turned the blood drain ability into a chaining attack, drawing more blood for your powers.
Prerequisite: ability to use blood drain as a ranged touch attack
Benefit: 2/day you can chain a ranged blood drain, bouncing from the first target to more, refueling your blood points quicker. You pick a number of secondary targets equal to your Int modifier, and they take half the damage of the first target of the blood drain. No one creature can be hit by this ability more than once per usage. All the hit points drained by this attack refuel your blood points.

[B]Focused Regeneration
With the power given to you, you are able to heal from the worst of your wounds.
Prerequisite: must have a blood point pool, character level 3rd
Benefit: at the start of the day/night. you must decide whether to invest any blood points in this feat. You gain fast healing x, where x equals how many points you put in this feat. Those points are taken for the day and cannot be used in any other way until your next rest. This fast healing only works when at less than 75% of your maximum health, counting hit point drain from the blood sacrifice class feature.
Upon taking this feat, you gain 1 blood point.

[B]Blood-Enhanced Musculature
With the power given to you, you can attack with improved ferocity.
Prerequisite: must have a blood point pool, character level 5th
Benefit: at the start of the day/night, you must decide whether to invest any blood points into this feat. You get a bonus to attack and damage rolls with melee attacks equal to the number of points invested in this feat. Those points are taken for the day and cannot be used in any other way until your next rest. You can only put a number of points in this equal to 1+1/5 character levels.
Upon taking this feat, you gain 1 blood point.

[B]Rejuvenation
You may not be able to drain blood to keep your power going, but at least with some time you can get some power back to keep using those blood abilities.
Prerequisite: must have a blood point pool, must be able to use a blood power, must not have the Blood Drain class feature
Benefits: Over time, you can regain lost blood points. Every 5 minutes you regain 1 blood point that you have spent (not invested). This can restore you to full blood points.
Special: if someone with this feat later gains Blood Drain, they lose the benefits of this feat. Instead, their Blood Drain deals and restores an extra point damage/blood power. After taking this feat, you gain 1 blood point.

[B]Learned Armor Casting[General]
After some time to adapt to the powers, you can now use them in armor.
Prerequisites: must have blood point pool, must be able to cast a basic blood power, Armor Proficiency (light), must not have levels in Bloodcaster
Benefit: You can now ignore spell failure when casting blood powers in light and medium armor.
Special: This can be chosen as a fighter bonus feat.
DM Note: This is so that in a game where blood magic has a bigger part than just that thing one character can do, character of other classes who dabble in blood magic like a fighter or rogue or barbarian can utilize these powers and still gain defensive benefits.

Advanced Blood Study
Through further study and dedication to Elve'har, you can cast more powerful blood powers.
Prerequisites: must have blood pool and knowledge of 3 basic blood powers, Con 14
Benefits: This feat works as Blood Study, but instead you learn one advanced blood power that must be next in the Path of one blood power that you know.
Special: This feat can only be taken 3 times. Each time you take this feat you gain 2 blood points.

[B]Natural Blood Talent[General]
You have had a gift for blood powers and the gifts of Elve'har for as long as you can remember.
Prerequisites: must not have a blood pool
Benefit: You have had the blood power in your soul unleashed. You automatically learn 1 basic blood power and gain a blood point pool with a number of points equal to your HD+your Con modifier. You can now qualify for Bloody Feats.
Special: This feat can only be taken at first level.
DM's Note: This is basically a blood power equivalent to the Expanded Psionics Handbook's Hidden Talent. As such, only allow it in a game where blood powers take a bigger part in things.

Defensive Blood Coating
Rather than focus on assailing foes with the blood needles, you let that power protect you from enemy assaults, with sadistic effect.
Prerequisite: must have blood needles, must be able to cast at least 3 advanced blood powers
Benefit: You must choose at the beginning of each night/day whether you want this feat to be in effect or not, and if you do then you must pay 10 blood points to use this, which cannot be recovered until your next resting period. For the remainder of the day/night, you cannot use the blood needles power. Instead, every time you are struck in melee or range within 30 ft, the attacker takes xd6 damage, where x is half the number of blood needles you could typically use. This applies with each strike of a melee attack, but only to the first usage of a ranged attack in a single round from one particular creature.

[B]Scarlet Blade
You fight effeciently, a real warrior following the ways of The Blood God. And what is more effecient than regaining power when you harm things?
Prerequisites: must be able to use blood drain, must have at least 3 powers from the Warrior Within and Defender Within paths (total)
Benefit: If you haven't used your Blood Drain recently (it isn't needing to cooldown), then you can spend 3 blood points to use it in your next melee attack. If the attack hits, then it deals your normal weapon damage and the Blood Drain damage, as well as restoring blood points. However, that counts as using the ability for the encounter. If the attack misses, then the blood points are wasted but the Blood Drain is not discharged, and can be attempted again.

[B]Expert Blood Study
Through further study and dedication to Elve'har, you can cast more powerful blood powers.
Prerequisites: must have blood pool and knowledge of at least 1 advanced blood power, Con 16
Benefits: This feat works as Blood Study, but instead you learn one expert blood power that must be next in the Path of one blood power that you know.
Special: This feat can only be taken 2 times. Each time you take this feat you gain 3 blood points.

[B]Greater Path Focus[General]
The bloodcaster focuses further on a certain power path, and gains a more advanced enhancement to powers in that path.
Prerequisites: knowledge of 1 expert blood powers, pool of blood points, Path Focus must be taken at least once
Benefit: choose one of the blood power paths in which you have at least 1 expert power and taken Path Focus for in the past. Depending on which one, you get a certain bonus.
-Warrior Within: while under the effect of a Warrior Within power, you gain +6 to your attack and damage rolls, which replaces the previous benefits from Warrior Within Path Focusd.
-Defender Within: while under the effect of or using a Defender Within power, you gain +6 insight bonus to AC and +4 untyped bonus to saves, which replaces the previous benefits from Defender Within Path Focus.
-Font of Life: while using a Font of Life power, all healing is increased by your Int mod/die of healing instead of per 2 die of healing.
-Bloody Vengence: while using a Bloody Vengeance power, damage is increased by your Int mod/die of damage instead of per 2 die of damage.
-Flowing Blood: to you it now costs half as many points to augment a Flowing Blood power.
-Slowing Blood: while using a Slowing Blood power on a target, all targets adjacent to the first one must make the same save or suffer half the effect on themselves as well. This does not apply the same effect more than once however (like if using the Sapping Presence power).
-Blood Manipulation: while using a Blood Manipulation power, increase the DC to resist it by 2 again, stacking with the bonus from Blood Manipulation Path Focus.
-Lifeforce Creation: while summoning or calling a creature with a Lifeforce Creation power, the creature or creatures gain +8 Str and +8 Dex and +4 Con, which replaces the previous benefits. While creating an item with a Lifeforce Creation power, the item lasts for an extra 100% of it's duration, which replaces the previous extension.
Special: This feat may only be taken twice. This feat cannot be taken more than once for the same path.

Frenzy of Blood
With the blood power that you have learned, your rages are truly horrendous to behold.
Prerequisite: must have a blood point pool, character level 5th, rage class feature
Benefit: at the start of the day/night, you must decide whether to invest any blood points into this feat. Whenever you rage, the duration of your rage increases by 1 round per blood point, and you gain DR x/-, where x is the number of blood points invested that stacks with DR of the same type. Also every strike on a foe in melee heals you x hp per hit, where x is the number of blood points invested. You can only invest a total number of points in this feat equal to 1+1/5 your HD.
Upon taking this feat, you gain 1 blood point.

[B]Chant of Life-Power[Bloody]
With the power given to you, your songs channel life and well-being.
Prerequisite: must have a blood point pool, character level 5th, inspire courage +2 or higher.
Benefit: at the start of the day/night, you must decide whether to invest any blood points into this feat. Whenever you use your inspire courage class feature, all allies affected by it get a +x to all Str and Con ability and skill checks, and they gain fast healing x, where x is the number of blood points invested in this feat. You can only put a number of points in this equal to 1+1/5 character levels.
Upon taking this feat, you gain 1 blood point.

Haluesen
2018-09-13, 05:10 PM
Basic Blood Powers

Sanguine Armaments
Warrior Within
Components: S
Casting Time: Full-Round action
Range: Personal
Effect: a single weapon
Duration: 1 hour/level
Points: 2

Using blood energy the bloodcaster crafts a simple weapon. They must be proficient with whatever weapon they make, and once it leaves their hands it disappears. The weapon can take any appearance the bloodcaster desires, but it is always covered in a crimson sheen. If a ranged weapon is made, it has limitless basic ammunition (no magical or special material arrows or bolts), though the weapon could fire other ammunition if it is obtained. Every 3 caster levels, any weapon crafted by the bloodcaster gains a +1 enhancement bonus to attack and damage rolls, and is treated as magical for the purpose of overcoming damage reduction.
Augment: by spending another 2 points, the bloodcaster can make a martial weapon. By spending 3 points, the bloodcaster can give the weapon a +1 quality enchantment effect, with another 3 points raising the enchantment value by 1, up to a maximum of +5 enchantments. This can also be used for multiple effects, but not multiple of the same effect.
Special: As a special action, the bloodcaster can instead make 2 weapons to use, though still suffers the usual penalties for two-weapon combat. The enhancement bonus of each weapon is 1 less than normal, and when spending points to add magical effects, you get 1 point less than normal but it is applied to both weapons, so to get both weapons with +5 enchantments you must spend an additional 18 blood points. Both weapons can be different but must be light weapons.

Sanguine Amor
Defender Within
Components: S
Casting Time: Full-Round action
Range: Personal
Effect: a single suit
Duration: 1 hour/level
Points: 2

Using blood energy the bloodcaster crafts a custom suit of armored clothing. This does not require proficiency, but it cannot be removed. The clothing can take any appearance the bloodcaster desires, but it is always covered in a crimson sheen. This tough clothing has +2 armor bonus, +4 max Dex, -1 armor check penalty, weighs nothing, and has no spell failure chance. Every 3 caster levels, clothing crafted by the bloodcaster gains a +1 enhancement bonus to armor bonus.
Augment: by spending another 2 points, the bloodcaster can make a suit of light armor, which has +3 armor bonus, +6 Max Dex, -2 armor check penalty, and weighs nothing, and has 20% spell failure chance. By spending 5 points instead of just 2, they can make a suit of medium armor which has +5 armor bonus, +4 Max Dex, -4 armor check penalty, does not lower speed, and has a 35% spell failure chance. By spending 3 points, the bloodcaster can give the armor a +1 quality enchantment effect, with another 3 points raising the enchantment value by 1, up to a maximum of +5 enchantments. This can also be used for multiple effects, but not multiple of the same effect.
Special: As a special action, you can create a suit of shield with the suit of armor. However, just as with making 2 weapons with Sanguine Armaments, the enhancement bonus of the armor and shield is 1 less than normal, and when placing enchantments the total enchantment bonus of the armor and shield is 1 less than normal. This shield has +2 shield bonus to AC, 15% spell failure chance, and -1 armor check penalty.

Regenerating Energy
Font of Life
Components: S
Casting Time: Standard action
Range: Personal
Duration: Instantaneous
Spell Resistance: Yes (harmless)
Points: 1

When a bloodcaster uses this ability they just feel his wounds wash away. The bloodcaster heals 2d6+caster level (maximum 20) hit point, and 1 point of physical ability damage. This does not heal damage taken from the Blood Sacrifice class feature. For every 3 caster levels, this ability heals +1d6 hit points (maximum 8d6).
Augment: by spending another 5 points the bloodcaster can heal himself and everyone adjacent to him. This heals 1d6 less than normal, and the bloodcaster heals all nearby allies. By spending 1 more point the bloodcaster can cleanse themselves of fatigue, shaken, and sickened conditions. By spending another 3 points while using the heal around himself option the bloodcaster can cure the others of those conditions as well.

Crimson Ray
Bloody Vengence
Components: S
Casting Time: Standard action
Range: Medium (100ft+10ft/caster level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Points: 1

The bloodcaster fires a ray of solidified blood energy at a single target, which does 1d10+caster level (maximum 10) piercing and bludgeoning damage. For every 4 caster levels the bloodcaster has, they can fire another ray at either the same or a different target (maximum 6 rays).
Augment: by spending another 4 points, the bloodcaster deals 50% more damage with each ray, as if it were empowered. Also for every 2 extra points the bloodcaster spends while casting this ability, he reduces the spell resistance of his targets by 1 point.

Light Invigoration
Flowing Blood
Components: S
Casting Time: Standard action
Range: Touch
Targets: 1 friendly living creature/level (maximum 10, self included)
Duration: 10 min/caster level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Points: 1

Everyone touched while this spell is being used feels their blood rush faster, their breathing get stronger, and an overall strong sense of life. For each person touched, you can apply one of the following effects on them (the same effect can be used more than once, but no one creature can be affected more than once):
-Temp hp equal to your caster level + (Con modifier x2)
-+1 to attack rolls for every 2 caster levels
-+1 to Fortitude and Reflex saves for every 4 caster levels
-+1 to Str and Dex based skill checks per 3 caster levels
Augments: by spending another 3 points per person targeted you can apply a 2nd effect. You can choose to not affect everyone targeted by the power with this augment if you don't want to use that many points.

Mild Atrophy
Slowing Blood
Components: S
Casting Time: Standard action
Range: Close (25ft+5ft/level)
Targets: 1 living creature
Duration: 10 min/caster level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Points: 1

You constrict the flow of blood in one of the target's limbs briefly, though it has a lingering effect. Depending on where you target there is a different penalty.
-Arms: -1 to attack rolls, grapple checks, and any skill check involving the use of hands or arms, -1 more per 4 caster levels.
-Legs: -10ft to base speed, -2 initiative (lower the target in initiative order), and -1 Ref saves, -2 more initiative and -1 more Ref per 4 caster levels.
-Chest: -1 AC, DR, and SR, -1 more per 4 caster levels
Augments: by spending another 2 points the bloodcaster can affect another nearby target with this as long as it is within 30ft of the first target.

Blood Pull/Push
Blood Manipulation
Components: S
Casting Time: Standard action
Range: Close (25ft+5ft/level)
Targets: 1 living creature
Duration: Instantaneous or 1 round, depends on effect
Saving Throw: Fortitude negates or none, see below
Spell Resistance: Yes
Points: 2

This power acts as a mild mixture between command and telekinesis. With this, the bloodcaster can telekinetically tug on the target's body by the blood inside them, leading to a few different things. The bloodcaster chooses any one of the following effects:
-Drop: the target that fails the save drops whatever they are holding in their hands.
-Run: the target that fails the save runs at full speed directly away from the caster for 1 round.
-Give: the target the fails the save passes you what they are holding, or if you are at a distance tosses it to you as safely as possible.
-Fall: this acts as a distance trip attack; follow the tripping attack rules, using caster level as base attack bonus and Int instead of Str or Dex.
-Push: this acts as a distance bull rush, using the bull rush rules, using caster level as attack bonus and Int instead of Str.
-Halt: the target that fails the save stops still for 1 round, unable to act but not helpless and still gets Dex to AC.
Augments: by spending 3 more points this power lasts for 1 round/level and does not require concentration, but does require a move action to target someone and try to effect them with this. A different target can be picked each round, and for each command the target is allowed a new save. If you do not use this power in one turn, then it is just wasted for that turn, as long as there is duration left it can be used again.

Blood Summoning
Lifeforce Creation
Components: S
Casting Time: Full-round action
Range: Close (25ft+5ft/level)
Effects: summons 1 or more creatures
Duration: 1 min/level
Points: 1

This power works like the spell summon monster Iexcept the monsters are summoned from the Blood God's home realm and have the blood-infused template (see below for details). This replaces whatever template they had before.
Augments: by spending 2 more points this spell replicates a summon monster spell of higher level, one higher for every 2 extra points up to summon monster IX for 17 points. By spending 4 more points this spell lasts for 10 min/level instead.

Blood-Infused Template
"Blood-Infused" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to hereafter as the base creature).

A blood-infused creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Blood-Infused creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks
A blood-infused creature retains all the special attacks of the base creature and also gains the following special attack:
Blood Drain: every unarmed and natural attack made by a blood-infused creature heals the attacker by half the damage dealt.
Special Qualities
A blood-infused creature retains all the special qualities of the base creature and also gains the following.
-Darkvision 60ft
-DR x/bludgeoning, where x=half the creatures HD; slashes and stabs on these creatures heal with ease due to their active blood, but injuries under the skin don't heal as well
-Spell Resistance equal to 5+the creature's HD
Abilities
Same as the base creature, but Intelligence is at least 3 and Con +4.
Environment
The realm of the Blood God
Challenge Rating
HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment
Always chaotic (any)
Level Adjustment
Same as the base creature +2.

Haluesen
2018-09-13, 05:11 PM
Advanced Blood Powers

Enhanced Inner Power
Warrior Within
Components: S
Casting Time: Standard Action
Range: Personal
Effect: personal combat-related blood hardening
Duration: 1 hour/level
Points: 8

The blood in the body of the bloodcaster hardens and toughens in a way similar to clotting, though the blood does still flow through the body without hampering the caster. During this time, the bloodcaster gets one of the following effects of his choosing:

-add Con modifier to attack and damage rolls
-bypass 1 type of DR except DR /-
-add caster level to damage of each attack as slashing damage bonus
-add 1/2 caster level as bleed damage every turn to any foes stuck for 1d4 rounds after being struck; only applies to one strike per turn but can stack over multiple turns up to 5 times

Augment: By spending 4 blood points, the bloodcaster can apply another effect, but only 1 other. Also by spending 4 points, the bloodcaster can apply all benefits from this spell that are on themself to another ally, but only 1 other.


Coagulated Seal
Defender Within
Components: S
Casting Time: Standard Action
Range: Personal
Effect: personal defense-related blood hardening
Duration: 1 hour/level
Points: 8

Similar to Enhanced Inner Power, the blood inside the bloodcaster hardens to aid them defensively, without slowing blood flow in a way that would harm the caster. During this time, the bloodcaster gets one of the following effects of their choosing:

-add Int to AC as insight bonus
-add Con to AC as natural armor bonus
-DR x/adamantine, where x=caster level
-add Int modifier to Fort and Ref saves

Augments: By spending another 4 blood points, the bloodcaster can gain another benefit, up to a maximum of 3 benefits. Also by spending another 4 blood points the bloodcaster can apply all effects on them to another ally, but only one other.


Cleansing Touch
Font of Life
Components: S
Casting Time: Standard Action
Range: Touch
Target: one creature touched
Duration: 1 hour/level
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)
Points: 5

As you touch your ally (or innocent, or maybe even foe) you channel the vigor of blood to restore and rejuvenate them. This power instantly heals 6d6 damage to the target, and can cure 1 point of ability damage per 2 caster levels, if the bloodcaster chooses to do so. However this effect is very wearing, and the caster takes 2 points of damage for every 1 point of ability damage healed.
Augments: By spending 3 points the bloodcaster can prevent themselves from taking damage when cure ability damage, but they still end up fatigued until they can rest for 10 minutes. Also by spending 5 points, this ability can heal 6d10 damage instead of just 6d6.


Pulsing Orb of Pain
Bloody Vengeance
Components: S
Casting Time: Standard Action
Range: Medium (100 ft. +10 ft. per level)
Target: one target creature or object within range
Saving Throw: Reflex half (read below)
Spell Resistance: Yes (read below)
Points: 6

The bloodcaster focuses on a target, whether it be a monster or a door, and fire a 5 ft. diameter ball of concentrated blood power towards it. The orb moves 10 ft every round without having to concentrate on it until it hits it's target or something else that intercepts it. Upon striking, the orb deals 1d6 damage per caster level (max 20d6) to the target as it bursts with power. There is no save for this and damage reduction does not apply, but spell resistance does. Meanwhile as it moves, the orb exudes a 10 ft aura of power that deals 2d6 damage per 3 caster levels to all in the area at the end of its movement (to a max of 12d6 at level 18), which is reduced by half with a Reflex save and is subject to spell resistance. To manage all this though, the orb leeches power from its caster, taking 1 blood point per round per 3 caster levels to keep working; if this cost is unable to be paid at the beginning of the caster's turn, the orb disappears then and there.
Augments: By spending another 4 points on this ability, the orb can be treated as though Empowered (+50% damage). Spending an additional 2 points on this ability speeds up the ord by 5 ft per round. Lastly, spending 10 points on this ability makes the orb burst either when it hits its target or when the caster is out of blood points to sustain it, dealing its contact damage in a 10 ft radius area, with all creatures except the one struck getting a Reflex save for half damage.


Fortifying Aura
Flowing Blood
Components: S
Casting Time: Full-round Action
Range: 10 ft radius centered on caster
Target: caster and all allies within range
Duration: Concentration (see below)
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
Points: 3/round

The bloodcaster emits an aura of health and strength to their allies, bolstering them for the conflict ahead. The bloodcaster must pay the shown number of blood points at the beginning of their turn to keep this effect working. When this power is used, the bloodcaster chooses one benefit to apply to all allies in range (including themselves); once decided upon initial casting, this effect cannot be changed:

-+3 to one main stat (Str, Dex, Con, Int, Wis, Cha)
-DR 5/-
-fast healing 5
-+2 to saving throws
-+2 to attack and damage rolls

Augment: By spending another 3 blood points per round, the bloodcaster can apply up to 2 more effects on themselves and their allies.

Sapping Presence
Slowing Blood
Components: S
Casting Time: Full-Round Action
Range: 10 ft radius centered on caster
Target: all enemies in range
Duration: Concentration (read below)
Saving Throw: No
Spell Resistance: Yes (harmless)
Points: 3/round

A sinister power radiates from the bloodcaster that curses their enemies. The cost must be paid at the beginning of the bloodcaster's turn every turn to keep this power working. When this power is used, the bloodcaster chooses 1 effect to apply to all enemies in range; one decided, this effect cannot be changed:

--3 to one main stat (Str, Dex, Con, Int, Wis Cha)
-4 points of untyped damage
--2 to all saves
-2 to weapon attack and damage rolls

Augments: By spendng an additional 3bp/round, the bloodcaster can apply another effect with this aura, up to an additional 2 effects.


Blood Trapping
Blood Manipulation
Components: S
Casting Time: Standard Action
Range: Short (25 ft+5 ft/level)
Target: One creature and all of its allies in 10 ft radius
Duration: 1 round/level, see below
Saving Throw: Fort negates; see below
Spell Resistance: Yes
Points: 6

The bloodcaster channels their blood power and focuses upon a group of foes, then strikes with their mind, freezing the foes to the spot. All targets of this spell are paralyzed for the duration of the spell. Once during every turn, a target affected by this spell can make a Fort save to break free from this paralysis. The save DC is 14+Int modifier.
Augment: By spending 3 points, the bloodcaster can raise the DC of this spell by 1, or they can increase the duration by 1 round.


Crimson Alchemy
Lifeforce Creation
Components: S
Casting Time: Full-Round Action
Range: Personal
Effect: 1 basic alchemical item or potion
Duration: 1 hour
Points: 9

Bloodcasting is tied to arcane magic in many ways, and since arcana is tied to alchemy, there is a tenuous link to them all. A cunning bloodcaster knows of this link, and uses it to manifest pseudo-items for quick usage. Upon casting this power, the bloodcaster gets a simple alchemical item or potion that must be used within the hour.
Alchemical: When making an alchemical item, the bloodcaster gets to manifest something worth 10 gp per caster level, to a maximum of 200 gp at level 20. It can only make one item at a time. Consult with your DM to see what works as an alchemical item.
Potions: When using this power to make a potion, the bloodcaster gets to manifest something worth 20 gp per caster level, up to a maximum of 400 gp at level 20. This item only lasts for 1 minute/caster level unlike the alchemical items.
Augment: By spending an additional 5 blood points, the bloodcaster can enhance an alchemical item that they make with this power, doubling its duration, damage, area, etc. Also by spending an additional 6 points, the bloodcaser can instead manifest a potion worth 40 gp/caster level, up to a maximum of 800 gp at level 20.

Haluesen
2018-09-13, 05:13 PM
Expert Blood Powers

Surge of Power
Warrior Within
Components: S
Casting Time: Standard Action
Range: Personal
Duration: 1 round/level
Points: 10

When the bloodcaster needs to truly fight as a beast of combat, they do it with great zeal and fervor. When this power is used, a number of changes take effect. Their base attack bonus raises to equal their caster level and their base Fort raises to meet their base Will. This naturally gives improved attacking and toughness. On top of this, the bloodcaster also gains an extra 4 hp/caster level and they get a +4 divine bonus to Str. However, this greater combat potential comes at a price. After casting this power, the bloodcaster's blood powers and augments all cost 2x as much as usual to use, and blood points cannot be restored for the duration of this power.
Augment: By spending another 4 points, they can boost their Str by 2, up to a maximum bonus of +8. Also, by spending an extra 3 blood points, the bloodcaster can boost their health gained by 1/caster level, to a maximum of 8 hp/caster level.


Arcana-Proofed Blood
Defender Within
Components: S
Casting Time: Standard Action
Range: Personal
Duration: 1 round/level
Points: 10

The bloodcaster turns their nearly-arcane powers inward and inverted, and imbues their blood and thus themselves with extra resistance to magical effects. While this power is active, the bloodcaster gains resistance to fire, cold, electric, and acid damage 10 points. The bloodcaster also gains spell resistance of 5+caster level. However, gaining this defensive resistance takes a bit out of the caster's combat potential. The caster takes a -4 penalty to attack and damage rolls with weapons, spells, blood powers, invocations, and any other that may apply this way (such as shadow magic).
Augment: by spending 2 blood points, the caster level of this spell raises by 4 points for the purpose of being dispelled. Also by spending 7 points, the spell resistance can be boosted to 11+caster level, or the caster can gain equivalent power resistance by boosting the blood that flows into their head.


Infusion of Rejuvenation
Font of Life
Components: S
Casting Time: Standard Action
Range: Touch
Target: one creature touched
Duration: 1/2 caster level rounds or instantaneous; see text
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)
Points: 9

With a light touch the target is granted healing power over time, but this power can take the form of a burst of life when in desperate need. The target of this spell heals 2d8 points of damage every round on the bloodcaster's turn for a number of rounds equal to half the caster level. However, should the target of this spell be reduced to 10% of their maximum hp or less, this spell is discharged and heals 50% of the character's maximum health as an immediate action. This healing is quick enough to prevent death from damage dealt.
Augment: by spending 6 points, this spell can instead heal 2d12 hp per round. Or by spending 10 points when casting this power on yourself, the bloodcaster exudes an aura that heals those around them of 2d8 hp per round. This healing does not take effect on the bloodcaster, but the discharge does take effect if the bloodcaster is reduced to 10% or their maximum hp or less.


Bad Blood
Bloody Vengeance
Components: S
Casting Time: immediate action
Range: Personal
Target: See text
Duration: Instant
Save: Fortitude partial
Points: 11

You do your best not to get hit; but sometimes an opponent gets in a lucky shot. When that happens, it can cause bad blood.

When you are struck by a critical hit, Attack of opportunity, sneak attack or sudden strike in melee, you may activate this power against the foe that struck you. Blood sprays from your wound, coating the target. The target takes 1d4 (max 15d4) acid damage per caster level and must make a fortitude save or take 1d6 Con damage as well.
Augment: By using another 3 blood points, this power can be used as a move action to imbue yourself or an ally touched with this effect, to have it activated if you are struck as mentioned above.

Fitness and Wellness
Flowing Blood
Components: S
Casting Time: standard
Range: Touch
Target: 1 creature with blood
Duration: 1 minute/level
Points: 10

The bloodcaster does not only empower his allies for combat, but gives them the push and boost they need to perform well in other physical endeavors. The target of this power gets a bonus to Str, Dex, Int, and Wis based ability checks and skill checks equal to half of your caster level, and also gains immunity to fatigue and exhaustion and gets a bonus to saves against sleep equal to your Con or Cha modifier.
Augment: by spending an extra 2 blood points, the target gains +5 ft to all their movement speeds, and this augment can be applied up to 4 times, stacking each time. If cast on a spellcaster, you can spend an extra 5 points to give the target a bonus to Concentration checks equal to 1/2 your caster level. If cast on a manifester, you can spend an extra 5 points to allow them to gain psionic focus as a free action every round.

Blood Weakness
Slowing Blood
Components: S
Casting Time: standard action
Range: Close (25 ft +5 ft/level)
Target: 1 creature with blood
Duration: Permanent
Save: Fortitude negates
Points: 12

The bloodcaster channels ill will and focuses it on a single foe, which renders it much weaker than usual. The target of this power that fails its Fortitude save takes a penalty to Str, Dex, and Con equal to your Con or Cha modifier. Also, they must make a Fort save every round thereafter or only be able to take a single move or standard action. The effects of this power do not stack with themselves. These effects can be removed with a remove curse or break enchantment spell or similar effect.
Augment: by spending an extra 3 blood points, the target also takes a penalty to maximum health equal to your caster level until cured. Also by spending 4 points you can raise the DC of this power by 1 point, or increase your caster level by 1 for the purpose of penetrating spell resistance.


Head Rush
Blood Manipulation
Components: S
Casting Time: Standard action
Range: Close (25ft+5ft/level)
Targets: all living creatures in 15 ft radius area
Duration: Instantaneous
Saving Throw: Fortitude negates or none, see below
Spell Resistance: Yes
Points: 8

A gesture from you and your targets' head feels suddenly full.

All targets affected by this spell become sickened for 1d6 rounds, guaranteed. They must also make a Fort save or be stunned for 2 rounds. If this happens, the sickness happens after this.
Augment: By spending 4 more points, the DC of this power can be raised by two, this augment can only be used once. By spending 3 more points, this power can make the creatures affected by it nauseated for 1 round instead of sickened.

Ritual of Elve'har
Lifeforce Creation
Components: S, EXP
Casting Time: 10 minutes
Range: Close (25ft+5ft/level)
Effects: calls 1 or more creatures
Duration: 1 day/level
Points: 15

The users of this power can summon a vassal or pet of the Blood God, a minion willing to serve them (for the most part). These creatures cannot be summoned or called with standard spells.
Using this power, the the bloodcaster calls a creature from the Sanguine Realm: either a dire bloodhound, a crimson guardian, a mighty bloodraven, a lifeforce totem, or a swarm of draining mites. This creature stays with the bloodcaster until slain, dismissed, banished, or its time on this plane ends.
Exp Cost: 100 exp per HD.
Note: There are rules for guiding or commanding these creatures, and stats will be prepared for them; these will all be in another thread.

Haluesen
2018-09-13, 05:14 PM
Prodigy Blood Powers

Energy Charge of Dominance
Warrior Within
Components: S
Casting Time: Standard Action
Range: Personal
Duration: 1 round/level
Points: 20

When this power is invoked, the bloodcaster feels all of his blood rushing faster, his heart beating harder, and body physically pushed to the limits. When affected by this blood power, the caster's movement speeds double, he gains the ability to make a full attack at the end of the charge, and he can make an extra attack as part of a standard attack action or a full attack action once per round at his highest attack bonus.
Augment: for every 2 blood points spent extra, the caster gains 1 point of fast healing. Also by spending 5 points this ability can be cast as a swift action.

Great Empathic Binding
Font of Life
Components: S
Casting Time: half minute
Range: Close
Target: multiple beings with blood; maximum Con or Cha modifier
Duration: 1 minute/level
Points: 18

In the casting of this spell, the bloodcaster and a number of allies bind themselves together with a nearly invisible (Spot DC 40), intangible thread that binds their life forces. In this way, the people bound share health and pain. Everytime that one target of this spell receives healing in any way (blood power, positive energy magic, or negative energy for undead), all other targets of this spell regain hit points equal to 1/2 the hit points the first target recovered. For example, if one person in the group receives a cure critical wounds spell for 30 hp healed, everyone else in the group regains 15 hp (including undead). If the other targets of this spell are already at full hp or healed to full hp, then the extra healing is instead turned to temp hp. These temporary hps last for the duration of the power, but are replaced by other temp hps gained by this spell, not stacked upon.
However, this also spreads to injuries received. If one target of this spell takes damage (modified by resistances and damage reduction), then all other targets of this spell take 1/2 that amount of damage. So, if the team's barbarian takes 40 damage (after damage reduction), then everyone else in the group takes 20 damage (with damage reduction from the individual target not applying).
Augment: by spending 6 blood points, the healing from this spell can be raised to 100% for the other targets of this spell, or damage shared among targets can be reduced to 1/4 instead. Both effects can be applied.

Field of Crimson Spikes
Bloody Vengeance
Components: S
Casting Time: Standard action
Range: Personal
Effect: 20 ft. radius circle centered on self
Duration: Instant
Save: Ref half; see below
Spell Resistance: Yes
Points: 16

Having fully delved into the violent side of blood power, the bloodcaster can now call into being an area of bloody spikes from the ground that impale all in the area except the caster. Everyone in the area of this spell takes 1d8 damage per caster level (maximum 25d8); half of this damage is piercing and thus subject to damage reduction, but the other half of this damage is divine power so not subject to damage reduction, but a Ref save can be made to reduce this part of damage by half but not the piercing part.
Augments: by spending an extra 2 points, the caster can raise his caster level by 1 for the purposes of bypassing spell resistance, to a maximum of 5 levels higher. Also by spending 5 blood points, the caster can make the damage from this spell all piercing or all divine, chosen at the time of casting.

Haluesen
2018-09-13, 05:16 PM
So this is all the work I've done so far! I shall be adding more blood powers and feats over time and once those are done decently I will then be working on creatures and prestige classes in different threads. Please feel free to give any feedback or criticism! :smile: I welcome any chance to discuss and improve!

aimlessPolymath
2018-09-13, 11:13 PM
I'm reading through. Comments to follow as I read through.

Missing hit die size.

Weapon/armor proficiencies are strange, and make it very hard to build Warrior's Way early on, as well as forcing a progression of equipment in a way I don't like.

Skill points too low.

Constitution is around twice as valuable for this class as it is for the psion for blood points, since this has half as many power points (also, each point is worth about twice the level of power, based on the rate of cost increase as power level increases?). Also, the chart above does not indicate when you get new powers. Also, how many points can you spend on one power?

Blood Needles needs to be redesigned; it is tremendously busted with most abilities that add static amounts to damage, such as many Warrior's Way abilities.

Blood Drain doesn't seem to grant blood points.

Blood Sacrifice is tremendously powerful, and exacerbates the ability to "go nova" that psionics-type abilities already have.

Blood Needle Spread: I would rephase most of this in terms of class level, rather than effective needles used. Surprised at Fort half instead of Reflex half.

Ascension: 20th level capstone, w/e.

Feats:
Negative Energy Siphon is essentially useless in 90% of campaigns, and mediocre in those that are undead-themed. Pass.

Path Focus: This provides approximately 2-3 feats worth of power in terms of raw power. Depending on when you get your second power, this makes the class very dip-attractive. Seems like a slam-dunk to take this twice for whatever paths you prefer.

Tapping Blood: This is a real do-nothing feat. Feat taxes are bad.

Blood Vein/Extra Blood Power: I would drop one of these, and also drop the 1st-level only thing.

Blood Study: Fairly solid, but it took 2 feats to get here.

Needle Strength: what the hell

Empowered Needles: Needed for the needle build in order to bypass DR. 6 points for 10d6+60 as a swift action seems good.

Chain of Draining: Solid recharge, if a total waste of a turn in terms of damage.

Focused Regeneration/Blood-Enhanced Musculature/Frenzy of Blood/Chant of life-power: I can see that you're going for some kind of incarnum-like thing here, but blood points are so cheap that these are close to free.

Rejuvenation: This is either irrelevant or nearly-free, and I don't think there's much in-between. Not a fan of the idea as presented.

Learned Armor Casting: Feat taaaaax. You need to spend 3 feats as a martial character for one blood power?

Advanced Blood Study: Seems like a fine cap to the feat chain.

Natural Blood Whatever: This is a lot of front-loaded power; I would tone it down to one blood power at maximum.

Scarlet Blade: Blood drain is now a bit more usable. Decent but not overpowered feat- in a good place maybe? I'm not sure that blood drain is worth it in general.

Expert Blood Study: This is basically only achievable by bloodcasters, and it's a powerful feat (depending on how many spells they get normally).

Greater Path Focus: Slam-dunk, take twice, but with a weird incentive to select paths you didn't select before. At minimum, needs Path Focus as a prereq.

General thought: A number of these feats specify "not a bloodcaster"; I think it would be better design if you specified what happens if they are a bloodcaster. Does the guy with Learned Armor Casting, when he multiclasses into bloodcasting, lose the ability to cast in armor?

Powers I'm reserving judgement until I know how many points you can spend; the structure of Blood Study suggests it's not just your CL.
Edit: Found it. Update to be posted when I get around to it.

Haluesen
2018-09-14, 12:17 PM
I'm reading through. Comments to follow as I read through.

Missing hit die size.

Weapon/armor proficiencies are strange, and make it very hard to build Warrior's Way early on, as well as forcing a progression of equipment in a way I don't like.

Skill points too low.

Constitution is around twice as valuable for this class as it is for the psion for blood points, since this has half as many power points (also, each point is worth about twice the level of power, based on the rate of cost increase as power level increases?). Also, the chart above does not indicate when you get new powers. Also, how many points can you spend on one power?

Blood Needles needs to be redesigned; it is tremendously busted with most abilities that add static amounts to damage, such as many Warrior's Way abilities.

Blood Drain doesn't seem to grant blood points.

Blood Sacrifice is tremendously powerful, and exacerbates the ability to "go nova" that psionics-type abilities already have.

Blood Needle Spread: I would rephase most of this in terms of class level, rather than effective needles used. Surprised at Fort half instead of Reflex half.

Ascension: 20th level capstone, w/e.

Feats:
Negative Energy Siphon is essentially useless in 90% of campaigns, and mediocre in those that are undead-themed. Pass.

Path Focus: This provides approximately 2-3 feats worth of power in terms of raw power. Depending on when you get your second power, this makes the class very dip-attractive. Seems like a slam-dunk to take this twice for whatever paths you prefer.

Tapping Blood: This is a real do-nothing feat. Feat taxes are bad.

Blood Vein/Extra Blood Power: I would drop one of these, and also drop the 1st-level only thing.

Blood Study: Fairly solid, but it took 2 feats to get here.

Needle Strength: what the hell

Empowered Needles: Needed for the needle build in order to bypass DR. 6 points for 10d6+60 as a swift action seems good.

Chain of Draining: Solid recharge, if a total waste of a turn in terms of damage.

Focused Regeneration/Blood-Enhanced Musculature/Frenzy of Blood/Chant of life-power: I can see that you're going for some kind of incarnum-like thing here, but blood points are so cheap that these are close to free.

Rejuvenation: This is either irrelevant or nearly-free, and I don't think there's much in-between. Not a fan of the idea as presented.

Learned Armor Casting: Feat taaaaax. You need to spend 3 feats as a martial character for one blood power?

Advanced Blood Study: Seems like a fine cap to the feat chain.

Natural Blood Whatever: This is a lot of front-loaded power; I would tone it down to one blood power at maximum.

Scarlet Blade: Blood drain is now a bit more usable. Decent but not overpowered feat- in a good place maybe? I'm not sure that blood drain is worth it in general.

Expert Blood Study: This is basically only achievable by bloodcasters, and it's a powerful feat (depending on how many spells they get normally).

Greater Path Focus: Slam-dunk, take twice, but with a weird incentive to select paths you didn't select before. At minimum, needs Path Focus as a prereq.

General thought: A number of these feats specify "not a bloodcaster"; I think it would be better design if you specified what happens if they are a bloodcaster. Does the guy with Learned Armor Casting, when he multiclasses into bloodcasting, lose the ability to cast in armor?

Powers I'm reserving judgement until I know how many points you can spend; the structure of Blood Study suggests it's not just your CL.
Edit: Found it. Update to be posted when I get around to it.

Wow this is quite a lot. Well I may as well go with things point by point.

I could have sworn I added that, well alright I'll edit HD in after this.

Well what would you suggest as far as proficiencies? I mostly have it modeled as an arcane cleric. Maybe I could remove the gaining marital weapon proficiency later and instead let them select a number of martial weapons from level 1.

Eh, not a skill class and with Int has a possibly major stat to cover it a little bit. The class isn't particularly meant to fit as a skill monkey. Still I suppose that means there is ACF potential for those that want to do it that way.

A difference with this class and psion is that you're supposed to be able to get those blood points back throughout the day. If I didn't do that well enough then I need to fix that. So less points sort of makes sense. That said the novaing thing is a worry. Maybe they should instead be limited to a number per encounter instead? Beyond that it is listed in the bloodcasting feature that you start with 2 powers and get another 1 each level. Does that really need to be listed twice? And bloodcasting also says in the last line that you can spend your bloodcasting level+Con mod points at one time.

I don't see what is busted about it. Could you explain that one a bit more?

Ah right, I should correct the blood drain one a bit. I'll edit that too, thank you. :smallbiggrin:

Blood Sacrifice is powerful? It lowers the caster's health for a full day and can only be used for the base cost of the blood power. What about that is overpowered?

Yeah, Ref half does make some more sense than Fort. I'mm not entirely sure what I meant with that one. Blood Needle Spread will be edited for Ref half and class level references.

Ehh someone else might find a use for that feat. I see no reason here to get rid of it.

The power with this feat comes more from the fact that I think most D&D feats are actually way too weak. This is actually what I feel most feats should be like. If people want to dip the class for 2-3 powers with a little enhancement on them then sure, go ahead.

Feat tax? It's basically just there as a way for someone to add a little bloodcasting into other character types. It exists in some other systems. Psionics and Incarnum both have similar things, and I wouldn't be surprised if types of magic I haven't read as much also do. How else would other character classes get bloodcasting if they want to do that but didn't want to dip? It's a choice, like anything else in this game.

Blood Vein is meant for non-bloodcasters (class) while Extra Blood Power is for ones who take that class. Although I suppose the 1st level part isn't exactly needed. It's supposed to emphasize those that start down this path and who were destined for it in some way, or devoted themselves extra to this class. Does that make sense for what I mean with it?

Only 1 feat actually, Tapping Blood. All characters can therefore get a blood power to use a bit from level 3, or 1 if they have an extra feat at level 1 in some way.

I'm still not understanding. So each needle will do at maximum 1d6+10 damage at high level unless modified with the Empowered feat? Each needle is subject to DR and not ever considered magical. I recognize that Blood Needle Spread changes that, needs to be edited out. That's from the original version of the class.

The main thing is I was actually trying to limit the Blood Needles. That damage as a swift action does seem high but that's at level 19+ and still subject to DR for each needle. Or a good number of points can be spent to bypass some DR. And even then only one can be done at once. So either is a swift action load of damage that is subjected to DR for each needle, or a typical standard barrage that bypasses a certain amount of DR. Or it can have a higher damage die, as a luck-based way to deal with DR I guess.

Yeah that's fair. That is it's purpose after all, restoring points in a way that makes sense and isn't too powerful. Does it work for that?

Incarnum did inspire a few things in all this, it's true. :smalltongue: What do you mean by free though?

Well there is that possibility of making the blood points encounter-based instead. So maybe if I did that then Rejuvenation could be changed to work for that? Other than that I'm not sure what to do with this one.

So what, martial characters should just automatically start able to cast blood powers in armor when bloodcasters can't?

Yeah I see what you mean. It's based on Hidden Talent, but there are way more psionic powers. Making it starting with only 1 power seems fair.

Blood Drain is meant to do a little damage with it's main utility being getting blood points back. If it seems not worth it, then there must be some way to improve the original ability to still fit that purpose.

Well since every level after first gives 1 blood power then typically a bloodcaster will have 5 of them. But I'm not sure why I didn't see how much it took to get it before...I really did want it to be possible for non-bloodcasters to get it.

Definitely need to rewrite Greater Path Focus. It's supposed to build on the Path Focuses taken before.

I suppose that does make sense, I should look over the feats again and see what would need changing if bloodcaster is taken later. Although I also don't see why one would take feats to dabble in blood magic and then become a bloodcaster later.

Overall I am happy with the advice and critique. You sound kinda cold to me, like you don't like the class at all, but that could just be genuine unbiased criticism so I don't think you're being harsh or mean. I genuinely want this to be something that works as a miniature magic system in a fair game, so all advice goes a long way to that end.

aimlessPolymath
2018-09-14, 03:52 PM
Responding to your response:

First of all, I'm sorry about my tone. I do think that the class looks good as a whole, and I very much like the themes involved! My first look for balance is usually critical, but I recognize that it can come off as harsh, since I'm focusing on what I think needs to be changed.


Ordering will be a bit mixed and I might have missed something.

Proficiency should probably be all simple + light armor, with a feat that grants simultaneous medium armor proficiency and the ability to cast in medium armor. Classes that changed their proficiency over time always seemed weird to me- it was odd on the Warmage, and it sucks for Warrior's Way builds here.

Skill points: Makes sense- although a heavier set of Knowledge skills should probably be added (religion, at the minimum, given the class's power source).

Blood points vs. power points: The ability to regain points is noted, I don't think but pushing characters to use their action for suboptimal effect (blood drain deals really low damage) in midcombat will work out great- I think they'll just end up nova-y, and use blood needles when they run dry.
I missed the blood points and blood power count at first read- just wanted to know the numbers.

Needles I consider semi-busted- not that it's OP, but that the distance between its maximum and minimum effect is massive. You deal mediocre damage, or none if they have DR - or a small bonus to the damage of each attack multiplies it by 2-4 (or, up to like, 7x using Enhanced Inner Power), but you still deal none if they have DR. This puts a lot of pressure on the DM for encounter design, because blood needles can be really feast-or-famine.

Blood Sacrifice is odd in that it translates hit points into spell slots. I'm personally not comfortable enough with design that I would allow for a pure cast-from-health caster. Missed that you couldn't augment using it.

Encounter-based recharge is a great idea, but often hard to implement thematically. Here, you ask the player to invest one action per encounter almost purely for recharge, and I don't know that it works.

Path Focus: My problem with it is not that it's unbalancing- but it's so overwhelmingly strong that it's practically a required class feature. Bloodcasters are practically locked into it.

Tapping Blood: It's a feat tax in that when you take it, it does nothing, since you have no blood powers yet. You need it in order to get to the "good feats" like Blood Study, while with Shape Soulmeld, there are no prerequisites required.

Blood Vein vs. Extra Blood Power: They do basically the same thing though? What if they were one feat, with two options for prerequisites?

Blood Study: By "took 2 feats to get here", I mean that you spend 2 feats to get what should probably only take 1.

Learned Armor Casting: Not having this constrains which spell you learn with Blood Study; if you don't have this, you can't really take combat spells through Blood Study without eating the failure chance.

Advanced/Expert Study: I just realized that I can take Advanced Study at level 3, and with a bit of investment, an expert power at 9. Huh. Sapping Presence/Fortifying Aura look nice.

Blood Needles feats: General thoughts above.

Chain of Draining: Much like Blood Drain, it's fine if the players have the time to take a turn off.

The more I think about it, the more Scarlet Blade seems important for extended days.

As I mentioned above, I think bloodcasting should work in light armor baseline, with a feat for medium armor. Maybe even for all armor you're proficient with?

Someone could take a few feats, and then decide "Wait, these are pretty good!" pretty easily, I think. I've dipped as a martial character into casting a few times.

By "free", I mean that compared to incarnum, you get way way more blood points, so these are a smaller proportional investment. You get 1 point of essentia per feat, but Blood Vein gives you 7ish points- but each point gives the same bonus.

Rejuvenation: On second thought, I think this is fine for a dip, which wouldn't spend as many points, so it's a bit higher value than I thought. 12 points per hour is okay for 1-2 uses of a power per encounter.

General things I thought of:
This class cruelly lacks a bite attack-related feat for blood drinking.

Consider some version of the following, which might work for a partial encounter recharge:
Whenever you spend blood points on the base effect of a power, you may instead store them. Starting a minute after you last used a power, you regain one stored point per round. You can store up to X points.