PDA

View Full Version : D&D 3.x Class Cruoroclast Update



Doxkid
2020-11-19, 08:13 PM
I, lord Doxkid the wicked, have liked the Cruoroclast by Adam1949 (https://forums.giantitp.com/showthread.php?322329-Base-3-5-PEACH-Vampiric-Bloodbending-The-Cruoroclast) for a long time...but I think there are a few things that could be updated.


The Cruoroclast

http://4.bp.blogspot.com/-KeYPSYMjQdo/T91sVecphQI/AAAAAAAAAB0/WiVRaUaLACY/s1600/Deadman+Wonderland+Dubbed+Episode+1.png
"Vampire? Ha, you take me for one of those pathetic creatures? For mortals and immortals alike I am the stuff of nightmares."

The first vampire wasn't. Although his name is lost to time the Material Plane's first 'vampire' was in fact a powerful necromancer who found enlightenment listening to the soft thrum of blood coursing through veins. Despite his foul craft he quickly vanished into the annals of history leaving less than a dozen students trained in his magic, each of whom eventually took on students of their own. On and on this line of succession continued for centuries, but innovation and simplification eventually corrupted his art into a mere transformation of flesh and soul: Vampirism.

Now only a few exceptionally talented dark-mages can walk the path of Blood Magic, ruling secret empires of mortal and undead alike.

GAME RULE INFORMATION
Abilities: Constitution the most important stat, as it grants you a bigger potential Blood Pool and makes many of abilities more potent.
Special: For the purposes of her Cruoroclast Abilities a Cruoroclast uses the highest of her actual Constitution Score and Con Modifier, a Constition score of 10 and a Con Mod of 0, or her Charisma Score and her Cha Mod.

Hit Die: d6
Starting Age: As Sorcerer (Simple).
Starting Gold: As Fighter (6d4x10 gp).

Class Skills
The Cruoroclast's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Religion, & Nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CRUOROCLAST


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Blood Pool, Collect Blood, Bloodborne Weapon, Blood Sustainment


2nd

+1

+3

+0

+3
Blood Trap, Crimson Revelry


3rd

+2

+3

+1

+3
A Glass of Chianti, Red Shield


4th

+3

+4

+1

+4
Dark Metamorphosis


5th

+3

+4

+1

+4
Bloodborne Weapon (+1, Dessicating), Corpseblood, Crimson Bond


6th

+4

+5

+2

+5
Bloody Mess, Sanguine Imitation


7th

+5

+5

+2

+5
Rose Thorns, Steel Blood +2


8th

+6/1

+6

+2

+6
Ferment Blood, Lamia Bite


9th

+6/1

+6

+3

+6
Bloodhound, Bloodbath


10th

+7/2

+7

+3

+7
Bloodborne Weapon (+2, Vicious), Mastery of Blood


11th

+8/3

+7

+3

+7
Bloodlust, Crimson Waltz


12th

+9/4

+8

+4

+8
Improved Bloody Mess, Iron Maiden


13th

+9/4

+8

+4

+8
Blood Sense


14th

+10/5

+9

+4

+9
Bestow Life


15th

+11/6/1

+9

+5

+9
Bloodborne Weapon (+3, Dessicating Burst), Blood Injection


16th

+12/7/2

+10

+5

+10
Sanguine Explosion


17th

+12/7/2

+10

+5

+10
Bloodwalker


18th

+13/8/3

+11

+6

+11
Command the Lifepulse


19th

+14/9/4

+11

+6

+11
Hemoplague


20th

+15/10/5

+12

+6

+12
Bloodborne Weapon (+4, Wounding), Bloodlord


Class Features
Weapon and Armor Proficiency: A Cruoroclast is proficient with Daggers, Darts, Nets, Rapiers, Scythes, Sickles, Throwing Daggers and all Whips. They are proficient with light armor, but not with shields.

Special: Cruoroclasts may qualify for Feats and Prestige Classes as an Arcane spellcaster, and treats her Cruoroclast level as her Caster level for most purposes. She may improve her 'Caster Level' for Cruoroclast abilities by external means such as prestige classes, but doing so merely improves upon her preexisting abilities and does not unlock new Cruoroclast class features. Any class feature that emulates a spell uses (10 + Spell Level + Con Mod) as its DC.

Blood Pool (Ex): The Cruoroclast partially assimilates the blood of her opponents, granting her an extra reserve of power. The Cruoroclast’s Blood Pool can contain up to (Level x Constitution modifier) Blood Points. Any time the Cruoroclast’s HP would be reduced she may choose to instead to subtract some or all of that amount from her Blood Pool. All Cruoroclast Abilities that require activation are purely-mental actions.

Collect Blood (Su): A Cruoroclast may, as a Swift Action, drain blood from an injured creature within Close Range (25 + Level * 2.5 feet) and store it in her Blood Pool. The Cruoroclast gains 1 Blood Point worth of blood from a tiny creature, 2 BP from a small creature, 4 BP from a medium creature, 6 BP from a large creature, 10 BP points from a huge creature, 16 BP from a gargantuan creature, and 24 BP from a colossal creature; Diminutive, or smaller, creatures typically do not have enough vital life-force in their blood to grant Blood Points when targeted with Collect Blood. Collect Blood deals (Level) Untyped Damage and 1 point of Constitution damage to a creature, with a Fortitude save with a DC (10 + Level/2 + Constitution Modifier) negating only the Constitution damage; should the subject fail this Fortitude save the Cruoroclast also regains as many Hit Points as she gains BP. Cruoroclasts cannot use Collect Blood on creatures that do not have some equivalent to blood in their bodies; for the most part this means creatures immune to critical hits, like undead and constructs, are also immune to Collect Blood.

A Cruoroclast can also drain a helpless creature in place of a Coup de grace attempt. In this case a successful save indicates that the Cruoroclast drains twice as much blood as usual, gaining twice the normal amount of BP and dealing 2 points of Constitution damage and (Level * 2) Untyped damage. A failed save indicates that the Cruoroclast kills the target and drains their body dry, multiplying the amount of BP she would normally receive by the target's Constitution Score.

Bloodborne Weapon (EX): As a Swift Action the Cruoroclast may spend 2 HP to forge any weapon she is proficient with from hardened blood. This Bloodborne Weapon functions exactly like a Masterwork weapon of its kind except it has a hardness of 10 and 10 HP regardless of the form it takes, it always deals lethal damage, and it can be transformed into a different weapon as a Free Action taken during the Cruoroclast's turn. A Cruoroclast who uses expendable ammunition may create sufficient ammo to perform all her attacks in that round as a Free Action by spending an 2 HP.

As a Free action taken during her turn the Cruoroclast may force the weapon to dissipate, restoring the HP spent to form the weapon. After the leaving the Cruoroclast's grasp for more than one round, or upon being Sundered, the Bloodborne Weapon falls becomes useless and inert ichor which then falls to the ground.

As the Cruoroclast becomes stronger her Bloodborne Weapon grows alongside her. Bloodborne Weapons always have an enhancement bonus equal to (Level/5) and gain the following enchantments: At 5th level it gains the Dessicating special ability. At 10th level it gains the Vicious special ability. At 15th level the weapon gains the Dessicating burst special ability. At 20th level the weapon gains the Wounding special ability.

A Bloodborne Weapon always has these abilities even if the ability would normally be invalid for the form the weapon takes. Any or all of these enchantments may be enabled or disabled on a Bloodborne Weapon as a Free Action taken during the Cruoroclast's turn.

Blood Sustainment (Ex): As long as the Cruoroclast collects at least 2 BP in a day or possesses at least 5 BP in her Blood Pool, she does not need to eat or drink or sleep for that day; this is also sufficient to stave off an undead Cruoroclast's hunger for one day. This does not allow a Cruoroclast spellcaster to spend less time resting to regain spells.

Blood Trap (Su): At 2nd level a Cruoroclast may, as a Move Action, spend 5 HP to create a puddle of blood within (Level * 5 feet) of herself. This puddle covers a square of space and is clearly visible under normal conditions, but only a Spellcraft check DC( 15 + the Cruoroclast’s level) informs viewers of the inactive Blood Trap's true nature. The Cruoroclast is aware of any creature that disturbs an inactive Blood Trap so long as the Cruoroclast is within Collect Blood range of that particular Blood Trap.

As a free action that can be taken outside of her own turn the Cruoroclast may command any of her Blood Traps to activate by rapidly scabbing over. A creature caught in this activated Blood Trap is allowed a Reflex save (10 + Level/2 + Con Mod) to avoid being entangled; creatures captured in a Blood Trap may attempt a Strength Check or Escape Artist Check as a move action against the same DC to escape the Blood Trap. The Cruoroclast may dismiss any of her Blood Traps as a Free Action, freeing any creature caught within.

Any time a Cruoroclast deals lethal damage greater than 10 HP or suffers lethal damage greater than 10 HP she may create an Inactive Blood Trap at no cost further cost as an Immediate Action.

An inactive Blood Traps remain usable for (Level) days before becoming inert ichor, while activated Blood Traps break apart into inert dust (Level/2) rounds after being activated or when a trapped create succeeds on a Strength Check to escape it, whichever comes first.

Crimson Revelry (EX): Each round the Cruoroclast automatically regains (Level/2) hit points. This ability only activates while the Cruoroclast has less than half of her maximum HP.

A Glass of Chianti (EX): “I’d love a pint.”
At 3rd level the Cruoroclast can condense vital energy into a limited variety of potions as a Fullround action. This ability creates the following potions without the GP, time, XP, or feat requirements of normal potion brewing, but potions made in this way only last (Level) Hours before becoming inert vials of ichor.

Each potion requires a specific amount of sacrificed blood; unlike most Cruoroclast abilities this does not require the Cruoroclast to sacrifice her own HP should the freshly drawn blood of willing, or helpless, creatures be available.



Potion Options
Hit Point Cost


Cure Light Wounds
10 HP


Inflict Light Wounds
10 HP


Cure Moderate Wounds
20 HP


Inflict Moderate Wounds
20 HP


Cure Serious Wounds
30 HP


Inflict Serious Wounds
30 HP



Red Shield (Su): At 3rd level the Cruoroclast may, as an Move Action, spend up to (Level/3) HP to create a shield of blood which provides that same amount as a Profane bonus to AC. Whenever the Cruoroclast is struck by an attack her Red Shield loses one point of AC bonus; when the bonus reaches +0, the shield becomes inert ichor that falls to the ground.

Dark Metamorphosis (EX): A Cruoroclast of 4th level may spur her attacks toward foes at the cost of her own vital energy. As a Free Action the Cruoroclast may spend 4 HP to cause her next attack to gain a (Level/2) bonus to hit. A Bloodborne Weapon always has Dark Metamorphosis active at no cost to the Cruoroclast.

Corpseblood (EX): At 5th level the Cruoroclast may target corporeal undead with Collect Blood, dealing (Level) damage and gaining the normal amount of BP.

Crimson Bond (EX): As a Move Action a 5th level Cruoroclast can spend up to (Level) HP to restore an half of this amount of HP to a creature within range of her Collect Blood ability. As a Standard Action she may spend up to (Level * 2) HP to restore an equal amount of HP to a creature within range of her Collect Blood ability. As a Fullround Action she may spend up to Level * Con Mod HP to restore twice that amount of HP to a creature within range of her Collect Blood ability.

Bloody Mess (EX): At 6th level a Cruoroclast who strikes an opponent with a Natural Weapon, Unarmed Attack, or a Bloodborne Weapon may spend up to (Level * 2) HP to deal twice that amount as damage on a successful attack; if the attack misses the HP is spent and is not refunded. The Cruoroclast may also used this ability as an ranged Attack, performing iterative Ranged Touch Attacks against targets within range of her Collect Blood ability.

Sanguine Imitation (Su): A Cruoroclast of 6th level can form a duplicate of herself from blood. As a standard action, a Cruoroclast can spend any even amount of HP in order to form a nearly perfect copy of herself in any adjacent square. The imitation is formed wielding a Bloodborne weapon, uses the Cruoroclast's combat statistics, moves at the same time as the Cruoroclast, and has a number of hit points equal to half the HP spent to create it; when reduced to 0 HP the imitation collapses into an inactive Blood Trap.

A Sanguine Imitation is extremely detailed, clothed with fake versions of the Cruoroclast's own equipment and capable of speech in any language the Cruoroclast herself knows; a Spot check DC (15 + Level) is required to distinguish that a Sanguine Imitation, or its equipment, is fake. Any equipment created on a Sanguine Imitation collapses into useless and inert ichor upon leave the Sanguine Imitation's possession for more than one round.

A Sanguine Imitation may perform mundane actions or attack or use At-Will abilities on its own, but its mundane skill checks suffer a -10 penalty and its attacks always deal half the usual amount of damage unless the Cruoroclast mentally coordinates with it. The Cruoroclast may use her own actions to perform attacks, or activate her own Supernatural Abilities, or use Spell-Like Abilities, or cast spells Spells through the Sanguine Imitation; these abilities are expended as normal, but use the Sanguine Imitation as the 'caster' or 'point of origin'.

Rose Thorns (Su): At 7th level the Cruoroclast may spend 6 HP as an immediate action to create a field of crimson thorns that impale those that approach her. Enemies within a 20 foot radius of the Cruoroclast take (1d4 * Level) damage and are Entangled for (Level/4) rounds. A Reflex save DC (10 + Level/2 + Con Mod) allows for foes to take only half damage and avoid entanglement; captured creatures may also perform a Strength Check or an Escape Artist Check against the same DC as a Move action to escape entanglement.

The Rose Thorns may instead be created from an inactive Blood Trap, a creature suffering from Foul Blood, or a Sanguine Imitation as the origin point. Rose Thorns created from a Blood Trap destroy that Blood Trap and Rose Thorns created from an instance of Foul Blood cures that instance of Foul Blood.

Steel Blood (EX): At 7th level as long as the Cruoroclast has at least 15 BP she gains (Level/4) Damage Reduction bypassed by Magical Silver weapons. This Damage Reduction stacks and combines with other DR that can be bypassed by either Magic or Silver Weapons.

Ferment Blood (EX): As a Fullround Action a Cruoroclast of 8th level in direct contact with the corpse may drain the blood of the dead to recover her strength, restoring 2d4 hit points and recovering one point of Ability Damage or Ability Drain. A Cruoroclast may feed upon a particular corpse as many times she desires, so long as the corpse has not been dead for longer than (Level/2) Rounds.

Lamia Bite (EX): At 8th level, a Cruoroclast gains a Bite natural weapon. This Bite Attack deals (1d4 + Con Mod) damage for a Medium size Cruoroclast and the Cruoroclast gains BP equal to the damage dealt by her Bite attack.

Bloodhound (EX): A Cruoroclast of 9th level gains Track as a bonus feat and the Scent extraordinary ability.

Bloodbath (SU): The Cruoroclast may now use pooled blood to her advantage. She may now siphon off the vital energies in some or all of the inactive Blood Traps within range of her Collect Blood ability as a Swift Action, granting her 1 BP per Blood Trap siphoned. Any Blood Trap siphoned in this way is destroyed, becoming little more than inert dust.

Although it is exceptionally inefficient the Cruoroclast may also use blood harvested by means other than her supernatural abilities to her benefit. As a Standard Action she may absorb the vital energy from up to (Level) Gallons of 'unattended' blood to salvage BP based on the supernatural energies it contains.


Creature Type
Amount of Blood
BP value


Vermin
6 Gallons (24 Liters)
1 BP


Animals
5 Gallons (20 Liters)
1 BP


Humanoids and Monstrous Humanoid
4 Gallons (16 Liters)
1 BP


Giants
3 Gallons (12 Liters
1 BP


Magical Beasts and Fey
2 Gallons (8 Liters)
1 BP


Aberrations
0.5 Gallons (2 Liters)
1 BP


Dragons
0.5 Gallons (2 Liters)
3 BP


Outsiders
0.25 Gallons (1 Liter)
4 BP

*Most Medium creatures have roughly [Constitution Score/2 + Hit Dice/2] Liters of blood in their body; this is amount is quartered for each size category the creature is smaller than Medium, and quadrupled for each size the creature is larger than than Medium.

Mastery of Blood (Su): A 10th level the Cruoroclast’s siren call to blood is something few creatures can escape. The range of Collect Blood increases to Medium (100 + Level * 10 feet) and she may use Collect Blood from her Sanguine Imitation or Blood Traps out to Close Range (25 + Level * 2.5 feet).

Bloodlust (EX): “Blood calls to blood.”
A Cruoroclast of 11th level gains a +1 insight bonus to Attack and Damage rolls against a creature each time she deals damage to it with a Bite attack, a Bloodborne Weapon attack, Foul Blood, or a use of Collect Blood. This bonus stacks and lasts One Minute after the last time she deals damage to that creature.

Crimson Waltz (Su): As a Move Action a Cruoroclast of 11th level may spend 15 HP to teleport up to (Level * 5) feet. The Cruoroclast must have Line of Sight to the target location.

Iron Maiden (Su): As a Fullround Action a Cruoroclast of 12th level may spend 15 HP and make a Ranged Touch Attack against any enemy within the range of her Collect Blood ability. On a successful hit this enemy is Entangled by hardened blood for (Level/4) rounds and dealt (Level + Con Score) damage. A creature trapped by Iron Maiden may attempt to break free by making Strength check or Escape Artist check as a Move Action against DC (10 + Level).

Blood Sense (EX): At 13th level the Cruoroclast is able to sense the life-lightof her prey. To her eyes a living creature of Medium size or smaller sheds light like a torch, providing bright illumination in a 30-foot radius and shadowy illumination out to a 60 foot radius. A Large creature gives off life-light in a 60-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 480 feet for a Colossal creature.

Even if she cannot see such a creature, the life-light a creature emits is sufficient information for the Cruoroclast to defend herself against that creature’s attacks as if it were fully visible.

Bestow Life (Sp): A Cruoroclast of 14th level may now leverage her boundless vitality to cast several spells. Unlike most Cruoroclast abilities casting spells with Bestow Life does not require the Cruoroclast to sacrifice her own HP should the freshly drawn blood of willing, or helpless, creatures be available.



Spell Options
Hit Point Cost


Cure Light Wounds
5 HP


Inflict Light Wounds
5 HP


Cure Moderate Wounds
10 HP


Inflict Moderate Wounds
10 HP


Command Undead
10 HP


Gentle Repose
10 HP


Cure Serious Wounds
15 HP


Inflict Serious Wounds
15 HP


Cure Critical Wounds
20 HP


Inflict Critical Wounds
20 HP


Rejuvenation Cocoon
40 HP


Control Undead
50 HP


Regenerate
60 HP


Heal
75 HP


Harm
75 HP



Blood Injection (EX): At 15th level Cruoroclast may, upon successfully damaging an enemy with her Bite Attack or her Iron Maiden ability, inject that enemy with a small dose of Foul Blood. Each round this Foul Blood deals 1 point of Constitution damage and (Level) lethal damage; the Cruoroclast, in turn, gains BP and Hit Points as if she subjected that creature to Collect Blood and it failed its Fortitude Save.

A creature suffering from Foul Blood may use a Standard action to forcibly expel the Foul Blood. Likewise benefiting from any effect that actively removes either Disease or Poison will neutralize an instance of Foul Blood, but Foul Blood itself is neither a disease nor a poison; immunity to either Disease or Poison does not prevent Foul Blood from taking root within a creature.

Sanguine Explosion (Su): When a creature suffering from the Blood Injection ability of a 16th level Cruoroclast dies it explodes into a spray of bloody needles dealing (Level * 2d4) damage in a 30 foot radius and all squares within 30 feet of the creature become inactive Blood Traps. This explosion ruins the body preventing spells like Raise Dead from working. The Cruoroclast and her Sanguine Imitation are immune to the damage dealt by this ability.

Bloodwalker (Su): A Cruoroclast of 17th level becomes capable of more advance teleportation. As a Move Action she may spend 25 HP to step into any adjacent Blood Trap, Sanguine Imitation, or target who is currently suffering from Foul Blood. She is instantly transported to another Blood Trap, Sanguine Imitation, or target who is currently suffering from Foul Blood she is aware of whereupon she steps free of the target into a space adjacent to it. Although most creatures find being the conduit for this ability unsettling, this form of Bloodwalking is by itself harmless.

Alternatively, as a Standard Action the Cruoroclast may instead enter an adjacent Blood Trap, Sanguine Imitation, or target who is currently suffering from Foul Blood. She then bursts forth explosively from the endpoint creature’s body, dealing (Level * 1d6) damage with a Fortitude save DC (10 + Level/2 + Con Mod) halving this damage. When she makes this bloody exit the affected creature is cured of Foul Blood and all squares adjacent to it are transformed into inactive Blood Traps. If the damage is enough to kill the creature that target also suffers the effect of Sanguine Explosion and all squares within 30 feet become inactive Blood Traps.

Command the Lifepulse(EX): At 18th level the Cruoroclast benefits from her Command over life and death by entering a unique 'Lifepulse' state. She may enable her Lifepulse state as a Standard Action or disable her Lifepulse state as a Move action; Command the Lifepulse has a permanent duration unless disabled.

A Lifepulse state has the following benefits:
Active Abilities: Each of these abilities function as the spell, but with changes as noted.


Enervation (Melee touch attack) [Supernatural] (Standard Action)
Vampiric Touch (Melee touch attack) [Supernatural] (Standard Action)
Charm Monster (Single Target Gaze attack) [Supernatural] (Standard Action)
Gaseous form (Self only) [Supernatural] (Activated or Deactivated as Move Action)


Passive Abilities

(Level/5) DR bypassed by Magic & Silver. This Damage Reduction stacks and combines with other DR that can be bypassed by either Magic or Silver Weapons.
Both Negative Energy, such Inflict spells, and Positive Energy, such as Cure spells, restore her HP.
She is treated as an undead whenever it would be beneficial.
A Turn Undead attempt that would affect an undead of her Hit Dice requires her to make a Will saving throw (DC 15 + Enemy HD) or become Staggered for 1 round. This effectively nullifies the Turn Attempt and also disables Command the Lifepulse for 1 minute.
Any effect that would directly destroy (or control) an Undead of her Hit Dice requires her to make a Fortitude save (DC 20 + Enemy HD) or become Stunned for 1 round. This also disables Command the Lifepulse for 1 hour.


Hemoplague (SU): As a Standard Action a Cruoroclast of 19th level may sacrifice 50 HP to spread illness amongst her foes. As a Ranged Attack the Cruoroclast launches a mass of toxic blood at a target within Close Range (25 + Level * 2.5 feet). Any creature struck by this attack automatically contracts Foul Blood with no save. Regardless of the attack’s success or failure Hemoplague explodes in a 15 foot burst centered on this target location or at the first significant barrier it meets; enemies within this area must make a Fortitude Save DC (Level + Con Mod) to avoid contracting Foul Blood.

Bloodlord (Su): A 20th level the Cruoroclast can control blood as far as the eye can see. The range of Collect Blood increases to Long (400 + Level * 40 feet). She may use Collect Blood from her Sanguine Imitation or Blood Traps out to Medium Range (100 + Level * 10 feet), or from a target suffering from Foul Blood out to Close Range (25 + Level * 2.5 feet).

---------- New Feats ----------
Bloodmania (EX)
Requirements: Minimum of 3 HD or Levels
Benefits: You can spur your body to a state perfect for drawing blood. At the end of any turn you have Bloodmania active you gain certain benefits based on your Hit Dice and how many Hit Points you sacrifice to power this ability; this HP loss bypasses Damage Reduction, Temporary Hit Points, and Regeneration. Bloodmania may be activated with a Move Action and deactivated another Move Action.


HD requiredHit Point CostBonuses
3 or more5 HP+10 to movement speeds, +2 to Attack Rolls
9 or more15 HP+20 to movement speeds, +4 to Attack Rolls
15 or more25 HP+30 to movement speeds, +6 to Attack Rolls
21 or more35 HP+40 to movement speeds, Attacks target Touch AC
-----
Wretched Flesh Magic (Sp)
Requirements: A minimum of 9 Cruoroclast levels
Benefit: Your power over the darker aspects of Blood Magic have matured, adding the following options to your 'Bestow Life' ability.

Spell Option**** Point CostSpecial Requirement
Necrotic Scrying20 HPNone
Necrotic Cyst25 HPNone
Necrotic Bloat30 HPConsumes a Necrotic Cyst in the target
Necrotic Domination35 HPConsumes a Necrotic Cyst in the target
Necrotic Burst40 HPConsumes a Necrotic Cyst in the target
Necrotic Eruption45 HPConsumes a Necrotic Cyst in the target
Necrotic Tumor50 HPConsumes a Necrotic Cyst in the target
Spectral Hand15 HPNone
Heartfire25 HPNone
Rejuvenative Corpse35 HPNone
Clutch of Orcus45 HPNone
Revive Undead55 HPNone
Crypt Warden's Grasp35 HPNone
Slimewave65 HPNone
Heartfreeze75 HPNone
Slay Living85 HPNone
Avasculate100 HPNone
Blackfire115 HPNone

*Special: Any fifth level or lower spell you have access to through your 'Bestow Life' ability may be used to craft poisons when using Glass of Chianti. The HP cost to craft any Glass of Chianti Poison is equal to HP cost to cast that spell with 'Bestow Life'.

Upon ingesting, or being injured by, a Glass of Chainti Poison the subject must make a Fortitude Save DC (10 + Spell Level + Con Mod) to avoid suffering the spell as Initial damage and the spell again one minute later as Secondary damage. Although any fifth level or lower spell you have access to may be used to create Glass of Chianti Poisons, only detrimental effects of the spell will ever be applied; for example, a 'Fuse Arms' poison would combine the arms of the subject but not grant a Strength bonus.
-----
Glorious Flesh Magic (Sp)
Requirements: A minimum of 9 Cruoroclast levels
Benefit: Your Blood Magic has become rich with the thrum of life, adding the following options to your 'Bestow Life' ability.

Spell Option**** Point CostSpecial Costs
Status10 HPNone
Spark of Life20 HPNone
Scorpion Tail20 HPNone
Heart of Air25 HPNone
Lesser Restoration25 HPNone
Girallon's Blessing30 HPNone
Fuse Arms30 HPNone
Heart of Water30 HPNone
Spiderskin40 HPNone
Heart of Earth40 HPNone
Heart of Fire50 HPNone
Polymorph50 HPNone
Restoration50 HPNone
Chasing Perfection60 HPNone
Greater Restoration75 HPNone
Body Harmonic75 HPNone
Hold Monster75 HPNone
Revivify100 HPNone
Revenance125 HPNone

*Special: Any fifth level or lower spell you have access to through your 'Bestow Life' ability may be used to craft potions when using Glass of Chianti. The HP cost to craft a potion from such a spell is twice the cost to spell with 'Bestow Life'.
-----
Hemocraft (SU)
Requirements: A minimum of 9 Cruoroclast levels
Benefit: You may grant mortals a taste of the power Undeath will give them. In a 1 minute long ritual you may temporarily transform a Willing or Helpless target into an specific type of undead by expending the appropriate amount of HP; treat this as the effect of a Polymorph spell, except that the subject gains all Special Qualities and Supernatural Abilities of its new form. While the undead created by Hemocraft are always initially Friendly to you, they are not beholden to you; they will not attack you unless provoked, but will also not help you unless offered appropriate compensation. A Cruoroclast may also transform herself or her own Sanguine Imitation with Hemocraft as a Swift Action at half the normal HP cost; for the sake of this ability her Sanguine Imitation counts as a creature of half her Hit Dice.


UndeadHit Point CostTemporary Duration
Ghoul20 HP(Level*4) Days
Ghast40 HP(Level*2) Days
Vampire Spawn60 HP(Level*2) Days
Mummy80 HP(Level) Days
Zombie5 HP * Target's HD(Level*2) Days
Gravetouched Ghoul10 HP * Target's HD(Level) Days
Vampire20 HP * Target's HD(Level) Days
Mummified Creature15 HP * Target's HD(Level/2) Days

Special:
*While under the influence of Hemocraft both Negative Energy, such Inflict spells, and Positive Energy, such as Cure spells, restore HP to the subject.
*The subject is treated as if it were undead for the purpose of all spells and effects.
*Any spawn the subject creates are free-willed, but friendly to both their creator and the Cruoroclast.
*A successful Turn Undead attempt against an undead of the subject's Level requires the subject to make a Will saving throw (DC 15 + Enemy HD) or become Staggered for 1 round. This effectively nullifies the Turn Attempt and also ends the Hemocraft effect.
*Any effect that would directly destroy (or control) an Undead of the subject's Hit Dice requires the subject to make a Fortitude save (DC 20 + Enemy HD) or become Stunned for 1 round. This effectively nullifies the effect and also ends the Hemocraft effect.
*Each of the Hemocrafted subject's supernatural abilities remain in effect until their normal duration expires or the instance of that Hemocraft ends, whichever comes first.
------
Blood Drain(SU)
Requirements: A minimum of 15 Cruoroclast levels
Benefit: As a Fullround Action you may target any creature within Collect Blood range that is suffering from Bad Blood and force them to make a Fortitude Save DC (Level + Con Mod). On a successful Save the subject expels their Bad Blood and cannot be subjected to your Blood Injection ability again for 24 hours. On a failure the subject dies and, if they had a CR less than (Caster Level), rises in 1d4 rounds as a Vampire under your control. These Vampires obey your commands regardless whether the command is issued verbally, issued telepathically, written down, or communicated in any other way the subject can understand.

You may have up to (Caster Level/4) Vampires under your control from this ability. Vampires or Vampire Spawn created by vampires under your control are counted against this total, and any Vampires created in excess of this total are created as free-willed beings. You may also voluntarily free an enslaved Vampire in order to enslave a new Vampire, but once freed that Vampire cannot be enslaved again; regardless of how a vampire is freed from your control, they are initially Friendly to you and your subordinates.

JoshuaZ
2020-11-19, 08:47 PM
This looks interesting. Could you maybe give some summaries of what you've changed and why?

Doxkid
2020-11-19, 09:13 PM
This looks interesting. Could you maybe give some summaries of what you've changed and why?

I fixed the way several abilities scaled, added tables for the various SLAs and Potions, clarified the action used to activate several abilities, made the class an "arcane spellcaster" with a "caster Level" so that it can work with prestige classes, made most of the abilities scale in some way, and fixed the wording of several abilities so they'd be less silly.

A good example is the Capstone ability from the original: Dominate person (Con Mod + Cha Mod) times per day, with a successful save granted the target immunity to another casting of the ability for 24 hours. While interesting, that's not actually very useful to most people. My capstone allows for Positive and Negative energy healing (for those Undead PCs out there, and for those aspiring to be an Undead PC), grants some measure of protection against anti-undead abilities for an Undead PC, and grants several SLA as Supernatural abilities.

JoshuaZ
2020-11-19, 09:46 PM
Ok. Based on that, I have a few comments:


Overall, class seems to be about T3/T4ish so is mostly well balanced.

I would be more explicit about which features arcane prestige classes are intended to improve. Do they for example increase the size of Blood Pool or the save DC of Collect Blood?

For weapon proficiency, is there a reason they don't at least have proficiency with simple weapons?

There might also be some feats which would make sense as options for the class. A feat which can be taken multiple times and adds some fixed amount (say 5 points) to their Blood Pool maximum size would be an obvious one.

I'm a little concerned about Crimson Revelry, and worry that it could combine in potentially broken ways with any other classes, feats or abilities which spend hit points. Maybe there should be some maximum but large number to how many hit points can be recovered daily with it, say something like (con modifier + level)^2 ?

It also might be nice if they could add new potions they can make from spells from the sor/wiz list. Maybe at 5th level and every odd level, let them add one additional potion that they can apply A Glass of Chianti to, with some rule about how many hp they cost as a function of the potion level? That would allow some degree of customization of the class which right now it mostly is lacking.

Overall I like it.

Doxkid
2020-11-19, 10:45 PM
Ok. Based on that, I have a few comments:

Overall, class seems to be about T3/T4ish so is mostly well balanced. Perfect.


I would be more explicit about which features arcane prestige classes are intended to improve. Do they for example increase the size of Blood Pool or the save DC of Collect Blood?
The way it is worded, "Special: Cruoroclasts may qualify for Feats and Prestige Classes as an Arcane spellcaster, and treats her Cruoroclast level as her Caster level for most purposes. She may improve her 'Caster Level' for Cruoroclast abilities by external means such as prestige classes, but doing so merely improves upon her abilities and does not unlock new Cruoroclast class features." should mostly take care of that. Blood Pool, Crimson Revelry, and Crimson Waltz are all examples of abilities that scale with "caster Level" while Bloodborne weapon is one of the few abilities that does not scale with 'caster Level'.


For weapon proficiency, is there a reason they don't at least have proficiency with simple weapons? Not a very strong one, but yes. The original favored "vampire-style weapons" and I saw no reason to change that too much.


There might also be some feats which would make sense as options for the class. A feat which can be taken multiple times and adds some fixed amount (say 5 points) to their Blood Pool maximum size would be an obvious one. Okie dokie, I'll add a few feats in a couple of days. I'll give you a poke once those feats are posted.


I'm a little concerned about Crimson Revelry, and worry that it could combine in potentially broken ways with any other classes, feats or abilities which spend hit points. Maybe there should be some maximum but large number to how many hit points can be recovered daily with it, say something like (con modifier + level)^2 ? Healing to Half HP is probably the most reasonable way to get 'ammo' for the Cruroclast's; remember that their abilities are based off of HP and BP, and when you get that Fast Healing from Crimson Revelry you are half dead.


It also might be nice if they could add new potions they can make from spells from the sor/wiz list. Maybe at 5th level and every odd level, let them add one additional potion that they can apply A Glass of Chianti to, with some rule about how many hp they cost as a function of the potion level? That would allow some degree of customization of the class which right now it mostly is lacking.
That is slightly harder to balance because they craft potions very quickly and no one will pick spells that are perfectly balanced. Maybe a feat that adds specific potions to their list? I'll keep this in mind and fiddle with it later.


Overall I like it.

Nice :smallsmile:

Doxkid
2020-12-25, 02:51 PM
New feats are out!
Bloodmania (EX)
Requirements: Minimum of 3 HD or Levels
Benefits: You can spur your body to a state perfect for drawing blood. At the end of any turn you have Bloodmania active you gain certain benefits based on your Hit Dice and how many Hit Points you sacrifice to power this ability; this HP loss bypasses both Damage Reduction and Regeneration. Activating or Ending Bloodmania is a Swift Action that does not provoke attacks of Opportunity.


HD requiredHit Point CostBonuses
3 or more5 HP+10 to movement speeds, +2 to Attack Rolls
9 or more15 HP+20 to movement speeds, +4 to Attack Rolls
15 or more25 HP+30 to movement speeds, +6 to Attack Rolls
21 or more35 HP+40 to movement speeds, Attacks target Touch AC
-----
Wretched Flesh Magic (Sp)
Requirements: A minimum of 14 Cruoroclast levels
Benefit: Your power over the darker aspects of Blood Magic have matured, adding the following options to your 'Bestow Life' ability.

Spell Option**** Point CostSpecial Requirement
Spectral Hand20 HPNone
Necrotic Scrying20 HPNone
Necrotic Cyst25 HPNone
Necrotic Bloat30 HPConsumes 1 Necrotic Cyst in the target
Necrotic Domination35 HPConsumes 2 Necrotic Cysts in the target
Necrotic Burst40 HPConsumes 3 Necrotic Cysts in the target
Necrotic Eruption45 HPConsumes 4 Necrotic Cysts in the target
Necrotic Tumor50 HPConsumes 5 Necrotic Cysts in the target
Call of StoneHPNone
Avasculate100 HPNone

*Special: The potions you create using Glass of Chianti may now be used as poisons, with a Fortitude Save DC (10 + Con Mod) negating their effect. Any fifth level or lower spell you have access to through your 'Bestow Life' ability may be used to craft poisons when using Glass of Chianti. The HP cost to craft a potion from such a spell is equal to HP cost to cast that spell with 'Bestow Life'.
-----
Glorious Flesh Magic (Sp)
Requirements: A minimum of 14 Cruoroclast levels
Benefit: Your Blood Magic has become rich with the thrum of life, adding the following options to your 'Bestow Life' ability.

Spell Option**** Point CostSpecial Costs
Status10 HPNone
Spark of Life20 HPNone
Scorpion Tail20 HPNone
Lesser Restoration25 HPNone
Girallon's Blessing30 HPNone
Fuse Arms30 HPNone
Spiderskin40 HPNone
Polymorph50 HPNone
Restoration50 HPNone
Greater Restoration75 HPAs the Spell
Body Harmonic75 HPAs the Spell
Hold Monster75 HPNone
Freedom of Movement75 HPNone
Revivify100 HPAs the Spell
Revenance125 HPNone

*Special: Any fourth level or lower spell you have access to through your 'Bestow Life' ability may be used to craft potions when using Glass of Chianti. The HP cost to craft a potion from such a spell is twice the cost to spell with 'Bestow Life'.
-----
Hemocraft (SU)
Requirements: A minimum of 9 Cruoroclast levels
Benefit: You can now sire the very undead you are often mistaken for. In a 1 minute long ritual you may temporarily transform a Willing or Helpless target into an specific type of undead by expending the appropriate amount of HP; treat this as the effect of a Polymorph spell, except that the subject gains all Special Qualities and Supernatural Abilities of its new form. Undead created by Hemocraft are always initially Friendly to you, but are not beholden to you; they will not attack you unless provoked, but will also not help you unless offered appropriate compensation. A Cruoroclast may also transform their own Sanguine Imitation with Hemocraft as a Swift Action at half the normal HP cost.


UndeadHit Point CostTemporary Duration
Ghoul20 HP(Level*2) Hours
Ghast40 HP(Level) Hours
Vampire Spawn60 HP(Level) Hours
Mummy80 HP(Level/2) Hours
Zombie5 HP * Target's HD(Level) Hours
Gravetouched Ghoul10 HP * Target's HD(Level/2) Hours
Mummified Creature15 HP * Target's HD(Level/3) Hours
Vampire20 HP * Target's HD(Level/4) Hours

Special:
*While under the influence of Hemocraft both Negative Energy, such Inflict spells, and Positive Energy, such as Cure spells, heal the subject.
*The subject is treated as if it were undead for the purpose of all spells and effects.
*Any spawn the subject creates are free-willed, but friendly to both their creator and the Cruoroclast.
*A successful Turn Undead attempt against an undead of the subject's Level requires the subject to make a Will saving throw (DC 10 + Enemy HD) or become Staggered for 1 round. This effectively nullifies the Turn Attempt and also ends the Hemocraft effect.
*Any effect that would directly destroy (or control) an Undead of the subject's Hit Dice requires the subject to make a Fortitude save (DC 15 + Enemy HD) or become Stunned for 1 round. This effectively nullifies the effect and also ends the Hemocraft effect.
*Each of the Hemocrafted subject's supernatural abilities remain in effect until their normal duration expires or the instance of that Hemocraft ends, whichever comes first.
------
Blood Binding (SU)
Requirements: A minimum of 15 Cruoroclast levels
Benefit: As a Fullround Action you may target any living creature within Collect Blood range that is suffering from Bad Blood and force them to make a Fortitude Save DC (10 + HD/2 + Con Mod). On a successful Save the subject expels their Bad Blood and cannot be subjected to your Blood Injection ability again for 24 hours. On a failure the subject dies and if they had fewer than (Level) HD they revive in 1d4 rounds as a Vampire under your control.

You may have (Level/3) Vampires under your control from this ability; any Vampires or Vampire Spawn your controlled Vampires create, or Vampires you create in excess of this limit, are created as free-willed beings. You may also voluntarily free an enslaved Vampire in order to enslave a new Vampire, but once freed that vampire spawn cannot be enslaved again.