Bajaaku
2008-09-21, 06:11 PM
UPDATED 9/25 1:18 PM EST
PLEASE REREAD THE UPDATED MATERIAL BEFORE POSTING
"Come closer so that I may shower in your blood." - Rosh Kolnaar, human Sanguine
Some warriors are simply content with killing their opponent. Others, however, relish in the bloody chaos that they create in combat. The Sanguine is definitely the latter. The Sanguine is a skilled warrior who was either born of a supernatural bloodline or became attuned to the song of blood through another bond later in life. Using a combination of powerful melee strikes and violent, bloody abilities, the Sanguine destroys his enemies with little regard for the safety of others and makes decisions that are borderline evil.
Sanguine
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+0|Bloodletting, Open Wound
2nd|
+1|
+3|
+0|
+0|Savage Sacrifice, Toughness
3rd|
+2|
+3|
+1|
+1|Fast Clotting I
4th|
+3|
+4|
+1|
+1|Blood-stained Armor
5th|
+3|
+4|
+1|
+1|Trail of Blood
6th|
+4|
+5|
+2|
+2|Blood Mist, Fast Clotting II
7th|
+5|
+5|
+2|
+2|Blood in the Eyes
8th|
+6+1|
+6|
+2|
+2|Poison Immunity
9th|
+6/+1|
+6|
+3|
+3|Bloody Grip, Fast Clotting III
10th|
+7/+2|
+7|
+3|
+3|Open Wound (Con damage), Staunch
11th|
+8/+3|
+7|
+3|
+3|Poisoned Veins
12th|
+9/+4|
+8|
+4|
+4|Blood-stained Armor (Blood Spikes), Fast Clotting IV
13th|
+9/+4|
+8|
+4|
+4|Boiling Blood
14th|
+10/+5|
+9|
+4|
+4|Seeing Red, Blood Mist (2/day)
15th|
+11/+6/+1|
+9|
+5|
+5|Fast Clotting V
16th|
+12/+7/+2|
+10|
+5|
+5|Taste the Memories, Improved Savage Sacrifice
17th|
+12/+7/+2|
+10|
+5|
+5|Puddle of Blood
18th|
+13/+8/+3|
+11|
+6|
+6|Awaken Blood
19th|
+14/+9/+4|
+11|
+6|
+6|Open Wound (Improved Con damage)
20th|
+15/+10/+5|
+12|
+6|
+6|Bloodwalk, Blood Mist (2/day)[/table]
Alignment: Any non-good
Hit Die: d10
Class Skills: Bluff, Climb, Concentration, Craft, Heal, Intimidate, Jump, Profession, Spot, Survival, Swim
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Abilities: Strength is important for the Sanguine as it will dictate the effectiveness of his melee attacks. Charisma is also important as it represents his natural talent which allows him to connect to the song of blood. Charisma determines the DC’s and durations of his abilities. Constitution is equally important. Since many abilities require spending hp, the additional health is always helpful.
Weapon and Armor Proficiencies: The Sanguine in proficient in all simple and martial weapons, light and medium armor, and shields (except tower shields.)
Bloodletting (Ex): The Sanguine has a knack for making his enemies bleed and suffer. Every time the Sanguine deals damage to a target with a successful melee attack, that target gains 1 Bloodied Point (BP). The target gains 2 BP on critical hits. Certain abilities grow in strength as the target gains BP while others require that the target has a certain number of BP before they can be used. Abilities that require the target to have accumulated BP have the needed value listed next to the ability name. BP can be decreased by the methods listed below. Generally, the Sanguine’s abilities do change the amount of BP on the creature, unless specified. Creatures that do not have blood or a similar substance are immune to Bloodletting and do not accumulate BP.
1 BP is lost for each d8 worth of healing (as per a cure spell) or 10 points of healing (as per a heal spell) the target receives. Five points of Fast Healing or one point of Regeneration also removes 1 BP. A full-round Heal check with the DC equal to 15 +Sanguine’s Level + X will remove X number of BP. All BP are lost after an extended rest, or when healed to full.
Open Wound (Su) (1): If the target has at least 1 BP, the Sanguine can make a melee touch attack to cause the target’s blood to burst forth through its injuries. The target takes 1d6 damage per BP accumulated, but the number of dice cannot exceed one-half the Sanguine’s class level, rounded up. The creature can make a Fortitude save (DC 10 + ½ level + Cha mod) for half-damage. This ability can be used 3 + Cha mod per day. At 10th level, Open Wound starts to cause Con damage. For every 2 BP accumulated on the target, Open Wound deals 1 Con damage (FORT negates, maximum ½ class level). At level 19, Open Wound deals 1 Con damage for every 1 BP accumulated on the target (FORT negates, maximum ½ class level). Open Wound can never drop a target below a minimum of 1 CON. Since the loss of CON is a result of blood loss, it comes back at a rate of 4/day, and can be completely restored with a day of bed rest.
Savage Sacrifice (Su): At 2nd level, you can sacrifice hit points to increase your Strength temporarily. As a swift action, lose HP, up to your class level. For every 2 hit points lost, your Strength score increases by 1, up to a maximum of 8 STR gained. This effect lasts for 3 + Cha mod rounds. This damage cannot be healed until after the duration of the sacrifice.
At 16th level, the Savage Sacrifice improves. The Sanguine can now sacrifice STR mod hit points to gain 1 STR as a swift action (or in the same swift action as a typical savage sacrifice). There is no cap to the amount of STR that can be gained in this way. This ability can be used in conjunction with, but only after, normal Savage Sacrifice. This damage cannot be healed until after the duration of the sacrifice. This effect lasts for 3+Cha mod rounds. If the Sanguine's STR increases by more than 10 in one round, everyone in a 20 ft radius must make a Will Save (DC 10 + ½ level+ Cha mod) or be shaken.
Toughness (Ex): At level 2, the Sanguine gains the Toughness feat.
Fast Clotting (Su): Starting at level 3, the Sanguine gains the ability to form blood clots faster than the normal person. This ability allows the Sanguine to heal himself up to his Cha mod + Class level in HP. This ability is a standard action. As he increases in level, Swift Clotting’s healing ability improves. At 6th level, it heals up to (twice his Cha mod) + Class level. At 9th, (three times his Cha mod) + Class level. At 12th, (four times his Cha mod) + Class level. At 15th, Fast Clotting heals (five times his Cha mod) + Class level. Fast Clotting does not regenerate limbs and cannot heal the Sanguine above his maximum hp. He can choose to use as much of the healing as he wants in any use, but he cannot heal more than the maximum in one day.
Blood-stained Armor (Su): At level 4, the Sanguine begins to tap into the power that lies within his blood. He gains the ability to open wounds on his own body and magically harden the blood that flows out. As a standard action, he may sacrifice hit points, up to his level, to increase his AC. For every 2 HP lost, he gains 1 AC. This increase lasts for 3 + Cha mod rounds.
Starting at level 12, the Sanguine’s Blood-stained Armor improves. Whenever he activates this ability, spikes of his blood are also formed within the armor. Whenever he is hit by a melee attack, these spikes deal 2d6 damage to the attacker, and inflict (HP sacrificed/10 rounded down) BP. These spikes last as long as the Blood-stained Armor is still active.
Trail of Blood (Su) (1): Starting at 5th level, the Sanguine gains the Track feat and the Scent special ability. However, he may only track or detect a target that has at least 1 BP accumulated.
Blood Mist (Su) (2): At 6th level, once per day, the Sanguine can manipulate the blood on his weapon. If he had successfully given an opponent at least 2 BP in the past 2 rounds, he can swing his weapon around in the air, creating a dense fog of blood. Blood Mist functions like the Fog Cloud spell, however, everyone in the mist other than the Sanguine must make a Fortitude save (DC 10 + ½ level + Cha mod) each round or become sickened. The duration and extent of the cloud are limited, however. The cloud lasts (target's BP + 1d10) rounds. Its radius is a static 20 ft, and its height is 20 ft. The Sanguine suffers none of the effects of the Fog Cloud spell.
At level 14, the Sanguine gains a second use of Blood Mist, and at level 20 he gains a third.
Blood in the Eyes (Ex): Starting at level 7, you can take a full-round action to make an attack aimed above the target's eyes. If the attack hits, in addition to dealing normal damage the target’s vision becomes blurred from its own blood. The creature incurs a -2 penalty to attack rolls and spot checks. Blood in the Eyes lasts as many rounds equal to 3 + Cha mod. This ability can be used 1 + Charisma mod times per day. The Sanguine does not need to target a creature with any accumulated BP for this ability.
Poison Immunity (Su): By delving further into the power within his blood, starting at 8th level, the Sanguine’s blood becomes fortified, making it immune to all poisons.
Bloody Grip (Ex): Starting at 9th level, you can choose to take a full-round action to make a melee attack against your opponent’s hand. If the attack hits, in addition to the normal weapon damage, the target’s hands become slippery with blood. Every round the target attempts to attack, they must make a Dexterity check (DC 10 + ½ level) or the weapon slips out of their hand. They also receive a -2 penalty to resisting disarm checks. The effect lasts for 3 + Cha mod rounds. Bloody Grip can only be used 1 + Charisma mod per day. The Sanguine does not need to target a creature with any accumulated BP for this ability. The target can take a move action to wipe the blood off of his hands, halving the DC of the Dexterity check, and decreasing the disarm penalty to -1.
Staunch (Ex): Starting at 10th level, automatically becomes stable when his hit points drop below 0. He still dies if he reaches -10 hit points or lower.
Poisoned Veins (Su) (1): At 11th level, the Sanguine learns to use his immunity to poison against his opponents. When a poison enters his system, though he himself is immune to its effects, he can store the poison within his veins. As a standard action against an opponent with at least 1 BP accumulated, the Sanguine can make a melee touch attack to transfer the poison’s effects from his own wounds into his enemy’s (Fort negates). This action requires the Sanguine to sacrifice 5 HP or the ability fails. Using Poisoned Veins does not remove the poison from his system, but due to his immunity he can choose to expel the poison at any time. Poison inherently loses potency over the course of two weeks. He may only have 1 type of poison stored within his veins at any time. Any creature that is immune to poison or does not have blood/blood-like substance is not affected by Poisoned Veins.
Boiling Blood (Su) (3): At 13th level, the Sanguine can further manipulate his opponent’s blood. He gains the ability to thrust his hands inside the target’s wounds and causing its blood to boil. If he succeeds with a melee touch attack against an opponent that is already wounded, the target immediately takes 5d6 fire damage. The target can make a Fort save (DC 10 + ½ level + Cha mod) to take half damage. If he fails his fortitude save, the target must also make a Will save (DC 10 + ½ level + Cha mod) or become dazed for one round. At the beginning of the target’s next turn, it must make another Fort save. If it fails, it receives another 2d6 fire damage. The creature must continue making Fort saves at the beginning of its turn or risk taking more damage. Blood cools by itself after 5 rounds. Once the save has been made, the creature no longer takes fire damage. After the target is no longer dazed, it becomes shaken for Cha mod rounds (minimum 1). This ability ignores up to your Cha mod of fire resistance. Boiling Blood can only be used 3 times per day. The target must have at least 3 BP accumulated or the ability fails. For each addition BP beyond 3, Boiling Blood does an additional 1d6 fire damage initially.
Seeing Red (Ex) (5): At level 14, whenever the Sanguine engages an opponent with 5 or more BP accumulated, he gains +1 to attack, +1 damage, immunity to fear and charm effects, and +1 to all saves against effects originating from his opponent. For every additional 2 BP accumulated above 5, the Sanguine gains an additional +1 to attack, damage, and saves against the target. These effects are temporary until the target is dead or loses enough BP to drop it below 5.
Taste the Memories (Su) (1): Starting at level 16, through attuning himself to the secret song of the blood, the Sanguine can tap into the small memory banks that all cells hold. By tasting the target’s blood, the Sanguine learns the answer to three questions the target would have been able to answer. The target must have at least 1 BP accumulated or the ability fails. This ability fails if the target had immunity to charm, compulsion, or mind-affecting when injured. Blood must be no more than 1 minute out of the target's body. If the target is still alive, this ability grants a Will Save (DC 10 +1/2 level + Cha Mod). This can be used once per day.
Puddle of Blood (Su) (5): Starting at level 17, the Sanguine becomes more attuned to the magic of blood. Once per day, the Sanguine can target an opponent who is currently wounded and is no more than one size larger than himself. The target must have at least 5 BP accumulated or the ability fails. A large puddle of blood pools beneath the target’s feet and stretches out by a 20’ radius. Any creature within the area must then make a reflex save (DC 10 + ½ level + Cha mod). Similar to quicksand, if a creature fails their reflex save, they are sucked down into the pool beneath the surface. The creature must now hold their breath or begin drowning. In order to resurface, the creature must make 3 successful saving throws by rolling a d20 using the system below:
Natural 20: Automatically resurface
11-19: 1 successful save
2-10: No change
Natural 1: You require 1 additional successful save to resurface
Puddle of Blood remains on the ground for Cha mod minutes. Creatures that do not need to breathe still sink and have to escape, but are in no danger of drowning. If the effect ends while a creature is submerged, the creature, rises to the top and is expelled harmlessly.
Awaken Blood (Su): At 18th level, the Sanguine can bestow momentary consciousness on an opponent’s blood. If he hits a foe with a melee touch attack, the opponent’s blood tries to get free of its confinement-all at once. The pressure disrupts the victim’s tissues, dealing 10d10 points of damage (Fort save for half damage). This ability is usable only once per day, but he can try to use it again later in the day if his previous attempt failed. Targets without blood or a similar substance are immune to this effect. The Sanguine does not need to target a creature with any accumulated BP for this ability. However, the target will take a penalty to the fortitude save equal to his BP. This ability is treated as magical damage, and thus cannot cause death from massive damage.
Bloodwalk (Su) (1): At level 20, a Sanguine becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Cha mod times per day (minimum 1) as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except those without blood or similar substance) with at least 1 BP, and whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. The Sanguine merely designates a direction and a distance (“a living creature twenty miles due west of here”), and the Bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the endpoint unless he has previously obtained a sample of that creature’s blood and has it preserved in a vial that he carries.
The entry and destination creatures need not be familiar to the Sanguine. A Sanguine cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. When exiting a creature, the Sanguine chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless the Sanguine wishes otherwise.
If he desires, the Sanguine can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Fort save (DC 10 + Sanguine’s level + Cha mod). When he makes a blood exit, a Sanguine must succeed on a DC 15 Fort save or be stunned for 1 round from the shock of his expulsion.
PLEASE REREAD THE UPDATED MATERIAL BEFORE POSTING
"Come closer so that I may shower in your blood." - Rosh Kolnaar, human Sanguine
Some warriors are simply content with killing their opponent. Others, however, relish in the bloody chaos that they create in combat. The Sanguine is definitely the latter. The Sanguine is a skilled warrior who was either born of a supernatural bloodline or became attuned to the song of blood through another bond later in life. Using a combination of powerful melee strikes and violent, bloody abilities, the Sanguine destroys his enemies with little regard for the safety of others and makes decisions that are borderline evil.
Sanguine
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+0|Bloodletting, Open Wound
2nd|
+1|
+3|
+0|
+0|Savage Sacrifice, Toughness
3rd|
+2|
+3|
+1|
+1|Fast Clotting I
4th|
+3|
+4|
+1|
+1|Blood-stained Armor
5th|
+3|
+4|
+1|
+1|Trail of Blood
6th|
+4|
+5|
+2|
+2|Blood Mist, Fast Clotting II
7th|
+5|
+5|
+2|
+2|Blood in the Eyes
8th|
+6+1|
+6|
+2|
+2|Poison Immunity
9th|
+6/+1|
+6|
+3|
+3|Bloody Grip, Fast Clotting III
10th|
+7/+2|
+7|
+3|
+3|Open Wound (Con damage), Staunch
11th|
+8/+3|
+7|
+3|
+3|Poisoned Veins
12th|
+9/+4|
+8|
+4|
+4|Blood-stained Armor (Blood Spikes), Fast Clotting IV
13th|
+9/+4|
+8|
+4|
+4|Boiling Blood
14th|
+10/+5|
+9|
+4|
+4|Seeing Red, Blood Mist (2/day)
15th|
+11/+6/+1|
+9|
+5|
+5|Fast Clotting V
16th|
+12/+7/+2|
+10|
+5|
+5|Taste the Memories, Improved Savage Sacrifice
17th|
+12/+7/+2|
+10|
+5|
+5|Puddle of Blood
18th|
+13/+8/+3|
+11|
+6|
+6|Awaken Blood
19th|
+14/+9/+4|
+11|
+6|
+6|Open Wound (Improved Con damage)
20th|
+15/+10/+5|
+12|
+6|
+6|Bloodwalk, Blood Mist (2/day)[/table]
Alignment: Any non-good
Hit Die: d10
Class Skills: Bluff, Climb, Concentration, Craft, Heal, Intimidate, Jump, Profession, Spot, Survival, Swim
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Abilities: Strength is important for the Sanguine as it will dictate the effectiveness of his melee attacks. Charisma is also important as it represents his natural talent which allows him to connect to the song of blood. Charisma determines the DC’s and durations of his abilities. Constitution is equally important. Since many abilities require spending hp, the additional health is always helpful.
Weapon and Armor Proficiencies: The Sanguine in proficient in all simple and martial weapons, light and medium armor, and shields (except tower shields.)
Bloodletting (Ex): The Sanguine has a knack for making his enemies bleed and suffer. Every time the Sanguine deals damage to a target with a successful melee attack, that target gains 1 Bloodied Point (BP). The target gains 2 BP on critical hits. Certain abilities grow in strength as the target gains BP while others require that the target has a certain number of BP before they can be used. Abilities that require the target to have accumulated BP have the needed value listed next to the ability name. BP can be decreased by the methods listed below. Generally, the Sanguine’s abilities do change the amount of BP on the creature, unless specified. Creatures that do not have blood or a similar substance are immune to Bloodletting and do not accumulate BP.
1 BP is lost for each d8 worth of healing (as per a cure spell) or 10 points of healing (as per a heal spell) the target receives. Five points of Fast Healing or one point of Regeneration also removes 1 BP. A full-round Heal check with the DC equal to 15 +Sanguine’s Level + X will remove X number of BP. All BP are lost after an extended rest, or when healed to full.
Open Wound (Su) (1): If the target has at least 1 BP, the Sanguine can make a melee touch attack to cause the target’s blood to burst forth through its injuries. The target takes 1d6 damage per BP accumulated, but the number of dice cannot exceed one-half the Sanguine’s class level, rounded up. The creature can make a Fortitude save (DC 10 + ½ level + Cha mod) for half-damage. This ability can be used 3 + Cha mod per day. At 10th level, Open Wound starts to cause Con damage. For every 2 BP accumulated on the target, Open Wound deals 1 Con damage (FORT negates, maximum ½ class level). At level 19, Open Wound deals 1 Con damage for every 1 BP accumulated on the target (FORT negates, maximum ½ class level). Open Wound can never drop a target below a minimum of 1 CON. Since the loss of CON is a result of blood loss, it comes back at a rate of 4/day, and can be completely restored with a day of bed rest.
Savage Sacrifice (Su): At 2nd level, you can sacrifice hit points to increase your Strength temporarily. As a swift action, lose HP, up to your class level. For every 2 hit points lost, your Strength score increases by 1, up to a maximum of 8 STR gained. This effect lasts for 3 + Cha mod rounds. This damage cannot be healed until after the duration of the sacrifice.
At 16th level, the Savage Sacrifice improves. The Sanguine can now sacrifice STR mod hit points to gain 1 STR as a swift action (or in the same swift action as a typical savage sacrifice). There is no cap to the amount of STR that can be gained in this way. This ability can be used in conjunction with, but only after, normal Savage Sacrifice. This damage cannot be healed until after the duration of the sacrifice. This effect lasts for 3+Cha mod rounds. If the Sanguine's STR increases by more than 10 in one round, everyone in a 20 ft radius must make a Will Save (DC 10 + ½ level+ Cha mod) or be shaken.
Toughness (Ex): At level 2, the Sanguine gains the Toughness feat.
Fast Clotting (Su): Starting at level 3, the Sanguine gains the ability to form blood clots faster than the normal person. This ability allows the Sanguine to heal himself up to his Cha mod + Class level in HP. This ability is a standard action. As he increases in level, Swift Clotting’s healing ability improves. At 6th level, it heals up to (twice his Cha mod) + Class level. At 9th, (three times his Cha mod) + Class level. At 12th, (four times his Cha mod) + Class level. At 15th, Fast Clotting heals (five times his Cha mod) + Class level. Fast Clotting does not regenerate limbs and cannot heal the Sanguine above his maximum hp. He can choose to use as much of the healing as he wants in any use, but he cannot heal more than the maximum in one day.
Blood-stained Armor (Su): At level 4, the Sanguine begins to tap into the power that lies within his blood. He gains the ability to open wounds on his own body and magically harden the blood that flows out. As a standard action, he may sacrifice hit points, up to his level, to increase his AC. For every 2 HP lost, he gains 1 AC. This increase lasts for 3 + Cha mod rounds.
Starting at level 12, the Sanguine’s Blood-stained Armor improves. Whenever he activates this ability, spikes of his blood are also formed within the armor. Whenever he is hit by a melee attack, these spikes deal 2d6 damage to the attacker, and inflict (HP sacrificed/10 rounded down) BP. These spikes last as long as the Blood-stained Armor is still active.
Trail of Blood (Su) (1): Starting at 5th level, the Sanguine gains the Track feat and the Scent special ability. However, he may only track or detect a target that has at least 1 BP accumulated.
Blood Mist (Su) (2): At 6th level, once per day, the Sanguine can manipulate the blood on his weapon. If he had successfully given an opponent at least 2 BP in the past 2 rounds, he can swing his weapon around in the air, creating a dense fog of blood. Blood Mist functions like the Fog Cloud spell, however, everyone in the mist other than the Sanguine must make a Fortitude save (DC 10 + ½ level + Cha mod) each round or become sickened. The duration and extent of the cloud are limited, however. The cloud lasts (target's BP + 1d10) rounds. Its radius is a static 20 ft, and its height is 20 ft. The Sanguine suffers none of the effects of the Fog Cloud spell.
At level 14, the Sanguine gains a second use of Blood Mist, and at level 20 he gains a third.
Blood in the Eyes (Ex): Starting at level 7, you can take a full-round action to make an attack aimed above the target's eyes. If the attack hits, in addition to dealing normal damage the target’s vision becomes blurred from its own blood. The creature incurs a -2 penalty to attack rolls and spot checks. Blood in the Eyes lasts as many rounds equal to 3 + Cha mod. This ability can be used 1 + Charisma mod times per day. The Sanguine does not need to target a creature with any accumulated BP for this ability.
Poison Immunity (Su): By delving further into the power within his blood, starting at 8th level, the Sanguine’s blood becomes fortified, making it immune to all poisons.
Bloody Grip (Ex): Starting at 9th level, you can choose to take a full-round action to make a melee attack against your opponent’s hand. If the attack hits, in addition to the normal weapon damage, the target’s hands become slippery with blood. Every round the target attempts to attack, they must make a Dexterity check (DC 10 + ½ level) or the weapon slips out of their hand. They also receive a -2 penalty to resisting disarm checks. The effect lasts for 3 + Cha mod rounds. Bloody Grip can only be used 1 + Charisma mod per day. The Sanguine does not need to target a creature with any accumulated BP for this ability. The target can take a move action to wipe the blood off of his hands, halving the DC of the Dexterity check, and decreasing the disarm penalty to -1.
Staunch (Ex): Starting at 10th level, automatically becomes stable when his hit points drop below 0. He still dies if he reaches -10 hit points or lower.
Poisoned Veins (Su) (1): At 11th level, the Sanguine learns to use his immunity to poison against his opponents. When a poison enters his system, though he himself is immune to its effects, he can store the poison within his veins. As a standard action against an opponent with at least 1 BP accumulated, the Sanguine can make a melee touch attack to transfer the poison’s effects from his own wounds into his enemy’s (Fort negates). This action requires the Sanguine to sacrifice 5 HP or the ability fails. Using Poisoned Veins does not remove the poison from his system, but due to his immunity he can choose to expel the poison at any time. Poison inherently loses potency over the course of two weeks. He may only have 1 type of poison stored within his veins at any time. Any creature that is immune to poison or does not have blood/blood-like substance is not affected by Poisoned Veins.
Boiling Blood (Su) (3): At 13th level, the Sanguine can further manipulate his opponent’s blood. He gains the ability to thrust his hands inside the target’s wounds and causing its blood to boil. If he succeeds with a melee touch attack against an opponent that is already wounded, the target immediately takes 5d6 fire damage. The target can make a Fort save (DC 10 + ½ level + Cha mod) to take half damage. If he fails his fortitude save, the target must also make a Will save (DC 10 + ½ level + Cha mod) or become dazed for one round. At the beginning of the target’s next turn, it must make another Fort save. If it fails, it receives another 2d6 fire damage. The creature must continue making Fort saves at the beginning of its turn or risk taking more damage. Blood cools by itself after 5 rounds. Once the save has been made, the creature no longer takes fire damage. After the target is no longer dazed, it becomes shaken for Cha mod rounds (minimum 1). This ability ignores up to your Cha mod of fire resistance. Boiling Blood can only be used 3 times per day. The target must have at least 3 BP accumulated or the ability fails. For each addition BP beyond 3, Boiling Blood does an additional 1d6 fire damage initially.
Seeing Red (Ex) (5): At level 14, whenever the Sanguine engages an opponent with 5 or more BP accumulated, he gains +1 to attack, +1 damage, immunity to fear and charm effects, and +1 to all saves against effects originating from his opponent. For every additional 2 BP accumulated above 5, the Sanguine gains an additional +1 to attack, damage, and saves against the target. These effects are temporary until the target is dead or loses enough BP to drop it below 5.
Taste the Memories (Su) (1): Starting at level 16, through attuning himself to the secret song of the blood, the Sanguine can tap into the small memory banks that all cells hold. By tasting the target’s blood, the Sanguine learns the answer to three questions the target would have been able to answer. The target must have at least 1 BP accumulated or the ability fails. This ability fails if the target had immunity to charm, compulsion, or mind-affecting when injured. Blood must be no more than 1 minute out of the target's body. If the target is still alive, this ability grants a Will Save (DC 10 +1/2 level + Cha Mod). This can be used once per day.
Puddle of Blood (Su) (5): Starting at level 17, the Sanguine becomes more attuned to the magic of blood. Once per day, the Sanguine can target an opponent who is currently wounded and is no more than one size larger than himself. The target must have at least 5 BP accumulated or the ability fails. A large puddle of blood pools beneath the target’s feet and stretches out by a 20’ radius. Any creature within the area must then make a reflex save (DC 10 + ½ level + Cha mod). Similar to quicksand, if a creature fails their reflex save, they are sucked down into the pool beneath the surface. The creature must now hold their breath or begin drowning. In order to resurface, the creature must make 3 successful saving throws by rolling a d20 using the system below:
Natural 20: Automatically resurface
11-19: 1 successful save
2-10: No change
Natural 1: You require 1 additional successful save to resurface
Puddle of Blood remains on the ground for Cha mod minutes. Creatures that do not need to breathe still sink and have to escape, but are in no danger of drowning. If the effect ends while a creature is submerged, the creature, rises to the top and is expelled harmlessly.
Awaken Blood (Su): At 18th level, the Sanguine can bestow momentary consciousness on an opponent’s blood. If he hits a foe with a melee touch attack, the opponent’s blood tries to get free of its confinement-all at once. The pressure disrupts the victim’s tissues, dealing 10d10 points of damage (Fort save for half damage). This ability is usable only once per day, but he can try to use it again later in the day if his previous attempt failed. Targets without blood or a similar substance are immune to this effect. The Sanguine does not need to target a creature with any accumulated BP for this ability. However, the target will take a penalty to the fortitude save equal to his BP. This ability is treated as magical damage, and thus cannot cause death from massive damage.
Bloodwalk (Su) (1): At level 20, a Sanguine becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Cha mod times per day (minimum 1) as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except those without blood or similar substance) with at least 1 BP, and whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. The Sanguine merely designates a direction and a distance (“a living creature twenty miles due west of here”), and the Bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the endpoint unless he has previously obtained a sample of that creature’s blood and has it preserved in a vial that he carries.
The entry and destination creatures need not be familiar to the Sanguine. A Sanguine cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. When exiting a creature, the Sanguine chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless the Sanguine wishes otherwise.
If he desires, the Sanguine can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Fort save (DC 10 + Sanguine’s level + Cha mod). When he makes a blood exit, a Sanguine must succeed on a DC 15 Fort save or be stunned for 1 round from the shock of his expulsion.