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    Sep 2014

    Default Re: Ritual Magic


    Bloodwalkers are creatures altered through the use of ritual magic, awakening and reinforcing the blood within the creature, allowing them to enhance their connection to ritual magic, and all that it entails.

    Creating a Bloodwalker Creature

    “Bloodwalker” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A Bloodwalker uses all the base creature’s statistics and abilities except as noted here.

    Size and Type: The creature's type changes to outsider, and it gains the augmented, ritual and native subtypes. Do not recalculate the creature’s base attack bonus, saves, hit dice or skill points. Size is unchanged.
    Special Attacks: A Bloodwalker creature retains all the special attacks of the base creature and also gains the following attacks.
    Awaken Blood (Su): One time per day per four hit dice, a Bloodwalker can bestow momentary consciouness on an opponent's blood. If he hits the foe with a melee touch attack, the target takes 10d10 points of damage. Contructs, elementals, oozes, plants, undead (except vampires), and any creatures without blood in their bodies are immune to this effect.
    Bloodwalk (Su): Once per day as a standard action that does not provoke an attack of opportunity, the Bloodwalker can enter a living creature (except for those types detailed in Awaken the Blood) 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. A Bloodwalker merely designates a direction and 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 Bloodwalker. A Bloodwalker cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, a Bloodwalker chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a Bloodwalker wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If he desires, a Bloodwalker 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 Fortitude save (DC 10 + Bloodwalker’s class level + Bloodwalker’s Con modifier). When he makes a bloody exit, a Bloodwalker must succeed on a DC 15 Fortitude save or be stunned for 1 round from the shock of his expulsion.
    Blood Drain (Su): On a successful attack, the Bloodwalker drains blood from the target. This results in 1d2 temporary constitution damage. The Bloodwalker uses the blood to fuel itself, gaining 5 hp with each successful strike.
    Special Qualities: A Bloodwalker creature retains all the special qualities of the base creature and also gains the following qualities.
    • Darkvision 60 feet.
    • Damage reduction 10/-.
    • The Bloodwalker's altered physiology make it immune to critical hits, mind-affecting effects and stunning.

    Abilities: A Bloodwalker's ability scores are modified as follows: +2 Constitution.
    Alignment: Non-good.
    Challenge Rating: Same as the base creature +3.
    Last edited by Stratovarius; 2014-09-03 at 06:41 AM.