Entry Requirements
Autohypnosis 6 Ranks
Feats: Poison Healer

Hit Die: d8

Level BAB Fort Ref Will Special
1st +0 +2 +0 +0 Tainted Health
2nd +1 +3 +0 +0 Bleakblood
3rd +2 +3 +1 +1 Blighted Health
Class Skills: Autohypnosis, Climb, Craft, Heal, Intimidate, Jump, Profession, Ride, Survival. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Bane-Blooded does not gain any new weapon or armor proficiencies.

Tainted Health (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they heal a number of hit points equal to their Con score - 10 instead of their Con modifier. Whenever the Bane-Blooded uses Autohypnosis in place of a Fortitude save to tolerate poison, they gain the benefit of Poison Healer if they succeed on the skill check.

Additionally, each time the Bane-Blooded is exposed to a poison, they gain a permanent +1 circumstance bonus against that poison. This bonus stacks up to +10. This includes Alcohol of any kind.

Bleakblood (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they gain a number of temporary hit points equal to their Con score - 10 multiplied by their class level. Temporary hit points gained from this ability last for one minute.

Additionally, whenever the Bane-Blooded is exposed to poison, whether they make the save or not or are immune, the poison is stored in their blood for 24 hours. This automatically affects any creature that bites the Bane-Blooded or otherwise drinks the Bane-Blooded's blood. The Bane-Blooded may consume this poison by making an Autohypnosis check equal to the DC of the poison to activate the Poison Healer feat. A Bane-Blooded may only have one poison stored in their blood in this way.

Blighted Health (Ex): The Bane-Blooded counts as rolling a natural 20 on Fort saves against Poison (effectively gaining immunity to poison). Additionally, when the Bane-Blooded gains hit points from Poison Healer, the number of hit points healed is increased to Xd3, where X is equal to the Bane-Blooded's Con score - 10.