The Sanguine Souldrinker

“You ever tasted a soul? Nothing like it. ‘Cept maybe chicken.”
– Vlad Redfang, sanguine souldrinker


A sanguine souldrinker fills his veins with the blood of the wraith as he hunts for his next meal.

The sanguine souldrinker is an incarnum acolyte who has strayed far from the beaten path. He has forgone more traditional studies of incarnum and even necrocarnum to appease his dark desires and achieve transcenence to the become the perfect hunter of the night: the vampire. This dark individual drinks the blood of his victims to extract essentia from their souls, which he then uses to assume traits of various monstrosities from beyond the grave.

Game Rule Information

Prerequisites: In order to become a sanguine souldrinker, a character must fulfill all of the following criteria:

Alignment: Any nongood.
Feats: Necrocarnum Acolyte, Tomb-Tainted Soul.
Meldshaping: Ability to shape soulmelds.
Skills: Knowledge (religion) 8 ranks.
Special: Cannot have the Undead type.
Special: Must have drunk fresh, innocent blood from a human they killed.

Hit Die: d8.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Sanguine Souldrinker
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+0|+2|+0|+2|Blood chakra bind, blood of the mohrg, drink soul

2nd|+1|+3|+0|+3|Dark metamorphosis (untiring soul)

3rd|+2|+3|+1|+3|Blood of the ghoul

4th|+3|+4|+1|+4|Dark metamorphosis (armour of night)

5th|+3|+4|+1|+4|Blood of the mummy

6th|+4|+5|+2|+5|Dark metamorphosis (redundant metabolism)

7th|+5|+5|+2|+5|Blood of the wraith

8th|+6|+6|+2|+6|Dark metamorphosis (soul of vapour)

9th|+6|+6|+3|+6|Blood of the lich

10th|+7|+7|+3|+7|Dark metamorphosis (hunter of the night)

[/table]

Class Skills: The sanguine souldrinker’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (religion) (Int), and Spellcraft (Int).

All of the following are class features of the sanguine souldrinker prestige class.

Weapon and Armour Proficiencies: The sanguine souldrinker gains no additional weapon or armour proficiencies.

Blood Chakra Bind (Su): The sanguine souldrinker has access to the blood chakra, a special chakra used to bind the souls of undead creatures into the lifegiving fluid of the body. A soulmeld shaped in your blood chakra does not count towards your total number of chakra binds, although it does count towards your total number of soulmelds.

Blood of the Mohrg (Su): At 1st level you gain a unique soulmeld that allows you to gain the powers of the murderous mohrg. This soulmeld only has an effect if it is bound in your blood chakra. The effects of this soulmeld are as follows:

Blood of the Mohrg
Descriptors: Death, Evil, Necrocarnum
Classes: Sanguine Souldrinker
Chakra: Blood
Saving Throw: None

Your blood thunders through your veins as it fills with an unspeakable rage. Violence wells up inside you, demanding to be released.

Mohrgs are the undying remains of murderers and killers. While the blood of the mohrg runs through your veins, you gain the ability to grab hold of your foe, and to fly into a murderous rage. You gain a +2 bonus to grapple checks, and can rage (as a barabarian of 1st level) once per day.

Essentia: For every point of essentia you invest in your blood of the mohrg, the bonus to grapple checks increases by +2.

Drink Soul (Su): The most basic ability of the sanguine souldrinker to extract part of a victim’s soul through its blood. As a full-round action, a sanguine souldrinker may drink a helpless or pinned victim’s blood. This grants the sanguine souldrinker 1 extra point of essentia per class level. These additional essentia points last until the sanguine souldrinker uses this ability again, at which point any previous bonus points disappear. He may expend any or all of these bonus essentia points as a swift action to gain 5 temporary hit points per essentia point burned. These temporary hit points last for up to 1 hour.

A target hit by this attack must make a Will saving throw (DC 10 + class level + Cha modifier) or lose the ability to meldshape for 1 hour. Regardless of this check, they also take 5 damage per class level of the sanguine souldrinker.

Dark Metamorphosis (Su): A sanguine souldrinker slowly grows to resemble the dreaded vampire. As he advances, a sanguine souldrinker progressively gains benefits and drawbacks associated with the vampire lord.

Untiring Soul: At 2nd level, a sanguine souldrinker no longer needs to sleep, eat, or breathe. However, at this point the souldrinker must select a coffin as his resting place. A souldrinker who fails to spend at least 4 hours of the waking day in his coffin loses all supernatural class features from this class. He may atone by spending a full day inside of his coffin. If the coffin is destroyed, the sanguine souldrinker gains a negative level which cannot be removed by any means, except by choosing a new coffin and resting for a full day inside of it.

Armour of Night: Beginning at 4th level, a sanguine souldrinker gains a +2 bonus to AC and damage reduction 3/silver and magic. However, at this point the souldrinker cannot come within 5ft. of any being holding garlic, a mirror, or a strongly presented holy symbol. A souldrinker who eats garlic must make a DC 20 Fortitude save or die. The souldrinker no longer casts a reflection. Finally, the souldrinker loses all divine spellcasting abilities as he becomes an unholy blight. Holding a souldrinker at bay with one of these objects is a standard action.

Redundant Metabolism: Beginning at 6th level, a sanguine souldrinker has 50% immunity (as moderate fortification) against critical hits, sneak attacks, and other precision damage. However, at this point the souldrinker is unable to cross running water under his own power.

Soul of Vapour: Beginning at 8th level, a sanguine souldrinker may use a standard action to assume gaseous form as the spell at a caster level of 5. However, at this point the souldrinker may not enter a home or other building unless invited in by someone with the authority to do so. He may freely enter public places, since these are by definition open to all.

Hunter of the Night: At 10th level the sanguine souldrinker’s transformation is complete. His type changes to undead, and he gains all traits associated with that type. His Hit Dice retroactively change to d12s, he loses his Constitution score, and he gains immunity to a variety of effects, as described in the Monster Manual. In addition, the souldrinker gains humanoids (humans) as a favoured enemy. They gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks made against humans. Similarly, they receive a +2 bonus on weapon damage rolls against them.

At this point, however, the sanguine souldrinker cannot bear the sun. Every round he spends in daylight, the souldrinker receives 3 points of damage which can only be healed by drinking the fresh blood of the innocent. Finally, the souldrinker is now also succeptible to a stake through the heart. Any souldrinker stuck with a wooden stake through his heart must make a Fortitude save (DC 10 + 1/2 the staker’s character level + the staker’s Strength modifier) or be forever destroyed.

Blood of the Ghoul (Su): At 3rd level you gain a unique soulmeld that allows you to gain the powers of the rotting ghoul. This soulmeld only has an effect if it is bound in your blood chakra. The effects of this soulmeld are as follows:

Blood of the Ghoul
Descriptors: Death, Evil, Necrocarnum
Classes: Sanguine Souldrinker
Chakra: Blood
Saving Throw: See text

Your blood runs ice cold as you begin to give off a stench of earth and dust. Your skin becomes drawn and tight, and you seem to taint the air with the smell of the grave.

While the blood of the ghoul runs through your veins, you can see in the dark and draw upon the ghoul’s powerful paralytic poison. You gain darkvision to 30ft. and any target you hit with a melee attack must make a Fortitude save or be paralyzed for 1 round.

Essentia: For every two points of essentia you invest in your blood of the ghoul, the paralytic effect lasts for 1 additional round.

Blood of the Mummy (Su): At 5th level you gain a unique soulmeld that allows you to gain the powers of the wrapped guardian, the mummy. This soulmeld only has an effect if it is bound in your blood chakra. The effects of this soulmeld are as follows:

Blood of the Mummy
Descriptors: Death, Evil, Necrocarnum
Classes: Sanguine Souldrinker
Chakra: Blood
Saving Throw: See text

Your emotions seem to dull as you become focused on one thing only: fulfilling your duty. The cloying stench of perfume and sacrificial incense sticks to you, as your skin begins to decay into the form of the eternal guardian.

While the blood of the mummy runs through your veins, you gain superb awareness of your surroundings, and you gain the ability to deliver the mummy’s supernatural disease, mummy rot. This disease eventually turns victims into nothing more than dust on the wind. You gain blindsight to 30ft., and your melee attacks force the target to make a Fortitude save or contract mummy rot. Mummy rot is a disease with an incubation period of 1 minute, and deals 1d6 Con and 1d6 Cha damage. Unlike normal diseases, mummy rot persists until the target reaches 0 Con and dies, or until it is cured. Mummy rot is difficult to cure; see the Mummy entry in the Monster Manual for more information on curing mummy rot.

Essentia: For every point of essentia you invest in your blood of the mummy, the blindsight improves by 5ft., and the DC for the caster level check to remove your mummy rot increases by 2.

Blood of the Wraith (Su): At 7th level you gain a unique soulmeld that allows you to gain the powers of the disembodied wraith. This soulmeld only has an effect if it is bound in your blood chakra. The effects of this soulmeld are as follows:

Blood of the Wraith
Descriptors: Death, Evil, Necrocarnum
Classes: Sanguine Souldrinker
Chakra: Blood
Saving Throw: None

Your body becomes insubstantial and shadowy, phasing in and out of existence like the wraith itself.

While the blood of the wraith runs through your veins, you gain the ability to become incorporeal temporarily. As a swift action, you can become incorporeal, gaining all associated traits as described in the Monster Manual. You may return to corporeality as another swift action. Once you have spent a total of 10 rounds incorporeal (including a round where you only change in or out of incorporeality), you must wait 1 hour before you can use this ability again. While this ability is recharging, you may not unshape this soulmeld. If you unshape this soulmeld before you have used all 10 rounds of incorporeality, you maintain the same number of rounds used the next time you shape it.

Essentia: For every point of essentia you invest in your blood of the wraith, you gain another 5 rounds of incorporeality before you must recharge this soulmeld.

Blood of the Lich (Su): At 9th level you gain a unique soulmeld that allows you to gain the powers of the preserved arcanist, the lich. This soulmeld only has an effect if it is bound in your blood chakra. The effects of this soulmeld are as follows:

Blood of the Wraith
Descriptors: Death, Evil, Necrocarnum
Classes: Sanguine Souldrinker
Chakra: Blood
Saving Throw: None

Your body becomes ice-cold as your blood changes to black bile. Your heart feels as if it is ripped in two as part of your soul is placed in a nearby phylactery.

While the blood of the lich runs through your veins, you are very difficult to kill. When you shape this soulmeld, you must select one object at least two size categories smaller than yourself. If you are killed while this soulmeld is still active, your body will reform from the makeshift phylactery in 1d10 days with no penalty or loss of level.

Essentia: This soulmeld cannot be improved by investing essentia.

Playing a Sanguine Souldrinker

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Sanguine Souldrinkers in the World

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NPC Reaction

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Sanguine Souldrinkers in the Game

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