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  1. - Top - End - #1
    Ogre in the Playground
     
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    Default [3.5 PrC] Hemolurgic Shaper [Critique sought!]

    Hemolurgic Shaper

    Entry Requirements

    Class Feature: Bond of Blood
    Meldshaping: Ability to bind a soulmeld to a chakra, meldshaper level 2nd
    Feat: Indigo Strike

    Class Skills
    The Hemolurgist's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special | Meldshaping | Vitae

    1st| +0 | +2 | +0 | +0 |Bloodsworn Meldshaping, Chakra Binds (Crown, Feet, Hands, Totem), Hemolurgic Strike +1d8 | +1 level of existing meldshaping class | 2

    2nd| +1 | +3 | +0 | +0 |Chakra Bind (Arms)| +1 level of existing meldshaping class | 3

    3rd| +2 | +3 | +1 | +1 |Chakra Binds (Brow, Shoulders)| +1 level of existing meldshaping class | 4

    4th| +3 | +4 | +1 | +1 |Totem Chakra (double bind), Hemolurgic Strike +2d8| +1 level of existing meldshaping class | 5

    5th| +3 | +4 | +1 | +1 | Bonus Chakra Bind| +1 level of existing meldshaping class | 6

    6th| +4 | +5 | +2 | +2 |Chakra Binds (Throat, Waist)| +1 level of existing meldshaping class | 7

    7th| +5 | +5 | +2 | +2 |Hemolurgic Strike +3d8| +1 level of existing meldshaping class | 8

    8th| +6 | +6 | +2 | +2 |Chakra Bind (Heart)| +1 level of existing meldshaping class | 9

    9th| +6 | +6 | +3 | +3 | Bonus Chakra Bind| +1 level of existing meldshaping class | 10

    10th| +7 | +7 | +3 | +3 |Chakra Bind (Soul), Bound by Blood, Hemolurgic Strike +4d8| +1 level of existing meldshaping class | 11[/table]

    Weapon and armor proficiencies: A Hemolurgic Shaper gains no new armor or weapon proficiencies.

    Meldshaping: At each Hemolurgic Shaper level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the sapphire hierarch level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds (instead, you unlock new chakra binds at certain points dictated by your Hemolurgic Shaper level). If you had more than one meldshaping class before becoming a Hemolurgic Shaper, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

    Bloodsworn Meldshaping (Su): A Hemolurgic Shaper may shape Bloodsworn soulmelds by devoting a small portion of his life force to them. When he shapes and binds soulmelds for the day, a Hemolurgic Shaper may invest a given chakra bind with one or more points of Vitae. A soulmeld bound to such a chakra becomes Bloodsworn, unlocking new effects. A Bloodsworn soulmeld does not grant the benefits of the usual chakra bind, instead granting the effects of the appropriate Bloodsworn bind (see Bloodsworn Soulmelds, below).

    A Bloodsworn chakra bind persists only so long as at least one point of Vitae is invested in it. If the Hemolurgic Shaper ever removes all Vitae from a given chakra bind, the effects of the Bloodsworn bind are lost, replaced with the base effect of that chakra bind, and that bind is no longer considered Bloodsworn (and as such, cannot be filled with Vitae).

    Investing a chakra bind with Vitae counts against the maximum amount of essentia that can be invested into the corresponding soulmeld, but it does not enhance the base abilities of the soulmeld as essentia does.

    Vitae does not follow the normal rules for investment. Regardless of the character's level, the maximum amount of Vitae that can be invested in a given chakra bind is equal to one-half his level in the Hemolurgic Shaper class, rounded up.

    Moving Vitae to different chakra binds is a difficult and painful process, but no more time-consuming than reallocating essentia, and as such may be performed as part of the same aswift action as reallocating essentia. For each point of Vitae shifted to a new chakra bind, the Hemolurgic Shaper takes 2 damage.

    Chakra Binds: At each of the indicated levels, the named chakra binds are unlocked for the Hemolurgic Shaper. With the exception of the Totem and Soul chakras, a Hemolurgic Shaper may use these chakras as normal, whether he chooses to bind a normal soulmeld to them or not.

    If a Hemolurgic Shaper entered the prestige class without possessing the Totem chakra bind, he still gains the ability to bind Bloodsworn soulmelds to the Totem chakra, should he gain the ability to shape those soulmelds that have Totem binds. However, if he ever removes all Vitae from a given Totem bind, he does not gain the base effect of that Totem bind.

    If a Hemolurgic Shaper chooses to progress the meldshaping of a meldshaper that does not unlock the Soul chakra bind, he still gains the ability to bind Bloodsworn soulmelds to the Soul chakra, should he gain the ability to shape those soulmelds that have Soul binds. However if he ever removes all Vitae from a given Soul bind, he does not gain the base effect of that Soul bind.

    At 5th level and again at 9th level, a bonus chakra bind is unlocked, which does not count against the normal limit of chakras bound, but may only be filled with a bloodsworn bind. If all of the Vitae allocated to either of these bonus binds is ever removed, the corresponding soulmeld unshapes.

    Hemolurgic strike: At 1st level, and again at 4th, 7th, and 10th level, the damage of the Hemolurgic Shaper's hemolurgic strikes increases by 1d8.

    Bound by Blood (Su): At 10th level, a Hemolurgic Shaper gains the ability to temporarily transform any number of his chakra binds into Bloodsworn binds. As a swift action, a Hemolurgic Shaper may choose to take 10 damage for each non-Bloodsworn bind he wishes to transform. Affected binds are considered Bloodsworn binds until the end of the second turn that this ability is used. Additionally, for the duration of the effect, all Bloodsworn binds are considered to have 5 Vitae allocated to them.

    This ability may be used once per encounter.
    Last edited by Jarian; 2011-02-09 at 02:03 AM.
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  2. - Top - End - #2
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    Default Re: [3.5 PrC] Hemolurgic Shaper [Critique sought!]

    Acrobat Boots:
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    Bloodsworn Chakra Bind (Feet)
    A shimmering layer of blood forms over the outside of your boots, ready to help cushion you from any falls.

    Whenever you would at fall 20 feet or less and take damage from the fall, your acrobat boots instead release a shockwave of blood, dealing 2d6 damage to all creatures within 20 feet. A successful Reflex save, DC (10+1/2 HD+Con modifier) halves this damage. If you fall further than 20 feet, you take damage as if you had fallen 20 feet less, but the boots do not release a wave of blood.

    For each additional point of vitae allocated to this bind, the maximum distance you may fall without taking damage increases by 10. For every 10 feet above the normal maximum you fall without taking damage due to this effect, the area of the shockwave increases by 10 feet and it deals an additional 1d6 damage.


    Adamant Pauldrons:
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    Bloodsworn Chakra Bind (Shoulders)
    Your pauldrons stream rivulets of blood, which run down the front of your shirt in a series of criscrossing paths. The blood seems alive, ready to leap to your defense at a moment's notice.

    As an immediate action, you may activate your adamant pauldrons to grant yourself a +1 deflection bonus to AC against a single attack. When you do this, the streams of blood from your pauldrons gush outwards and form themselves into the shape of a tower shield directly in the path of the attack. If the attack is made with a melee weapon, the target must succeed on a Fortitude save, DC (10+1/2 HD+Con modifier) or be sickened for one round as the tower shield bursts and splashes blood in all directions.

    For each additional point of vitae allocated to this bind, the deflection bonus increases by 1.


    Ankheg Breastplate:
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    Bloodsworn Chakra Bind (Throat)
    The chitin of your breastplate becomes a dull brown, like dried blood. It reaches up your neck in a thin trail of chitin, covering your jugular veins and pulsing in time to the beat of your heart.

    While on any natural surface, you may release a burrowing line of blood as a standard action. The line travels just under the surface up to a distance of 20 feet, then juts upward in a solid spike before collapsing into a puddle. You do not need line of sight to target a square with this ability, but the spike of blood cannot penetrate metal or worked stone surfaces. A creature standing in the targeted square takes 5d6 damage, half of which is piercing, and half of which is untyped. A successful Reflex save, DC (10+1/2 HD+Con modifier) halves the damage.

    For each additional point of vitae allocated to this bind, the maximum distance the blood spike may travel increases by 5 feet, and its damage increases by 1d6.


    Apparition Ribbon:
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    Bloodsworn Chakra Bind (Throat)
    The scarf solidifies, transformed into a crimson silk, which trails down your arms to drape over your wrists.

    Whenever you would normally be able to make a hemolurgic strike against an incorporeal foe, the creature must succeed on a Will save, DC (6+1/2 HD+Con modifier) or gain a strength score of 10 for one minute. The creature loses all abilities that come with not possessing a strength score, and may have its strength score penalized or damage as normal, but its strength may never be reduced below 1.

    For each additional point of vitae allocated to this bind, the save DC increases by 1.


    Armguards of Disruption:
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    Bloodsworn Chakra Bind (Arms)
    Your armguards extend, flowing out over your hands and fusing with your weapon. Whenever you strike an undead foe, they flash a brilliant crimson.

    Whenever you would normally be able to make a hemolurgic strike against an undead were it not for it's inherent immunity, the creature must succeed on a Will save, DC (6+1/2 HD+Con modifier) or gain a constitution score of 10 for one minute. The creature loses all immunities that come with not possessing a constitution score for the duration of this effect, and can have its constitution score penalized or damaged as if it were a living creature, but can never have its constitution score reduced below 1.

    For each additional point of vitae allocated to this bind, the save DC increases by 1.


    Astral Vambraces:
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    Bloodsworn Chakra Bind (Arms)
    Your vambraces extend, flowing out over your hands and fusing with your weapon. Whenever you strike a construct, they flash a brilliant crimson.

    Whenever you would normally be able to make a hemolurgic strike against a construct were it not for it's inherent immunity, the creature must succeed on a Will save, DC (6+1/2 HD+Con modifier) or gain a constitution score of 10 for one minute. The creature loses all immunities that come with not possessing a constitution score for the duration of this effect, and can have its constitution score penalized or damaged as if it were a living creature, but can never have its constitution score reduced below 1.

    For each additional point of vitae allocated to this bind, the save DC increases by 1.


    Blink Shirt:
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    Bloodsworn Chakra Bind (Totem)
    Not much seems different about you, save for the fact that you leave a trail of fast-disappearing footprints of blood - until you sink down into one of your own footprints, then appear in a spray of blood from a nearby enemy!

    As a move action, you may attempt to transfer yourself into the body of an enemy within 10 feet. If the target fails a Will save, DC (10+1/2HD+Con modifier) you sink down into one of your own bloody footprints, and a moment later a spray of blood spurts from the targeted enemy. You appear in a square adjacent to the enemy, and it takes damage equal to your hemolurgic strike bonus damage.

    For each point of vitae allocated to this bind, the range at which you can attempt to transfer yourself increases by 10 feet.


    Bloodtalons:
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    Bloodsworn Chakra Bind (Hands)
    Your hands become semisolid blood up to your wrists. By making a pulling gesture at your foe, you can wrench on the blood inside its body, damaging its body from great range.

    While you have the bloodtalons bound and bloodsworn, you may make natural attacks against the target of your Blood-soaked Blade ability from up to 20 feet away.

    For every additional point of vitae allocated to this bind, the range at which you can make these attacks increases by 5 feet.


    Bluesteel Bracers:
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    Bloodsworn Chakra Bind (Arms)
    Your bluesteel bracers are no longer aptly named, turning a dark red as they extend further up your arms, nearly to your shoulders.

    You gain a +1 competence bonus to all checks made as part of a disarm, grapple, sunder, or trip attempt.

    For each additional point of vitae allocated to this bind, the competence bonus increases by 1.


    Cerulean Sandals:
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    Bloodsworn Chakra Bind (Feet)
    Pale red ice forms around your feet and lower legs. Tiny specks of blackness drift through the ice, seeming to absorb light from nearby sources.

    As a standard action, you may teleport up to 20 feet, as the dimension door spell, and immediately deliver a hemolurgic strike to an enemy within your threatened range. You take a -4 penalty to this attack.

    For each additional point of vitae allocated to this bind, you may teleport an additional 5 feet, and the penalty to the attack decreases by 1.


    Crystal Helm:
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    Bloodsworn Chakra Bind (Crown)
    The crystal of your helm turns a deep red, yet remains transparent. You feel a great power suffuse your body, a magical strength to push things that would normally be beyond your capabilities.

    Whenever you deliver a hemolurgic strike, if your target fails its Fortitude save to resist the initial effect, it is also thrown back 10 feet, provoking attacks of opportunity as it goes. This effect does not work on creatures four or more size categories larger than you.

    For each additional point of vitae allocated to this bind, your target is pushed back an additional 5 feet.


    Disenchanter Mask:
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    Bloodsworn Chakra Bind (Brow)
    Your disenchanter mask transforms into a simple mask of deep red velvet surrounding your eyes. You feel a strong loathing for magic in all forms, aware of the hypocrisy but unable to shake it.

    Whenever you would deliver a hemolurgic strike, you may forgo up to three damage dice of the hemolurgic strike to remove an equal number of spell levels in spells prepared/spell slots from your target's mind until he rests to recover spells. The levels lost may be of any combination you desire. A 0th level spell counts as 1/2 spell level for the purpose of this ability.

    If your target is a manifester, the strike instead removes 2 power points for every spell level that would be lost. If the target is both a manifester and a spellcaster, you may divide the lost spells and power points as you wish.

    For every additional point of vitae you allocate to this bind, you may forgo an additional point of hemolurgic strike damage to remove an additional spell level.


    Dissolving Spittle:
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    Bloodsworn Chakra Bind (Throat)
    Instead of a torc, a pattern of red and brown scales forms a wavelike pattern in a circle around your neck. You taste blood and acid in your mouth, and you know you could call forth more if you wished.

    You gain the ability to spit an acidic glob of blood. As a standard action, you may spit the glob at a creature within 30 feet; if it hits, the target takes 2d6 damage, half of which is acid and half of which is untyped. A creature struck by this attack must make a Fortitude save, DC (10+1/2 HD+Con modifier) or be sickened for one round. In the next round, it must make another Fortitude save at the same DC or be nauseated for one round.

    For each additional point of vitae allocated to this bind, the range at which you can spit the acidic blood increases by 5 feet, and the damage increases by 1d6.


    Fellmist Robe:
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    Bloodsworn Chakra Bind (Soul)
    The mists hanging about your body grow thinner, taking on a red hue. Though they no longer provide protection from attacks, they are still an effective deterrent.

    The mists surrounding your body now extend outward 5 feet in all directions, but no longer provide concealment from attacks. Whenever a creature enters the mists, it is sickened for one round.

    For each additional point of vitae allocated to this bind, the mists extend another 5 feet in all directions.


    Girallon Arms:
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    Bloodsworn Chakra Bind (Arms)
    The fur along your forearms turns a deep red. Whenever you strike a foe, the resulting wound remains in pristine condition longer than usual, allowing you to work your hemolurgic arts with greater speed.

    While you have the girallon arms bound and bloodsworn, you can make both a main and offhand attack as a hemolurgic strike before you need to draw a fresh source of blood. If you hit with either the main or offhand weapon again after delivering a hemolurgic strike with that weapon, the count resets as normal.

    For each additional point of vitae allocated to this bind, you gain a +1 competence bonus to attacks made with your offhand weapon.


    Gorgon Mask:
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    Bloodsworn Chakra Bind (Throat)
    The metallic scales of the gorgon mask take on a dusky red tint as they flow down the back of your neck and over your throat. Puffs of noxious, bloody mist occasionally escape the mask's nose holes.

    As a standard action, you may breathe a 20 foot line of coagulated blood. Any creature caught in the line must succeed on a Fortitude save, DC (10+1/2 HD+Con modifer) or be nauseated for one round.

    For each additional point of vitae allocated to this bind, the line's length increases by 10 feet.


    Impulse Boots:
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    Bloodsworn Chakra Bind (Feet)
    The leather of your impulse boots changes appearance, looking as though it has been dyed a deep red. A teardrop pattern rings the top of each boot. You feel like there is a well of untapped speed somewhere within you, and you could access it with a thought, though your body may not be the same after pushing it to such extremes.

    As a swift action, you can grant yourself an effect identical to the haste spell. At the end of each round this effect was active, you take untyped damage equal to your HD. You may suppress this effect as a free action, and reactivate it as a swift action.

    For each additional point of vitae allocated to this bind, you take 2 less damage from this effect.


    Incarnate Avatar:
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    Bloodsworn Chakra Bind (Soul)
    Your eyes become shimmering orbs of blood, which flows freely down your face in wide rivulets. Despite this disconcerting appearance, you can see freely out of your eyes. This is the epitome of the hemolurgic and incarnum arts combined - simple, beautiful, powerful.

    While your incarnate avatar is bound and bloodsword, you may summon a Crimson Shadow as a standard action. The Crimson Shadow lasts for a number of rounds equal to the amount of vitae allocated to this bind.

    When you summon a Crimson Shadow in this manner, you lose half of your current hitpoints (do not calculate temporary hitpoints for this effect, and this 'damage' bypasses temporary hitpoints) and create an exact replica of yourself in an adjacent square. Treat the resulting creature as the effect of a shadow conjuration spell, except that it deals 10% normal damage and there is no Will save to disbelieve it, and its hitpoint total is equal to the amount of health sacrificed.

    At the end of its duration, the Crimson Shadow reforms with you, healing you for its remaining hitpoints. You may only have one Crimson Shadow active at one time.

    While your Crimson Shadow is active, you gain a +1 morale bonus to AC against the target of your Blood-soaked Blade ability.

    For every additional point of vitae allocated to this bind, your Crimson Shadow deals an additional 10% damage, and the morale bonus to AC increases by 1.


    Incarnate Weapon:
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    Bloodsworn Chakra Bind (Arms)
    Deep cuts open in your arms, releasing thick flows of blood that run down your forearms and over your hands. Whenever the blood touches the grip of your weapon, it soaks into it, steadily turning it redder and redder.

    The critical threat range of your incarnate weapon increases by 1. This effect applies after all other effects that increase critical threat range.

    For each additional point of vitae allocated to this bind, the critical threat range of your incarnate weapon increases by another 1.


    Keeneye Lenses:
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    Bloodsworn Chakra Bind (Brow)
    Gone are the blue lenses; instead, a red sheen covers your eyes entirely, though you can see through it with ease. The world seems brighter, and as you look at your allies, you see that they are radiating an inner light.

    While this souldmeld is bloodsworn, you gain the benefit of the Lifesense feat. The maximum range at which you can detect light from living creatures is 60 feet.

    For each additional point of vitae allocated to this bind, the range at which you can detect light from living creatures increases by 30 feet.


    Krenshar Mask:
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    Bloodsworn Chakra Bind (Brow)
    Your krenshar mask takes on an even more terrifying appearance, blood flowing straight out of random bits of bone. You suddenly understand the base fears of your enemies, and know how to draw them out with a brutal, gory strike.

    When you make a hemolurgic strike, all enemies with line of sight to the victim must succeed on a DC (8+1/2 HD+Con modifier) Will save or be panicked for one round. A creature who succumbs to this fear is immune to the same effect for 24 hours.

    For each additional point of vitae allocated to this bind, the save DC increases by 1.


    Lamia Belt:
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    Bloodsworn Chakra Bind (Waist)
    A clasp of scarlet metal appears at the middle of your lamia belt. You feel more cunning and brutal suddenly.

    While you have the lamia belt bound and bloodsworn, you may feint as a free action once per round. If successful, the target of your feint takes full hemolurgic strike damage on the first attack that would otherwise deal normal damage in the round.

    For each additional point of vitae allocated to this bind, you gain a +3 bonus to bluff.


    Lammasu Mantle:
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    Bloodsworn Chakra Bind (Shoulders)
    Your lammasu mantle melds into your shoulders, feathers seperating from fur. The shaft of each feather turns a bright red as a palpable aura of power fills you.

    Whenever you use your Bond of Blood ability, a target that fails its Fortitude save is further restricted, unable to attack or cast spells.

    For each additional point of vitae allocated to this bind, the healing amount of your Bond of Blood ability is reduced by 10%.


    Lifebond Vestments:
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    Bloodsworn Chakra Bind (Arms)
    The emroidery on the cuffs of your lifebond vestments turns a deep, reflective red. Whenever you restore a creature's life force with your own, a bit of the embroidery slips free, transforming into a mist that flows between you and your target.

    While you have the lifebond vestments bound and bloodsworn, you may use your Flow of Blood ability with a range of 30 feet, and you take half the normal damage when you heal with it.

    For each additional point of vitae allocated to this bind, the range at which you can use your Flow of Blood ability increases by an additional 15 feet.


    Lightning Gauntlets:
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    Bloodsworn Chakra Bind (Hands)
    The electricity of your lightning gauntlets is now a vibrant crimson, and carries with it the scent of electrified blood.

    Your hemolurgic strikes now deal electric damage, rather than bonus physical damage. Whenever you deliver a hemolurgic strike, a bolt of red lightning leaps to another target within 30 feet of the initial target, dealing half of the normal bonus damage. A successful Reflex save, DC (10+1/2 HD+Con modifier) halves this secondary damage.

    For each additional point of vitae allocated to this bind, the lightning jumps to an additional target within 30 feet of each secondary target, but never strikes the same foe more than once. Each jump halves the damage again, minimum of 1 damage.


    Lucky Dice:
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    Bloodsworn Chakra Bind (Hands)
    Just as you are about to strike, your blade drips two crimson drops, which take the form of spinning dice. They disappear as they hit the ground, and your blade is guided straight to a vital spot.

    Whenever you perform a hemolurgic strike, you may reroll one of the bonus damage dice. For each additional point of vitae allocated to this bind, you may reroll one additional damage die. You may reroll the same dice multiple times if you wish.


    Mage's Spectacles:
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    Bloodsworn Chakra Bind (Brow)
    Instead of spectacles in front of your eyes, the soulmeld manifests as a bloodshot eye in the grip of your weapon. Whenever you strike a vital area with the weapon, the eye blinks, and you feel a rush of power rip free from your target.

    While you have mage's spectacles bound and bloodsworn, whenever you land a hemolurgic strike, you may forgo all bonus damage to replicate the effects of a targeted greater dispel magic on your target. Your caster level for this effect is equal to your hemolurgic shaper level plus half your level in other classes.

    For each additional point of vitae allocated to this bind, your caster level for the effect increases by 1.


    Mauling Gauntlets:
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    Bloodsworn Chakra Bind (Arms)
    The metal of your mauling gauntlets takes on a red tint. The metal flows up from your wrists all the way to your shoulders, looking like a crisscrossing network of veins.

    While you have the mauling gauntlets bound and bloodsworn, you deal an additional 1d8 hemolurgic strike damage on a confirmed critical hit.

    For each additional point of vitae allocated to this bind, you deal an additional 1d8 hemolurgic strike on a confirmed critical.


    Phase Cloak:
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    Bloodsworn Chakra Bind (Shoulders)
    Your phase cloak becomes a thin red mist, drifting slowly earthward in a perpetual crimson cascade. You feel as though you could become one with the mist at any moment.

    Whenever you move more than 5 feet in a round, you can choose to become a thin cloud of bloody mist until the end of your movement. While moving in this fashion, you do not provoke attacks of opportunity and are not subjected to difficult terrain movement penalties, and you may freely move through spaces occupied by enemies. Whenever you pass through an enemy, they must succeed on a Fortitude save, DC (10+1/2 HD+Con modifier) or be sickened for one round.

    For every additional point of vitae allocated to this bind, the save DC increases by 1.


    Phoenix Belt:
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    Bloodsworn Chakra Bind (Totem)
    Each of the red feathers in your phoenix belt transforms into blood - still perfectly shaped, easily recognized as a feather, yet obviously liquid. It feels as though your very essence is contained with each such feather, ready to be released like the majestic phoenix reborn at a moment's notice.

    While you have the phoenix belt bound and bloodsworn, you may, as a standard action, voluntarily drop to -10 hp. Regardless of any damage you may take, or healing you may receive, at the start of your next turn, you are reborn in a massive explosion of fire and blood. First, all creatures within 30 feet of your body take 8d6 damage, Reflex DC (10+1/2 HD+Con modifier) halves. This damage is half fire and half untyped. Next, you are restored to life with 10% of your maximum health, and you are purged of any temporary negative conditions. Your soulmelds do not unshape from this "death", nor do you suffer any loss of xp.

    After you are reborn, the phoenix belt unshapes, and any vitae that was allocated to it is removed from your pool until you next shape your soulmelds.

    For each additional point of vitae that is allocated to this bind, you are reborn with an additional 10% of your maximum hp, and the damage dealt increases by 1d6.


    Rageclaws:
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    Bloodsworn Chakra Bind (Hands)
    The fur of your rageclaws disappears, transformed into crimson cloth. The end of each spike drips a tiny but steady amount of blood.

    While you have rageclaws bound and bloodsworn, you have greater control over your Blood Fury ability. The threshold for entering a blood fury increases by 5%, the bonus strength from the fury increases by 1, and you may always choose to not enter a blood fury without the need of a will save.

    Each additional point of vitae increases the health threshhold by an additional 5% and bonus strength by 1.


    Shadow Mantle:
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    Bloodsworn Chakra Bind (Shoulders)
    The shadows of your mantle deepen, yet at the same time they seem to take on a reddish hue. Bits of the shadows seem to drift toward fresh blood, never quite touching yet obviously eager.

    While you have the shadow mantle bound and bloodsworn, you may exchange places with a Crimson Shadow within 20 feet as an immediate action.

    For each additional point of vitae allocated to this bind, the distance at which you may exchange places increases by 20 feet.


    Sighting Gloves:
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    Bloodsworn Chakra Bind (Hands)
    Your fingertips exude a constant trickle of blood, which covers the grip of your ranged weapon and guides it to the fresh wounds on your enemy's body.

    While you have the sighting gloves bound and bloodsworn, the range at which you can deliver a hemolurgic strike increases by 30 feet.

    For every additional point of vitae allocated to this bind, the range increases by an additional 10 feet.


    Spellward Shirt:
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    Bloodsworn Chakra Bind (Heart)
    Your torso drips a steady stream of blood, soaking through your shirt and armor, though none of it is yours. Whenever a spell is cast near you, the blood shimmers, as though reaching out for the magic.

    You gain spell resistance equal to your HD plus your Constitution modifier. Whenever you successfully resist a spell with this spell resistance, you gain a number of hitpoints equal to the spell's caster level.

    For each additional point of vitae allocated to this bind, your spell resistance increases by 2.


    Strongheart Vest:
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    Bloodsworn Chakra Bind (Heart)
    Thin streams of quasi-real blood flow out of the vest, defying gravity as they flow every which way to connect with each of your majoy arteries. Whenever you deliver a hemolurgic strike, the vest flares with energy, and you feel a burst of power flood your body.

    While you have the strongheart vest bound and bloodsworn, whenever you inflict a penalty to an ability score with your hemolurgic strike, you gain an additional point as a bonus to your corresponding ability score.

    For every two additional points of vitae allocated to this bind, the bonus increases by another point.


    Theraputic Mantle:
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    Bloodsworn Chakra Bind (Shoulders)
    The mantle takes on a reddish tinge, looking like a thin mist of blood constantly cycling in and out of your body. You feel a great thirst for blood, like the vampires of legend.

    While you have the theraputic mantle bound and bloodsworn, you deal an additional 2d6 damage with your Call of Blood ability.

    For every additional point of vitae allocated to this bind, your Call of Blood damage increases by an additional 1d6.


    Threefold Mask of the Chimera:
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    Bloodsworn Chakra Bind (Crown)
    The eyes of the lion's head of your threefold mask glow a brilliant scarlet. You know that, with the right strike in the right place, you can leech your foe's speed for yourself.

    While you have the threefold mask of the chimera bloodsworn to the crown chakra, whenever you deliver a hemolurgic strike, instead of imposing a penalty to an ability score, you may instead leech a move action from your target. If the target fails a fortitude save, DC (8+1/2 HD+Con modifier) it loses a move action from its next turn, and you may take an extra move action in this round. Leeching a move action in this way counts as penalizing an ability score with hemolurgic strike, and as such removes any penalties and bonuses you may have accrued.

    For each additional point of vitae allocated to this bind, the save DC increases by 1.

    Bloodsworn Chakra Bind (Soul)
    The eyes of all three heads blaze with an inner red light. With a perfectly placed strike, you know that you can cripple your foe even further.

    While you have the threefold mask of the chimera bloodsworn to the soul chakra, whenever you deliver a hemolurgic strike, instead of imposing a penalty to an ability score, you may instead leech a standard action from your target. If the target fails a fortitude save, DC (6+1/2 HD+Con modifier) it loses a standard action from its next turn, and you may take an extra standard action in this round. Leeching a standard action in this way counts as penalizing an ability score with hemolurgic strike, and as such removes any penalties and bonuses you may have accrued.

    For each additional point of vitae allocated to this bind, the save DC increases by 1.

    Bloodsworn Chakra Bind (Totem)
    The eyes of the three heads bleed thin streams of blood, and your nose is filled with the scent of it. Wherever you look, you see creatures whose blood has not yet been spilled - and you will remedy that.

    While you have the threefold mask of the chimera bloodsworn to the totem chakra, you may apply the effects of Blood-soaked Blade to all enemies, rather than just the last one injured by you.

    For each additional point of vitae allocated to this bind, the bonus to hit from your Blood-soaked Blade increases by 1.


    Theft Gloves:
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    Bloodsworn Chakra Bind (Hands)
    Your theft gloves become a transparent red mist. Though they do not aid you in thievery of physical objects, they help you to steal something much more valuable.

    While you have the theft gloves bound and bloodsworn, whenever you inflict a penalty to an ability score with your hemolurgic strike, that penalty increases by 1. You do not gain this extra penalty as a boost to your own corresponding ability score.

    For every two additional points of vitae allocated to this bind, the penalty increases by another point.


    Totem Avatar
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    Bloodsworn Chakra Bind (Totem)
    When you bind your totem avatar in blood, your entire appearance is altered slightly. Your hair has a crimson sheen in the right light, your eyes appear bloodshot, and your shadow itself has a red tint to it.

    While your Totem Avatar is bound in this fashion, whenever you score a critical hit with a hemolurgic strike, you may, as a free action, lose half of your current hitpoints (do not calculate temporary hitpoints for this effect, and this 'damage' bypasses temporary hitpoints) to create an exact replica of yourself in an adjacent square. Treat the resulting creature as the effect of a shadow conjuration spell, except that it deals 10% normal damage and there is no Will save to disbelieve it, and its hitpoint total is equal to the amount of health sacrificed.

    A Crimson Shadow lasts until the end of the second round that it is summoned, at which point it reforms with you at heals you for its remaining hitpoints. You may only have one Crimson Shadow active at one time.

    While your Crimson Shadow is active, you gain a +1 morale bonus on attack and damage rolls against the target of your Blood-soaked Blade.

    For every additional point of vitae allocated to this bind, your Crimson Shadow deals an additional 10% damage, and the morale bonus to rolls increases by 1.


    Urskan Greaves:
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    Bloodsworn Chakra Bind (Feet)
    White fur grows out of your lower legs. Tufts of the fur occasionally drip blood, but the fur remains as white as ever despite this.

    Whenever you make a charge, you may apply 2d8 hemolurgic strike damage to your attack, even if you have not yet damaged that foe. If you would normally be able to perform a hemolurgic strike to that target, this bind instead gives you a +1 bonus on the attack roll.

    For each additional point of vitae allocated to this bind, the number of hemolurgic strike damage dice that may be applied on the charge increases by 1, as does the bonus on the attack roll if the target was already susceptible to a hemolurgic strike.


    Vitality Belt:
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    Bloodsworn Chakra Bind (Waist)
    A large ruby adorns the center of your vitality belt, a dull sheen visible in any light. The ruby occasionally leaks a trickle of blood, which flows up your body and into your chest.

    You gain one temporary hitpoint per round, which counts against the maximum limit of your Sanguine Fortitude ability. For each additional point of vitae allocated to this bind, you gain an additional temporary hitpoint per round.


    Wind Cloak:
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    Bloodsworn Chakra Bind (Shoulders)
    A whirling vortex of wind and blood whistles around you, sucking in arrows and returning them to their owners bathed in crimson.

    While you have the wind cloak bound and bloodsworn, all ranged attacks against you - arrows, spell rays, even hurled spears - have a 20% miss chance. Any attack that misses due to this effect is hurled back at its source, using the original attack roll. If it hits, it deals damage equal to your hemolurgic strike damage.

    For each additional point of vitae allocated to this bind, the miss chance increases by 5%.


    Winter Mask:
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    Bloodsworn Chakra Bind (Throat)
    Your mask's fur becomes crimson, and whenever you exhale, a waft of cold, bloody mist escapes your lips.

    You gain the ability to breathe out a 15 foot cone of snow. As the snow settles, it gradually takes on a bloodsoaked appearance. At the start of each of your turns, any creature in this snow must succeed on a DC (8+1/2 HD+Con modifier) Fortitude save or take 1d4 points of Constitution damage.

    For every additional point of vitae allocated to this bind, the area of the snow increases by five feet, and the save DC increases by 1.


    Worg Pelt:
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    Bloodsworn Chakra Bind (Totem)
    The worg's head fuses atop your own, glass eyes glowing the same shade of red as yours. Suddenly you can smell blood everywhere - minor scrapes, nicks of a knife barely large enough to bleed - and know immediately where your foes lie in hiding.

    You gain an enhanced form of the scent ability. You are able to automatically pinpoint the location of any foe below 50% hitpoints within 60 feet. You gain a +1 morale bonus on attacks made against foes at or below 50% health.

    For each additional point of vitae allocated to this bind, the health threshold to detect foes increases by 10%, the range of your improved scent increases by 10 feet, and you gain an additional +1 bonus on rolls made against foes at or below 50% health.


    Yrthak Mask:
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    Bloodsworn Chakra Bind (Totem)
    As the mask fuses with your own head, you feel a great surge of power rush through you. Sound and blood, both are now at your command. With a simple gesture, you can render offending creatures incapable of speech.

    As a standard action, you may cause the surrounding blood to attempt to crush a creature's windpipe or other means of producing intelligible sounds, provided the creature is within 60 feet of you. If the target fails a Fortitude save, DC (8+1/2 HD+Con modifier) it is rendered essentially mute for one round, unable to talk or cast spells with verbal components.

    For each additional point of vitae allocated to this bind, the duration of the effect increases by one round. For every two points of vitae allocated to this bind, the save DC increases by 1.


    ---

    Massive thanks to Eurus for his help with the design of the Bloodsworn binds.
    Last edited by Jarian; 2011-02-09 at 12:15 AM.
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  3. - Top - End - #3
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    Default Re: [3.5 PrC] Hemolurgic Shaper [Critique sought!]

    Nobody? I realize it's Incarnum and therefore less PEACH-able, but I know some people have that book.

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