Sanguine Aficionado (3.5e Class)
From D&D Wiki
|Status:||<-how close to completion->|
|Editing:||Constructive edits welcome|
Warning: This Class is supposed to be a version of the Lamia Class that's on the wiki, because frankly the name sucks and doesn't fit. That and i like the blood abilities, just i want a brutal blood user. EMPHASIS ON BRUTAL. so sorry if i rip some stuff off the class, and by some i mean ALOT of stuff.
 Sanguine Aficionado
A Sanguine Aficionado is an enthusiast of Blood Magic and has learned how to manipulate blood, shape it, use it to create unique supernatural attacks, and even increase their own life span detrimentally. They fuel powerful magical abilities with the consumption of blood, and have even been rumored to be able to transform into powerful monstrosities.
 Making a Sanguine Aficionado
A Sanguine Aficionado has very little interaction with teammates, and are meant to focus on themselves or on their opponents. so they are supposed to be able to fight alone, but teammates just improve their odds. They mainly focus on amassing Blood Points through the consumption of blood, they start combat at a slow pace, but while they are fueled by blood they become a force to be reckoned with.
Abilities: Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.
Races: Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.
Alignment: Usually non-good. Sanguine Aficionados are usually considered Evil due to the fact that they drink blood, so they eat people, but few still are good guys.
Starting Gold: 125 gp.
Starting Age: Moderate.
|1st||+1||+2||+2||+2||Fangs, Drain blood, energizing blood, Sanguine Knives|
|2nd||+2||+3||+3||+3||Blood Trap, Blood Hunter, Crimson Shroud|
|3rd||+3||+3||+3||+3||Bloody Dodge, Veins of Steel, Claret Thorns|
|4th||+4||+4||+4||+4||Sanguine Web, Bloody Replica|
|5th||+5||+4||+4||+4||Dead Blood, Restoration of Blood|
|6th||+6/+1||+5||+5||+5||Draw Forth Essence|
|7th||+7/+2||+6||+6||+6||Steel Blood +2|
|8th||+8/+3||+6||+6||+6||Crystal of Slashing Blood|
|9th||+9/+4||+7||+7||+7||Transfusion, Spear of Blood|
|10th||+10/+5||+7||+7||+7||Blood Master, Steel Blood +3|
|13th||+13/+8/+3||+9||+9||+9||Steel Blood +4|
|16th||+16/+11/+6/+1||+10||+10||+10||Steel Blood +5|
|19th||+19/+14/+9/+4||+12||+12||+12||Steel Blood +6|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Sanguine Aficionado.
Weapon and Armor Proficiency: The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.
Fangs (Su): The Sanguine Aficionado gains fangs and natural bite attack much like a vampire, the bite attack deals (1d12 + Str modifier, 19-20/x2 damage). The fangs are only visible when in use. The fangs can bypass damage reduction as if they were magic and can bypass damage reduction as if they were made of adamantine, at 8th level the fangs deals (2d12 + Str modifier, 18-20/x2).
Drain blood (Su): A Sanguine Aficionado can drain blood from a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier). The Sanguine Aficionado can only drain 4 point of blood from a small or medium creature, 8 from a large creature, 12 for a huge and so on, when bitten the creature takes 1d8 points of nonlethal damage and 4 constitution damage. If the Sanguine Aficionado is draining from a helpless target, he can choose to do it as a part of a coup de grace and drain the double amount of blood, and kill the victim. The Sanguine Aficionado can also drain blood in combat, with a critical hit from his fangs he can choose to deal normal damage and drain 1 point of blood and deal 2 constitution damage. The Sanguine Aficionado cannot drain creatures immune to critical hits, such as constructs and undead. A Sanguine Aficionado can also drain blood from a dead creature, if its has been dead for less than one day.
Energizing blood (Su): A Sanguine Aficionado can choose to spend one point of blood stored to not require food for one day, or spend one blood point to not need sleep for one day, both can be used at the same time.
Sanguine Knives (Su): At 1st level the Sanguine Aficionado at the cost of 1 blood point may form 2 Knives of Blood per Class Level + Cha modifier and fire them at enemies as a Ranged Touch Attack. Each knife deals 1d6 piercing damage. These knives may be fired at separate targets.
When they are fired they turn back into a puddle of blood at the target's location (whether or not they hit). These Puddles are treated as Blood Traps for all purposes. (These have a 25 foot range + 25 per Class Level)
Blood Trap (Su): As a Minor Action, at the cost of 1 blood point. You create a puddle of blood within a 5 ft' A DC 10 Spot check will notice the Puddle. square , Any creature of Tiny size or larger will disturb the puddle to a degree that you can sense their presence. Afterwards you can decide for the Blood to Harden as a free action. Anyone in the puddle when it hardens must make a Reflex Save or be immobilized for 1 round per level. A person immobilised can escape if they succeed a Strength Check (DC 15). If it is dismissed while a creature is immobilized in the puddle, the person is no longer immobilized.
Blood Hunter (Su): The Sanguine Aficionado's Base land speed and BaB for his next turn is now multiplied by his current number of blood points, after successfully using drain blood.
Crimson Shroud (Su): While the Sanguine Aficionado takes damage while he has Blood Points,Damage is reduced from blood points before your health.
Bloody Dodge (Su): The Sanguine Aficionado learns how they can use their telekinetic and transmutative powers over blood to keep themselves safe: they take unconsciously focus a roving area of the blood within their body, ready to jerk themselves out of harm's way on a moment's notice or harden the blood in the area in question to deflect incoming attacks. While the shield is active, the bloodbender gains a +2 dodge bonus to AC, and a +1 bonus to Reflex saves/levels in the class.
This ability is automatically activated at the beginning of the Sanguine Aficionado's first turn in an encounter. If an attack breaks through their defenses and the Sanguine Aficionado's focus is interrupted (an attack beats his AC or he fails a Reflex or Fortitude save), the Bloody Dodge goes away until the Sanguine Aficionado takes a swift action to reactivate it.
At the beginning of the Sanguine Aficionado's each turn after initial activation while this ability is active the dodge bonus to AC increases by +2, and the bonuses to Reflex and Fortitude saves are both increased by +1. Additionally, the bloody dodge no longer dissipates after the bender is damaged by an attack. Instead, the bonuses it provides are all decreased by 1 and the bloody dodge isn't eliminated until the bonuses reach 0.
Veins of Steel (Su): The Sanguine Aficionado gains better control over the iron in the blood. The Sanguine Aficionado now can convert blood into weapons and armor. As a swift action, at the cost of 1 blood point a Sanguine Aficionado can turn blood with into a weapon, which is made of metal. This functions as a normal weapon of its kind. It can reverted back into blood as a free action. Blood can also be converted into armor as a move action. This functions as normal armor of its kind. It can be converted back into blood as a free action. The weapons and armor the blood is formed into must be made of metal. The Bloodbender is automatically proficient with this blood weapon or armor. Also if the blood bender has higher Dexterity than Strength, then they are classified as having the Weapon Finesse feat while using the blood weapon.
Claret Thorns (Su): At 2nd Level the Sanguine Aficionado may at the cost of 1 Blood point create 10 foot thorns of Blood form in a 10 foot radius as an immediate action, Suddenly impaling enemies. Any creatures caught in it take 1d6/level points of piercing damage + Charisma Modifier, and are Immobilized for 2 turns.
This ability can be cast from a Blood Trap as the point of origin with no cost, but the Blood Trap becomes dismissed.
Sanguine Web (Su):the Sanguine Aficionado at the cost of 5 blood points can create a barrier of blood by slowly interlocking your fingers into a hemispherical shape, the blood used mimics this creating an impenetrable orb of blood around you made from thousands of strands of blood. It has enough room inside for you to move around easily and covers a 5 foot area (including underground). This is room enough for 2 medium or 6 small creatures. Having any more than 1 medium creature or 3 small creatures impedes movement and creates a cramped condition.
The web has 100 health, an AC of 15, and prevents all projectiles, weapons, and spells/powers/techniques from penetrating it. Anything requiring an origin point to be selected cannot have it's origin be placed within the web. If an origin is attempted to be selected within the web, the result instead originates 1 foot over the web.
Spells may be used while within the web but have a 90% miss chance due to the sound barrier the web creates as well as the obvious loss of vision. This is lost if they somehow retain vision of outside the web.
Also, the surface of the web may be used for other abilities. If used so, the surface must remain in contact with itself or the web is left with a hole that may let in damage. Alternatively, you may open a hole in the web purposely to provide you vision. A small hole allows you to see directly straight out of the hole. This provides a 10% chance that an attack slips in the hole and hits you. To add 5 feet of vision in a direction adds another 10% for each 5 feet.
You may spend an additional 2 blood points to double the web's health and increase its AC by 3. This may be done multiple times but only at the use of the ability.
This ability can be cast from a Blood Trap as the point of origin with no cost, but the Blood Trap becomes dismissed.
Bloody Replica (Su): The Sanguine Aficionado at the cost of 1 blood point (can summon as many as possible equal to the amount spent.) may form a duplicate made of blood. It may fool enemies into attacking it or attack those who ignore it. This replica is Sanguine (A type of Dark Red) in colour and thus will not fool creatures with the ability to discern colour. While moving, you can merge with and split off from the replica so that enemies who have learned which one is real are again confounded.
If a replica is attacked by a non-elemental weapon (such as by a punch rather than a fireball), you may choose whether or not it attempts to dodge. If not, the attack hits the replica but does no damage. Instead, the attacker must succeed a reflex save lest the replica harden its blood in certain places and the weapon become stuck in the replica. A successful strength check is required to remove a stuck weapon. Should the attack be magical or elemental in nature and would damage or displace the blood (fire drying it, force blowing it apart, etc.) the damage is hidden or repaired but deteriorates the replica. They have 1/2 the Lamia's HP + caster level before completely disassembling. Note though that this reveals that replica is not the caster briefly.
You may also attack with the replica at your base attack bonus by taking a free action once per turn. A successful blow deals 1d4 slashing damage and the subject must succeed a reflex save or the replica will attach to the subject. A successful strength check or escape artist check will free the subject. This may result in the target being completely surrounded by blood, meaning they may not move, have no reflex save, and are subject to other attacks by the Lamia. You can move into and through a Bloody Replica.
When you and the bloody replica separate, observers can’t use vision or hearing to tell which one is you and which the image if you are identical. The figments may also move through each other. The figments look just like you and respond in the same manner you might but will move according to your will, able to travel at the same speed you can by using a free action once per turn. If you and your replica(s) are identical, enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a replica.
A replica’s AC is 10 + your size modifier + your Dex modifier. Replicas react as blood does to various elemental attacks (such as drying when heated by fire) and takes damage accordingly, destroying the illusion of semblance.
Dead Blood (Su): The Sanguine Aficionado gains the ability to drain blood from any undead that still has blood in their body. They take lethal damage instead of Contstition damage from, this ability.
Restoration of blood (Su): By spending 1 blood point the Sanguine Aficionado can heal himself for (2d10 + Con modifier) this ability can only be used once per minute. Starting at level 8 the healing raises to 3d10, level 16 it is 4d10, and by level 20 it is 5d10.
Draw Forth Essence (Su): Upon taking this ability, the Sanguine Aficionado can touch a creature's flesh and cause it to obey his painful biddings: spontaneous cuts across the arm, tender bruises across the ribcage, deep piercings from inside the gut- not only are all three possible, they're some of the most common attacks employed by melee-oriented practitioner of the sanguine arts. By spending a swift action to coax the blood from his opponent's body, the Sanguine Aficionado sets his foe up for massive damage. The Sanguine Aficionado can make a melee touch attack using his Charisma in place of his Strength or Dexterity to hit (if his Charisma is higher) with an unarmed attack (Or weapon if he is wielding a weapon created by the Veins of Steel abiltity) holds against a foe with a Constitution score. In addition to the weapon's normal damage, this touch attack deals 5d12 damage of the slashing damage for every class level the Sanguine Aficionado has. If any die in the damage roll lands on a 1, reroll it until it is no longer a 1. In addition to this new special attack, the bender adds his current Charisma modifier to his health.
At level 12 the Sanguine Aficionado can use this ability at a distance. His melee touch attack may now be made as a ranged touch attack if the character so chooses and is for all other intents and purposes the same. This ranged version has a range of 30ft.
Steel Blood (Su): At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.
Crystal of Slashing Blood (Su):A swirling motion with your wrists and suddenly a spray of Blood becomes a swirling mass of razor sharp blades, 5 feet in diameter near crystalline spining prism. Any creature that begins its turn within the Crystal is assaulted by the blood evisceration through their flesh, taking 1d10 damage/blood point spent. You may move it with a move action up to 20 feet.
You may expend 5 additional blood points to increase the area the crystal covers to a 10x10 square (10 feet in diameter).
Transfusion (Su): The Sanguine Aficionado calls forth the lifeblood from his Victims and uses it to rejuvinate himself. The Sanguine Aficionado may make a Ranged Touch attack, If Successful the target takes 1d6 per HD of Target, gains blood points equal to damage dealt, then is healed equal to 1/2 the number of Blood points gained from this ability.
Spear of Blood (Su): The Sanguine Aficionado may conjure 1 per Class level + Cha Mod, foot long needles of blood that can be fired through the air.
You may only fire 2 needles in a standard action though the first two are a free action as long as they are fired in the same round that this ability is used. The needles last for 3 rounds + Cha mod + Class Level or until they are fired where they turn back into a puddle of blood at the target's location (whether or not they hit). These Puddles are treated as Blood Traps for all purposes.
Blood Master (Su): The Sanguine Aficionado supernaturally draws blood towards him from his surroundings. When within 60ft of a corpse, the Sanguine Aficionado begins draining blood through the air to him just as his Drain Blood ability.
Blood Waltz (Su): When you take this ability, your telekinetic control over the blood in your body as risen to levels so high you can move your body by using your blood. As an immediate action you can you can move yourself 60ft in one direction. Also you can manipulate the blood to make you move as a mental action and thus you can move at your base land speed as a move action while paralysed. He Can also use this on other creatures within 30 ft. of him.
Blood Tomb (Su): A Sanguine Aficionado can Trap an enemy in a Coffin of Blood at the cost of 2 blood points. Unless they succeed on a Reflex save, the target is trapped within a Coffin of Blood where it becomes helpless. The coffin allows weapons, projectiles, and spells to pass through by opening small gaps for them and immediately closing them afterward so as not to let the trapped victim escape. Each round the trapped enemy may attempt a Strength check or Escape Artist check to escape the coffin. If successful, the coffin dissipates and the technique must be re-used to re-trap the target. The Coffin can be moved as The Sanguine Aficionado wishes and can be used as cover.( Any Damage that would be dealt to the Lamia or allies under cover of The Coffin Of Blood is dealt to Victim trapped inside The Coffin of Blood instead.) (Covers 1 person at medium size and plus 1 for each size higher.) (Range is 80 feet.)
This ability can be cast from a Blood Trap as the point of origin with no cost, but the Blood Trap becomes dismissed.
Blood Lance (Su): Starting at 11th level the Sanguine Aficionado may summon a gore-splattered lance and launches it at his enemies, skewering all caught in its path. At the Cost of 1 blood point he can inflict (6d8 + Cha + (5 Ongoing damage)on all enemeies caught within the range of the initial attack.(Range is 60 feet.) Whenever a creature is struck by Blood Lance it leaves a puddle of blood at the target's location. These Puddles are treated as Blood Traps for all purposes.
Bloodwalk (Su): The Sanguine Aficionado becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. As a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fluid) 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 sanguine Aficionado 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 Sanguine Aficionado. A Sanguine Aficionado 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 Sanguine Aficionado chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a Sanguine Aficionado 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 Sanguine Aficionado can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature’s body, dealing 10d6 + Cha Mod points of damage unless the creature makes a Fortitude save (DC 10 + Sanguine Aficionado’s class level + Sanguine Aficionado’s Cha modifier). When he makes a bloody exit, all squares adjacent to affected creature become filled with puddles of blood, these Puddles are treated as Blood Traps for all purposes.
 Ex-Sanguine Aficionado
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
 Epic Sanguine Aficionado
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
 <-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->|| <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 <-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.