Sanguine Aficionado (3.5e Class)

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Sanguine Aficionado[edit]

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. 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[edit]

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 and they start combat at a slow pace. However, 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. The only rule for making an Aficionado is it must be a creature with blood.

Alignment: Usually non-good. Sanguine Aficionados are usually considered Evil due to the fact that they drink blood, but there are a few who still turn out good.

Starting Gold: 125 gp.

Starting Age: Moderate.

Table: The Sanguine Aficionado

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Blood pool, Veins of Steel, Crimson Revelry
2nd +2 +3 +3 +0 Bloody Dodge, Blood Trap
3rd +3 +3 +3 +1 Sanguine Wine, Taste for Blood
4th +4 +4 +4 +1 Sanguine Web, Blood Harvest
5th +5 +4 +4 +1 Restoration of Blood
6th +6/+1 +5 +5 +2 Draw forth essence, Bloody Replica
7th +7/+2 +6 +6 +2 Steel Blood +2, Claret Thorns
8th +8/+3 +6 +6 +2 Crimson Eau De Vie
9th +9/+4 +7 +7 +3 Cruor Blade, Blood pact
10th +10/+5 +7 +7 +3 Steel Blood +3
11th +11/+6/+1 +8 +8 +3 Blood Waltz, Bloodlust
12th +12/+7/+2 +8 +8 +4 Crimson Cask
13th +13/+8/+3 +9 +9 +4 Steel Blood +4
14th +14/+9/+4 +9 +9 +4 Bloodbath
15th +15/+10/+5 +10 +10 +5 Bloodwalk
16th +16/+11/+6/+1 +10 +10 +5 Steel Blood +5
17th +17/+12/+7/+2 +11 +11 +5
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +12 +12 +6 Steel Blood +6
20th +20/+15/+10/+5 +12 +12 +6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Handle animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump, Knowledge (arcana), Knowledge (religion), Listen (Wis), Move silently (Dex), Profession (Wis), Ride (Dex), Sense motive (Wis), Spot (Wis), Swim (Str), Use magic device (Cha).

Class Features[edit]

All of the following are class features of the Sanguine Aficionado. (Note: Everywhere *Review*, or something like it, appears is a personal note by a specific editor left as a reminder.)


Weapon and Armor Proficiency: The Sanguine Aficionado is not Proficient with any weapons or shields, but is proficient with light armor.


Blood Pool (Su): The Sanguine Aficionado can incorporate the blood of his opponent's into his own and manipulate the life energy within it to his benefit. The Sanguine Aficionado's blood pool can contain [10 + (level x Con modifier)]. Any time the Sanguine Aficionado's HP (This counts any loss of health from activating the Sanguine Aficionado's abilities) would be reduced via ability use the cost comes out of his Blood Pool instead. Whenever the Sanguine Aficionado would be healed beyond his Maximum HP the remaining HP that would be healed is added to his Blood Pool. The blood pool can also serve as a temporary extension of the player's hit points. These hit points are bypassed if an Aficionado is caught by surprise.


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. As a swift action, at the cost of 1 blood point a Sanguine Aficionado can create a weapon made of blood, the weapon is metallic in density and texture. This functions as a normal weapon of its kind, except that the weapon can shape and bend at the will of it's wielder. It has a reach of 5 feet per 1/4 of Class level (minimum of 5 feet) and can attack adjacent enemies. It can reverted back into blood as a free action. The Sanguine Aficionado is automatically proficient with this blood weapon. 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.


Crimson Revelry (Su): Each round, at the beginning of his turn, a Sanguine Aficionado regains 1 hit point per class level. This ability only functions if a living creature within 30ft (other than the Sanguine Aficionado himself) took lethal damage in the previous round. For damage to activate this ability, it must be lethal or harmful in intent: while an enemy’s attack, a trap, or an ally slashing open his side with a dagger would be sufficient to trigger this ability, a creature pricking its finger merely to draw blood is not enough.


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 player gains a +2 dodge bonus to AC, and a +1 bonus to Reflex and Fortitude 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 standard action to reactivate it.

Each turn after initial activation, while this ability is active, the player can make a concentration check to increase the dodge bonus to AC increases by +2, and the bonuses to Reflex and Fortitude saves by +1. The check takes up either a move or a standard action (Only one) and the DC is 15 or above. If the player rolls a 1 the effect is immediately removed, but there are no penalties for failure otherwise. Additionally, the Bloody Dodge no longer dissipates after the player is damaged by an attack. Instead, the bonuses it provides for Reflex and Fortitude saves are decreased by 1 and the AC bonus decreases by 2. The effect isn't eliminated until the bonuses reach 0. The increases can occur a number of times equal to the player's class level. (Ex. A level 5 Sanguine Aficionado can have a maximum AC increase of 10 and a +5 bonus to Reflex and Fortitude saves.)


Blood Trap (Su): The Sanguine Aficionado may treat any Surface covered in blood, freestanding body of blood or blood otherwise not within the body of a living creature as the point of origin for any of his abilities and as the HP cost, he threatens any space and the spaces adjacent to a Blood Trap. When a creature steps directly onto a Blood Trap you may dismiss it to Immobilize that creature by ensnaring that creature. The creature can attempt a reflex save (DC of 10 + Sanguine Aficionado’s Level + Charisma modifier) to avoid the trap.


Sanguine Wine (Su):The Sanguine Aficionado, can create a brew of positive energy from his blood as a full-round action. This ability creates a potion without the GP, time, XP costs, or required feats. The potion created depends on the amount of HP you spend upon use of this ability. The player can only make a number of potions per day equal to their Charisma Modifier.

By expending 5 HP you can create a Potion of Cure Light Wounds.

By expending 10 HP you can create a Potion of Cure Moderate Wounds.

By expending 15 HP you can create a Potion of Cure Serious Wounds.

The Caster Level of the potion created is equal to Class level.


Taste for Blood (Su): The Sanguine Aficionado develops a taste and a sense for blood that makes him able to sense the very scent of it for miles as well as discern different "Flavors" of blood. Sensing blood spurs a frenzy in the Sanguine Aficionado making chasing his victims much easier. Under the influence of Taste for Blood, he can smell Wounded and Dying creatures at twice the distance. The Sanguine Aficionado may mark a specific Target out of what his scent makes him aware of, the Sanguine Aficionado gains Deathwatch as the spell towards marked targets and doubles his movement speed when pursuing a marked target that is Wounded or Dying.


Sanguine Web (Su): *Review Needed* The Sanguine Aficionado at the cost of 10 HP 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 5 HP to increase the web's health by 5 x the player's Constitution Mod, 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 or a Bloody Replica as the point of origin with no cost, but the Blood Trap or Bloody Replica becomes dismissed. Increasing the health and AC of the web when using it in this way has a cost increase of 5 HP, although the initial cost of creating the Web is null.


Harvest (Su): The Sanguine Aficionado may spur the blood on his weapon into a frenzy, as it attempts to devour the lifeblood of the victim. If you dealt lethal damage to a creature with a weapon, you may activate this ability causing the next attack to deal 1 damage per HD of the afflicted creature. You are healed equal to the extra damage dealt with this ability, any leftover health gained is added to your blood pool.

If the Weapon you are using was created by "Veins of Steel", this ability is always active on that weapon.


Restoration of Blood (Su): The Sanguine Aficionado at the cost of 5 HP can heal himself or another target creature 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. This ability can be treated as positive or negative energy. The player declares the energy type at use and this affects the target accordingly. The Aficionado can only do this a number of times equal to their Constitution modifier. The player can use this on a target if he has line of sight on the target, or the target must be within a certain range (20 feet + [5 x Aficionado's Charisma Modifier]).


Draw Forth Essence (Su): Upon taking this ability, the Sanguine Aficionado can touch a creature's flesh and cause it to obey his painful bidding. Spontaneous cuts across the arm, tender bruises across the rib-cage, 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 move or standard action to focus (There is no check for this), the Sanguine Aficionado sets his foe up for massive damage. After using the action to prepare, 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 a weapon created by the 'Veins of Steel" ability, against a foe with a Constitution score. In addition to the weapon's normal damage, this touch attack deals 1d6 slashing damage for every class level the Sanguine Aficionado has. If any die in the damage roll lands on a 1, re-roll it until it is no longer a 1. In addition to this new special attack, the Sanguine Aficionado adds his Charisma modifier to his rolls to determine HP.

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.


Blood Replica (Su): The Sanguine Aficionado at the cost of 8 HP each may form a duplicate made of blood (can summon 1 replica per 8 HP spent). It may fool enemies into attacking it or attack those who ignore it. This replica is blood red in color and thus will not fool creatures with the ability to discern color unless the player is also covered in blood (Or colored a similar red by some other means). 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. You can move into and through a Blood Replica (The figments may also move through each other.).

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 (melee only). A successful strength check is required to remove a stuck weapon (DC is 10 + 1/2 Aficionado Level [Rounded up] + Constitution Modifier). 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. For a time, the illusion of semblance is lost and the attacker can detect that the replica is, in fact, a replica (Provided their vision is not obscured).

When you and the replica separate, observers can’t use vision or hearing to tell which one is you and which ones aren't. The copies 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 unless circumstances change. Something obvious, such as having the copies charge while you stay back, may make an enemy decide to attack the furthest back replica first, but this can be advantageous in itself.

You may attack with the replica at your base attack bonus by taking a free action once per turn (Only one replica per turn can attack, but they can all move as a free action as described below). A successful blow deals 1d4 slashing damage and the subject must succeed a reflex save or the replica will attach to the subject. If the replica successfully attaches the target becomes completely surrounded by blood, and considered Helpless. A successful strength check or escape artist check will free the subject.

A replica’s AC is 10 + your size modifier + your Dexterity modifier. They have HP equivalent to half the Aficionado's maximum Blood Pool. Replicas may be used as a point of origin for other abilities (These abilities will have explanations in their description).


Steel Blood (Su): At 7th level, if a Sanguine Aficionado has at least 1 Blood Point, he gains a +2 bonus to his armor class.

This bonus increase by +1 at 10th level, and every three levels thereafter until +10 at 19th level.


Claret Thorns (Su): *Review how this attack works with no Point of Origin (Replica/Trap), limits, scaling* At 7th Level the Sanguine Aficionado may at the cost of 5 Blood point create 10 foot thorns of Blood in a 10 foot radius as an immediate action, impaling enemies. Any creatures caught in it take 1d6/level points of piercing damage + Charisma Modifier, and are Immobilized for 2 turns. A Reflex save can be made (DC of 10 + Class level + Charisma Mod) to avoid being Immobilized.

This ability can be cast from a Blood Trap, Sanguine Web, or a Bloody Replica as the point of origin with no cost, but the Blood Trap or Bloody Replica becomes inert.


Crimson Eau De Vie (Su): The Sanguine Aficionado can instantaneously convert blood into life giving energy the second it touches his lips, he can drink the blood of a creature to restore his strength. As a full round action, a Sanguine Aficionado with this ability can drink the blood from a corpse that has died within the last 10 minutes (or 100 rounds). This heals 1d8 points of health per HD of the drained creature. This ability can only be used a number of times per day equal to your level + Constitution Modifier.


Transfusion (Su): The Sanguine Aficionado calls forth the lifeblood from his Victims and uses it to rejuvenate himself. The Sanguine Aficionado may make a Melee Touch attack (which may be channeled through any weapon created by "Veins of Steel"). If Successful the target takes 1 damage per HD. The Aficionado gains blood points equal to damage dealt, then is healed equal to 1/2 the number of Blood points gained from this ability. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)


Cruor Blade (Su): *Review effects* The first time each encounter that a Sanguine Aficionado deals lethal damage with a melee weapon to a foe that possess blood, the blood clings to his weapon, turning it into a Cruor Blade. Treat the Cruor Blade as being the Sanguine Aficionado’s normal melee weapon, but increase its reach by 5'.

At level 10, this weapon applies continuous bleeding damage to whatever it damages equal to the Sanguine Aficionado's Con bonus. This effect may only apply to a particular creature once.

At level 12, enemies that take lethal damage from this weapon are dealt 1d4+1 constitution damage from excessive bleeding (Fortitude save DC10+1/2 Sanguine Aficionado's level+Constitution bonus for half). This effect only applies to a particular creature once.

At level 16, this weapon has a life stealing effect, healing the Sanguine Aficionado for 1d6/level damage. The reach range is also increased to +10'.

Finally at level 20, the Cruor Blade deals splash damage on critical hits to creatures within 10" of the target, dealing 25% of the damage rolled to each creature (after applying strength, enchantment and critical modifiers).

The weapon remains a Cruor Blade for as long as it remains in the Sanguine Aficionado's grasp, or until 5 rounds have passed since it last dealt lethal damage to a target.


Blood Pact (Su): *Review* The Sanguine Aficionado as a Standard Action may make a life bond between himself and another living creature. Each round at the start of your turn, if the bonded creature is missing more than 5 HP, they heal 5 points of damage and you take 5 points of damage. you may have one Bond per Class level plus your charisma Modifier. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Whenever a bonded creature would be healed(that are not originating from you) you are healed that amount as well.


Blood Waltz (Su): *Review, Add saves to Counter* 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 at the cost of 4 HP you can you can move yourself 60ft in any 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 paralyzed. He Can also use this on other creatures within 30 ft. of him.


Bloodlust (Su): The Sanguine Aficionado is thrown into a minor frenzy at the sight of blood, hitting those already damaged harder and more than usual. When attacking a living enemy that has already been damaged, the Sanguine Aficionado gains +1 to hit and damage against it for every 10% of its maximum health it is missing. If the target is taking Bleeding damage, this bonus is increased by a further +2. This bleeding bonus may only be applied once per target enemy, regardless of how many times they are bleeding.


Crimson Cask (Su): *Review, Add saves, revise HP cost* 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.)

If The Creature is slain while inside the cask, you regain a number of hit points equal to the HD of slain Creature, any excess is added to your blood pool as blood points.

This ability can be cast from a Blood Trap or Bloody Replica as the point of origin with no cost, but the Blood Trap or Bloody Replica becomes dismissed.


Bloodbath (Su): *Review, Very similar to Blood Cask. May need to change or combine the two* A Sanguine Aficionado may make a Grapple check on any enemy who disturbs a Blood Trap or attacks a Bloody Replica, The grappled creature becomes engulfed in a large mass of blood and held aloft 15 feet from the ground; Creatures that are engulfed face drowning. You may eject the engulfed creature at any time you wish, the ejected creature takes 1d6 Wisdom damage due to the sensation of being drowned in blood; The Creature is also considered to be "Blood Bathed", for all purposes a "Blood Bathed" Creature is considered a Blood Trap. You gain a Bonus to grapple checks made with this ability equal to your Class level + Charisma Mod.

If the Creature engulfed in the Bloodbath is slain, it explodes in a 20x20 foot radius, dealing 1 damage per HD of engulfed creature to all creatures within radius and all squares inside of effected area are now considered Blood Traps.


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 once per day. 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 Aficionado can also designate a specific target if it is within line of sight and he has a point of origin from which he can jump to the target.) 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 + Charisma Mod points of damage unless the creature makes a Fortitude save (DC 10 + Sanguine Aficionado’s class level + Sanguine Aficionado’s Charisma 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[edit]

If the Sanguine Aficionado loses their connection to the blood (Such as somehow becoming a creature with no blood) they will lose their power over the blood.

Epic Sanguine Aficionado[edit]

Table: The Epic Sanguine Aficionado

Hit Die: d12

Level Special
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->

<-Lather, rinse...->

<-... repeat.->

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[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-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[edit]

Playing a Sanguine Aficionado[edit]

Religion: Most Aficionado are secretive about their religious beliefs, and many aren't religious at all.

Other Classes: Characters that follow religious beliefs many find issue with the Sanguine Aficionado, due to the nature of their power. Characters that don't are usually just very cautious. Aficionado will usually have with everyone, or no one depending on how everyone is aligned.

Combat: Aficionado deal fair damage, and are very well suited to support roles. They defend and heal allies while trapping, obstructing and draining opponents. Over long fights, as the battlefield becomes more bloody, they many gain the advantage from having more resources to draw on while everyone else struggles. Their weakness is fighting opponents without blood, as this cuts off some of their most damaging abilities, some of their healing and sources of power.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Sanguine Aficionado in the World[edit]

"If it bleeds, it may well regret ever meeting me." James Vonic, Human Sanguine Aficionado

Most people who learn how to use the Blood are very curious in nature, no matter what their personal alignment may be. Some Aficionado are very cold and cruel, and see the people around them as a means to an end. These darker individuals see all living things as tools to advance themselves and delight in experimenting. A low percent of Sanguine Aficionado can be found roaming through towns and nature trying to find new sources of excitement and adventure. This doesn't necessarily make them fun-loving or reckless, but they do have a more bright disposition than their counterparts.

Daily Life: They are rarely content staying in one location for too long and often wander looking for places to explore as they are naturally curious. In fact, an Aficionado will often get testy if their curiosity gets too strong and they cannot sate it. If two Sanguine Aficionado meet it could very well get messy, depending on the individuals, as they are strongly driven by their personal beliefs.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions. Most people find it hard to trust someone who manipulates the Blood. People generally won't say it outright, but the concept is frightening at the best of times.

Sanguine Aficionado Lore[edit]

Characters with ranks in Knowledge Arcana can research Sanguine Aficionado to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
5 Sanguine Aficionado manipulate blood.
10 They can consume and weaponize the blood of their enemies, allies, and selves.
15 They often use blood to heal allies as well as trap and kill opponents. They are not limited to traps, as even their weapons are forged from their blood.
30 *Some Sanguine Aficionado can transform using the blood.

<-pluralized class name-> in the Game[edit]

<-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.->.



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