Sanguine Aficionado (3.5e Class)
From D&D Wiki
- 1 Sanguine Aficionado
- 1.1 Making a Sanguine Aficionado
- 1.2 Campaign Information
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||+0||Blood pool, Veins of Steel, Crimson Revelry|
|2nd||+2||+3||+3||+0||Bloody Dodge, Blood Trap|
|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|
|10th||+10/+5||+7||+7||+3||Steel Blood +3|
|11th||+11/+6/+1||+8||+8||+3||Blood Waltz, Bloodlust|
|13th||+13/+8/+3||+9||+9||+4||Steel Blood +4|
|16th||+16/+11/+6/+1||+10||+10||+5||Steel Blood +5|
|19th||+19/+14/+9/+4||+12||+12||+6||Steel Blood +6|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
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.
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 it reduces from 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. This applies as DR/- for terms of damage being dealt.
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 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 1/2 of Class level(minimum of 5 feet) and can attack adjacent enemies. 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 Sanguine Aficionado 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.
Crimson Revelry (Su): Each round, at the beginning of his turn, a Sanguine Aficionado regains 2 hit points 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 bloodbender 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 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.
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.
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.
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.
Sanguine Web (Su): The Sanguine Aficionado at the cost of 5 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 2 HP 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 or a Bloody Replica as the point of origin with no cost, but the Blood Trap or Bloody Replica becomes dismissed.
Blood Harvest (Su): The Sanguine Aficionado may spur the blood on his weapon into a frenzy. as it attempts to devour the lifeblood of it's 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 ability, 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.
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 1d6 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 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.
Bloody Replica (Su): The Sanguine Aficionado at the cost of 3 HP each (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 Sanguine Aficionado HP + 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 Sanguine Aficionado. 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.
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.
Claret Thorns (Su): At 2nd Level the Sanguine Aficionado may at the cost of 5 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 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 Inquisitor level + Constitution Modifier.
Transfusion (Su): The Sanguine Aficionado calls forth the lifeblood from his Victims and uses it to rejuvinate himself. The Sanguine Aficionado may make a Melee Touch attack(or may be channeled through any weapon created by "Veins of Steel", If Successful the target takes 1 damage 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. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)
Cruor Blade (Su): 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 lifestealing 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 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 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 paralysed. 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): 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): 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 so 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. 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.
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Epic Sanguine Aficionado
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