Sanguine Saint

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Scales.png This page is of questionable balance. Reason: Such specialization should probably be a prestige class. Would appear to be fairly powerless against non-living foes, so would need some backup abilities from a base class. <--- This is not true at all, for all things have blood and thi is what the caster here uses. it is Not an undead handle caster.

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Recycle.png This page was proposed for deletion on 11:27, 3 December 2014 (MST) because: Balance issues not addressed. "all things have blood"?.... (discuss).

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<-class name : Sanguine Saint

Class background : A Battle Caster of sorts, Who Specializes in Blood manipulation For Spell Like Abilities. Also Effective in Hand To Hand Combat, But

Has Fairly weak Defences.
      May only use,  but is highly efficient in one handed simple or martial Bladed weapons and may never use full plate Or Shields.
      May use Light or Med. Armor. May Never Use Ranged Weapons.

Class Stat importance (in order) : constitution, Dexterity, Strength, Charisma, Wisdom, Intelligence

Hit Die : D8

Skill ponts : 6 + int mod. per level. (X4 at first Level)

Starting gold : 3d4 x 10

Class Abilities :

Purifying touch : You Manipulate the liquid in an allies body to dispell poisons (1/Day/Caster Lvl)

cool blood - Heals XD4+4 per round whereas X is equal to Constitution modifier. at 7th level the die Value

increses to D6, at 11th to D8 (1/2 caster Lvl/Day)

Heat Blood - Heats opponents Blood Causing Pain and possible Hindered Movement Speed by Half and penalty to Atk. and Dmg. By 2 -

Will Save D/c Of 16 + Con. Mod. (Xd8 19 + Con. Mod., Xd10 22 + Con. Mod.) (1/2 Caster Lvl. Per Day)

Vampiric blade - Enhance ones own weapon so that half damage done is health healed. Lasts 1 Min. Per Lvl (2/day)

Transfusion - By succeeding in a touch attack, caster may deal 1d6 + Constitution Mod. Damage per Half caster level

(Max of 6d6) and restore his/her own health by that amount. Attempted theft of anything without normal blood results in

the caster taking the amount rolled to heal as damage. At Lvl 15 increses to D8 Fort. Saveing Throw for Half Dmg. (Xd6 = 18 + Con. Mod., Xd8 = 20 + Con. Mod.)(2/day)

Sanguine Taint : Sacrificing 1d12 health, caster forces tainted blood into an enemies body which then does that much damage every round for 1d4 rounds.

At Lvl 17 increses to 2d12 Sacrifice. (1/Day)

Blood Minion : For 50 health, caster summons a blood minion with 5d12 Health.

Minion can attack by Asphyxiating a part or the whole of the opponent for 2d6 damage.

A/c - Casters +5
Saving throws - Same as caster -3
Summon lasts untill destroyed. (1/day)

Anticoagulate - Thins opponents blood to the point of bleeding through pores - 2d8 for 1d6 Rounds (Fort. Save For Half - 21 + Con. Mod) (1/Day)

HeartStopper - stops flow of blood from opponents heart causing instant death - Fort. Save to negate (22 + Con. Mod), Takes 8D8 Damage instead. (1/Day)

Bloody Vengance - player causes all blood to be forced from a single opponent, killing it instantly, Said opponents total health at time of death then becomes healing

divided equally between all allies in the group - Fortitude save Negates. (23 + Con. Mod.) (1/Day)

Lvl BaB Fort. Ref. Will. Special.

1st 0 +2 +0 +2 Feat

2nd +1 +3 +0 +3 Purifying Touch

3rd +2 +3 +1 +3 Feat

4th +3 +4 +1 +4 Ability Score, Cool Blood xd4

5th +3 +4 +1 +4

6th +4 +5 +2 +5 Feat, Heat Blood Xd6

7th +5 +5 +2 +5

8th +6/+1 +6 +2 +6 Ability Score, Vampiric Blade

9th +6/+1 +6 +3 +6 Feat, Cool Blood Xd6

10th +7/+2 +7 +3 +7 Transfusion Xd6

11th +8/+3 +7 +3 +7

12th +9/+4 +8 +4 +8 Feat, Ability Score, Heat Blood Xd8, Sanguine Taint

13th +9/+4 +8 +4 +8

14th +10/+5 +9 +4 +9 Cool Blood Xd8, Blood Minion

15th +11/+6/+1 +9 +5 +9 Feat, Transfusion Xd8

16th +12/+7/+2 +10 +5 +10 Ability Score, Anticoagulate

17th +12/+7/+2 +10 +5 +10

18th +13/+8/+3 +11 +6 +11 Feat, Heat Blood Xd8, Heartstopper

19th +14/+9/+4 +11 +6 +11 Cool Blood Xd10

20th +15/+10/+5 +12 +6 +12 Ability Score, Bloody Vengance->

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