https://www.dandwiki.com/w/api.php?action=feedcontributions&user=B1GG+BAU5&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T07:45:27ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=713671Sanguine Aficionado (3.5e Class)2015-07-21T19:02:38Z<p>B1GG BAU5: </p>
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<div>{{DnD Base Class Infobox<br />
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|status=<-how close to completion-><br />
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|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
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== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
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'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
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'''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.<br />
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'''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.<br />
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'''Starting Gold:''' 125 gp.<br />
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'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge, Blood pact<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine, Taste for Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
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.)<br />
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'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons or shields, but is proficient with light armor.<br />
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'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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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. <br />
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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.) <br />
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'''{{#anc:Blood Pact}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' *Review* The Sanguine Aficionado as a Standard Action may make a life bond between himself and another living creature, with a range of touch. 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(effects that are not originating from you) you are healed that amount as well.<br />
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'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
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By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
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By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
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The Caster Level of the potion created is equal to Class level.<br />
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'''{{#anc:Taste for Blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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If the Weapon you are using was created by "Veins of Steel", this ability is always active on that weapon.<br />
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'''{{#anc:Restoration of Blood}} ([[SRD:Special Abilities Overview#Supernatural|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]). <br />
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'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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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.<br />
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'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficionado has at least 1 Blood Point, he gains a +2 bonus to his armor class.<br />
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This bonus increase by +1 at 10th level, and every three levels thereafter until +10 at 19th level.<br />
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'''{{#anc:Crimson Eau De Vie }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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)<br />
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'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
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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.<br />
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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. <br />
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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'.<br />
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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). <br />
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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. <br />
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'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
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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. <br />
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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.<br />
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'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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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. <br />
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'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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==== Ex-Sanguine Aficionado ====<br />
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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.<br />
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==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
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'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
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==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
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'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
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'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
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'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
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'''Gold:''' <-Starting gold using this package.->.<br />
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=== Campaign Information ===<br />
<br />
==== Playing a Sanguine Aficionado ====<br />
<br />
'''Religion:''' Most Aficionado are secretive about their religious beliefs, and many aren't religious at all.<br />
<br />
'''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.<br />
<br />
'''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.<br />
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'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== Sanguine Aficionado in the World ====<br />
<br />
"If it bleeds, it may well regret ever meeting me." James Vonic, Human Sanguine Aficionado<br />
<br />
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. <br />
<br />
'''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. <br />
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'''Notables:''' <-notable NPCs of this class->.<br />
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'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
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'''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.<br />
<br />
==== Sanguine Aficionado Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge Arcana<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Sanguine Aficionado manipulate blood.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | They can consume and weaponize the blood of their enemies, allies, and selves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | 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.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | *Some Sanguine Aficionado can transform using the blood.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
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''EL <!-- EL Number -->:'' <-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.->.<br />
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<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
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[[Category:Base Class]]<br />
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[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=713669Sanguine Aficionado (3.5e Class)2015-07-21T18:58:26Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
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|rating_power=<br />
|raters_power=<br />
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|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''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.<br />
<br />
'''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.<br />
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'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge, Blood pact<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine, Taste for Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
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.)<br />
<br />
<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons or shields, but is proficient with light armor.<br />
<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.) <br />
<br />
'''{{#anc:Blood Pact}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
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The Caster Level of the potion created is equal to Class level.<br />
<br />
<br />
'''{{#anc:Taste for Blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
If the Weapon you are using was created by "Veins of Steel", this ability is always active on that weapon.<br />
<br />
<br />
'''{{#anc:Restoration of Blood}} ([[SRD:Special Abilities Overview#Supernatural|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]). <br />
<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficionado has at least 1 Blood Point, he gains a +2 bonus to his armor class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +10 at 19th level.<br />
<br />
<br />
'''{{#anc:Crimson Eau De Vie }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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)<br />
<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
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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). <br />
<br />
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. <br />
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<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
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.<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Sanguine Aficionado ====<br />
<br />
'''Religion:''' Most Aficionado are secretive about their religious beliefs, and many aren't religious at all.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== Sanguine Aficionado in the World ====<br />
<br />
"If it bleeds, it may well regret ever meeting me." James Vonic, Human Sanguine Aficionado<br />
<br />
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. <br />
<br />
'''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. <br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''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.<br />
<br />
==== Sanguine Aficionado Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge Arcana<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Sanguine Aficionado manipulate blood.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | They can consume and weaponize the blood of their enemies, allies, and selves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | 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.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | *Some Sanguine Aficionado can transform using the blood.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=706629Sanguine Aficionado (3.5e Class)2015-05-22T21:44:01Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge, Blood Trap<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine, Taste for Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade, Blood pact<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
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.)<br />
<br />
<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons or shields, but is proficient with light armor.<br />
<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.)<br />
<br />
<br />
'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
<br />
'''{{#anc:Taste for Blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
'''{{#anc:Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
If the Weapon you are using was created by "Veins of Steel", this ability is always active on that weapon.<br />
<br />
<br />
'''{{#anc:Restoration of Blood}} ([[SRD:Special Abilities Overview#Supernatural|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]). <br />
<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
<br />
'''{{#anc:Blood Replica}} ([[SRD:Special Abilities Overview#Supernatural|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.).<br />
<br />
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).<br />
<br />
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. <br />
<br />
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. <br />
<br />
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). <br />
<br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficionado has at least 1 Blood Point, he gains a +2 bonus to his armor class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +10 at 19th level.<br />
<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
<br />
'''{{#anc:Crimson Eau De Vie }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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)<br />
<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
<br />
'''{{#anc:Blood Pact}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
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.<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Sanguine Aficionado ====<br />
<br />
'''Religion:''' Most Aficionado are secretive about their religious beliefs, and many aren't religious at all.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== Sanguine Aficionado in the World ====<br />
<br />
"If it bleeds, it may well regret ever meeting me." James Vonic, Human Sanguine Aficionado<br />
<br />
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. <br />
<br />
'''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. <br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''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.<br />
<br />
==== Sanguine Aficionado Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge Arcana<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Sanguine Aficionado manipulate blood.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | They can consume and weaponize the blood of their enemies, allies, and selves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | 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.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | *Some Sanguine Aficionado can transform using the blood.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
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[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=704785Sanguine Aficionado (3.5e Class)2015-05-09T21:27:41Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge, Blood Trap<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine, Taste for Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade, Blood pact<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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 1/2 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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Taste for Blood}} ([[SRD:Special Abilities Overview#Supernatural|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 and allows him to differentiate different "Flavors" of people sensing blood spurs a frenzy in the Sanguine Aficionado making chasing his victims much easier. The Saguine Aficionado Scent, 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.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Pact}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' 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.<br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
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==== Playing a <-class name-> ====<br />
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'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
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'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
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'''Combat:''' <-Typical role in combat->.<br />
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'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
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==== <-pluralized class name-> in the World ====<br />
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{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
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<-Where characters of this class fit in a d20 world.-><br />
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'''Daily Life:''' <-day in the life of a character of this class->.<br />
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'''Notables:''' <-notable NPCs of this class->.<br />
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'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
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'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
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==== <-class name-> Lore ====<br />
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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.<br />
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{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
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==== <-pluralized class name-> in the Game ====<br />
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<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
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'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
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'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
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''EL <!-- EL Number -->:'' <-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.->.<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=704681Sanguine Aficionado (3.5e Class)2015-05-09T05:11:21Z<p>B1GG BAU5: </p>
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<div>{{DnD Base Class Infobox<br />
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|status=<-how close to completion-><br />
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|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
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<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
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'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
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'''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.<br />
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'''Starting Gold:''' 125 gp.<br />
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'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
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{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge, Blood Trap<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine, Taste for Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
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'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
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'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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 1/2 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.<br />
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'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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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. <br />
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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.<br />
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'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
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By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
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By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
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The Caster Level of the potion created is equal to Class level.<br />
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'''{{#anc:Taste for Blood}} ([[SRD:Special Abilities Overview#Supernatural|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 and allows him to differentiate different "Flavors" of people sensing blood spurs a frenzy in the Sanguine Aficionado making chasing his victims much easier. The Saguine Aficionado Scent, 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.<br />
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'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
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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.<br />
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'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=704678Sanguine Aficionado (3.5e Class)2015-05-09T04:45:49Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge, Blood Trap<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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 1/2 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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=704677Sanguine Aficionado (3.5e Class)2015-05-09T04:43:49Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge, Blood Trap<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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 1/2 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. 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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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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. <br />
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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.<br />
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'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
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By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
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The Caster Level of the potion created is equal to Class level.<br />
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'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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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. <br />
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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. <br />
<br />
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. <br />
<br />
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.<br />
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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.<br />
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'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
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'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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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.<br />
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'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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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. <br />
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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. <br />
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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. <br />
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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. <br />
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'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
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This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
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'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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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.<br />
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'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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)<br />
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'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
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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.<br />
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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. <br />
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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'.<br />
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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). <br />
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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. <br />
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'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
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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. <br />
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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.<br />
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'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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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. <br />
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'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
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==== Epic Sanguine Aficionado ====<br />
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{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
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'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
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<-... repeat.-><br />
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'''{{#anc: 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.<br />
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''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
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==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
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'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
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'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
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{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
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'''Feat:''' <-1st-level feat selection->.<br />
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'''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. ->.<br />
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'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
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'''Gold:''' <-Starting gold using this package.->.<br />
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=== Campaign Information ===<br />
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==== Playing a <-class name-> ====<br />
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'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
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'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
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'''Combat:''' <-Typical role in combat->.<br />
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'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
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==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
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<-Where characters of this class fit in a d20 world.-><br />
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'''Daily Life:''' <-day in the life of a character of this class->.<br />
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'''Notables:''' <-notable NPCs of this class->.<br />
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'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
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'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
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==== <-class name-> Lore ====<br />
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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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
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'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
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'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
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''EL <!-- EL Number -->:'' <-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.->.<br />
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----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
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[[Category:Skilled]]<br />
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[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693981Sanguine Aficionado (3.5e Class)2015-02-19T07:02:13Z<p>B1GG BAU5: </p>
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<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
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|status=<-how close to completion-><br />
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|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
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== Sanguine Aficionado ==<br />
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.<br />
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=== Making a Sanguine Aficionado ===<br />
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.<br />
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'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
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'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
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'''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.<br />
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'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge, Blood Trap<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
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|- class="{{Odd-Even|{{#var:odd}}}}"<br />
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|}<br />
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'''Feat:''' <-1st-level feat selection->.<br />
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'''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. ->.<br />
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'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
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'''Gold:''' <-Starting gold using this package.->.<br />
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=== Campaign Information ===<br />
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==== Playing a <-class name-> ====<br />
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'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
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'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
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'''Combat:''' <-Typical role in combat->.<br />
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'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
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==== <-pluralized class name-> in the World ====<br />
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{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
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<-Where characters of this class fit in a d20 world.-><br />
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'''Daily Life:''' <-day in the life of a character of this class->.<br />
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'''Notables:''' <-notable NPCs of this class->.<br />
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'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
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'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
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==== <-class name-> Lore ====<br />
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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.<br />
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{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
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==== <-pluralized class name-> in the Game ====<br />
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<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
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'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
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'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
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''EL <!-- EL Number -->:'' <-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.->.<br />
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----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693980Sanguine Aficionado (3.5e Class)2015-02-19T07:00:56Z<p>B1GG BAU5: </p>
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<div>{{DnD Base Class Infobox<br />
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|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
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<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge, Blood Trap<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
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By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
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By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
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The Caster Level of the potion created is equal to Class level.<br />
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'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693900Sanguine Aficionado (3.5e Class)2015-02-18T21:20:01Z<p>B1GG BAU5: /* Making a Sanguine Aficionado */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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. This applies as DR/- for terms of damage being dealt.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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 points.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693897Sanguine Aficionado (3.5e Class)2015-02-18T21:15:07Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Bloody Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +2<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +3<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +3<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +4<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +5<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +6<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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. This applies as DR/- for terms of damage being dealt.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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 points.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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 Inquisitor 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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693896Sanguine Aficionado (3.5e Class)2015-02-18T21:11:28Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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. This applies as DR/- for terms of damage being dealt.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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 points.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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 Inquisitor 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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
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<-... repeat.-><br />
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'''{{#anc: 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.<br />
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''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
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==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
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'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
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'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
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{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
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'''Feat:''' <-1st-level feat selection->.<br />
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'''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. ->.<br />
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'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
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'''Gold:''' <-Starting gold using this package.->.<br />
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=== Campaign Information ===<br />
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==== Playing a <-class name-> ====<br />
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'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
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'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
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'''Combat:''' <-Typical role in combat->.<br />
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'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
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==== <-pluralized class name-> in the World ====<br />
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{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
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<-Where characters of this class fit in a d20 world.-><br />
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'''Daily Life:''' <-day in the life of a character of this class->.<br />
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'''Notables:''' <-notable NPCs of this class->.<br />
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'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
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'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
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==== <-class name-> Lore ====<br />
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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.<br />
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{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
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==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
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'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
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'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
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''EL <!-- EL Number -->:'' <-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.->.<br />
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----<br />
{{DnD Base Classes Breadcrumb}}<br />
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[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693891Sanguine Aficionado (3.5e Class)2015-02-18T21:05:35Z<p>B1GG BAU5: /* Class Features */</p>
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<div>{{DnD Base Class Infobox<br />
|img=<br />
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|status=<-how close to completion-><br />
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|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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. This applies as DR/- for terms of damage being dealt.<br />
<br />
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'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
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'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
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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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
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By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
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By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
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By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
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The Caster Level of the potion created is equal to Class level.<br />
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'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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 points.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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 Sanguine Aficionado adds his current Charisma modifier to his health.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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 Inquisitor 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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693890Sanguine Aficionado (3.5e Class)2015-02-18T21:02:53Z<p>B1GG BAU5: /* Making a Sanguine Aficionado */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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. This applies as DR/- for terms of damage being dealt.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds. <br />
<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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 points.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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 Sanguine Aficionado adds his current Charisma modifier to his health.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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 Inquisitor 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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693889Sanguine Aficionado (3.5e Class)2015-02-18T21:00:48Z<p>B1GG BAU5: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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. This applies as DR/- for terms of damage being dealt.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds.<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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 points.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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 Sanguine Aficionado adds his current Charisma modifier to his health.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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 Inquisitor 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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
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'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
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==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693886Sanguine Aficionado (3.5e Class)2015-02-18T20:55:40Z<p>B1GG BAU5: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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. This applies as DR/- for terms of damage being dealt.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds.<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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 points.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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 Sanguine Aficionado adds his current Charisma modifier to his health.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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 Inquisitor 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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
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''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
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==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
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'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
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'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
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{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
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'''Feat:''' <-1st-level feat selection->.<br />
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'''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. ->.<br />
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'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
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'''Gold:''' <-Starting gold using this package.->.<br />
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=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
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'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
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'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
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'''Combat:''' <-Typical role in combat->.<br />
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'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
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==== <-pluralized class name-> in the World ====<br />
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{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
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<-Where characters of this class fit in a d20 world.-><br />
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'''Daily Life:''' <-day in the life of a character of this class->.<br />
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'''Notables:''' <-notable NPCs of this class->.<br />
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'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
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'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
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==== <-class name-> Lore ====<br />
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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.<br />
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{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
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==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
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'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
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'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
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''EL <!-- EL Number -->:'' <-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.->.<br />
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----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693885Sanguine Aficionado (3.5e Class)2015-02-18T20:47:58Z<p>B1GG BAU5: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
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|rating_power=<br />
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|status=<-how close to completion-><br />
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|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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. This applies as DR/- for terms of damage being dealt.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds.<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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 points.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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 Sanguine Aficionado adds his current Charisma modifier to his health.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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 Inquisitor 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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
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--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=693822Sanguine Aficionado (3.5e Class)2015-02-18T09:11:09Z<p>B1GG BAU5: /* Making a Sanguine Aficionado */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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. This applies as DR/- for terms of damage being dealt.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds.<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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 points.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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 Sanguine Aficionado adds his current Charisma modifier to his health.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crystal of Slashing Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A swirling motion with your wrists and suddenly you let fly a spray of Blood as it quickly becomes a swirling mass of razor sharp blades, 5 feet in diameter near a crystalline spining prism of blood. 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. This costs 5 HP to cast.<br />
<br />
You may expend an additional 5 HP to increase the area the crystal covers to a 10x10 square (10 feet in diameter). <br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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 Inquisitor 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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Arcanii_(3.5e_Race)&diff=688300Arcanii (3.5e Race)2015-01-17T07:42:28Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=9<br />
|ecl=7<br />
|type=Outsider<br />
|ability_adjust=<br />
|size=Medium<br />
|favored_class=Sorcerer<br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Arcanii =<br />
<br />
== Personality ==<br />
Arcanii act just as any other overly posh, arrogant, jerkhole would. They believe themsleves superior to all beings and... frankly they have the raw power to prove it, on the other hand they are addicted to magical energy to the point where they become total vampires without it's presence. All they feel is.... Hungry.<br />
<br />
== Physical Description ==<br />
Arcanii appear as humans with overexaggerated good looks, but with fluorescent hair, colorful glowing eyes and a natural "Glow" to their skin, but when they've been deprived of magic they begin to become faded, warped, and dark.<br />
<br />
== Relations ==<br />
They are friendly to all races, unless they are considered magical then they are just considered food. They ally themselves with blackhearts, due to their common hatred with all living things.<br />
<br />
== Alignment ==<br />
They are chaotic, due to the fact that they only seek magical energy like a horrible addiction.<br />
<br />
== Lands ==<br />
They live inside the Astral sea on a plane known only as The Gate, it is a beutiful land filled with brightly shimmering plants, the sky is always in aurora, and arcane energy flowing through the air like water. The Gate was destroyed in a conquest from the nine hells and ever since then they have been forced to exist on the material plane, without their arcane source though they have only little to feed on mainly, the arcane energy inside every living thing... they hunger for it.<br />
<br />
== Religion ==<br />
none.<br />
<br />
== Language ==<br />
Common, Draconic, Sylvan<br />
<br />
== Names ==<br />
They have incredibley exotic and noble names like Alexander, Lazarus, Circe, and Morganthe.<br />
<br />
== Racial Traits ==<br />
<br />
* +4 Cha,+2 con, &minus;2 Wis: The Arcanii being a natural wellspring of arcane energy their body has grown to widthhold this massive amount of energy and has made them more durable, but their addiction to arcane energy has made them reckless and illogical.<br />
* [[SRD:Fey Type|Fey]]: The Arcanii is given the Fey type for all spells, effects, and magical abilities, etc. that affect the fey type <br />
* Medium: <br />
* Arcanii [[base land speed]] is 30 feet.<br />
*Natural Spellfire Weilder: The Arcanii are so in-tune with the depth of magic that all are naturally gifted with Spellfire, all Arcanii start with the Spellfire Weilder feat. Also they may add their Charisma modifier to the number of spell levels they may hold.<br />
<br />
*Magic Dependency: Arcanii are so attuned to the presence of magic that now that they have moved to the Material Plane they now must keep magic energy in their presence all the time. An Arcanii who goes five hours without being in close proximity to a source of magic will take 1 point of Con Damage an will continue to do so util these conditions are met. Likewise area without any magic is equally harmful, an Arcanii in an anti-magic field takes 1d4 Con Damage every round, a DC15 Fortitude save can negate this but must be made each round. An Example: Vectis an Arcanii sorcerer keeps 1 Spell Level of his Spellfire stored at all times and makes an effort to keep it that way maintaining his Magic Dependency.<br />
<br />
<br />
<br />
* [[Automatic Languages]]: Common <br />
* [[Favored Class]]: Sorcerer or Warlock.<br />
* [[Level Adjustment]]:<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA7]]<br />
[[Category:ECL9]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Arcanii_(3.5e_Race)&diff=688299Arcanii (3.5e Race)2015-01-17T07:38:03Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=9<br />
|ecl=7<br />
|type=Outsider<br />
|ability_adjust=<br />
|size=Medium<br />
|favored_class=Sorcerer<br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Arcanii =<br />
<br />
== Personality ==<br />
Arcanii act just as any other overly posh, arrogant, jerkhole would. They believe themsleves superior to all beings and... frankly they have the raw power to prove it, on the other hand they are addicted to magical energy to the point where they become total vampires without it's presence. All they feel is.... Hungry.<br />
<br />
== Physical Description ==<br />
Arcanii appear as humans with overexaggerated good looks, but with fluorescent hair, colorful glowing eyes and a natural "Glow" to their skin, but when they've been deprived of magic they begin to become faded, warped, and dark.<br />
<br />
== Relations ==<br />
They are friendly to all races, unless they are considered magical then they are just considered food. They ally themselves with blackhearts, due to their common hatred with all living things.<br />
<br />
== Alignment ==<br />
They are chaotic, due to the fact that they only seek magical energy like a horrible addiction.<br />
<br />
== Lands ==<br />
They live inside the Astral sea on a plane known only as The Gate, it is a beutiful land filled with brightly shimmering plants, the sky is always in aurora, and arcane energy flowing through the air like water. The Gate was destroyed in a conquest from the nine hells and ever since then they have been forced to exist on the material plane, without their arcane source though they have only little to feed on mainly, the arcane energy inside every living thing... they hunger for it.<br />
<br />
== Religion ==<br />
none.<br />
<br />
== Language ==<br />
Common, Draconic, Sylvan<br />
<br />
== Names ==<br />
They have incredibley exotic and noble names like Alexander, Lazarus, Circe, and Morganthe.<br />
<br />
== Racial Traits ==<br />
<br />
* +4 Cha,+2 con, &minus;2 Wis: The Arcanii being a natural wellspring of arcane energy their body has grown to widthhold this massive amount of energy and has made them more durable, but their addiction to arcane energy has made them reckless and illogical.<br />
* Fey: <br />
* Medium<br />
* Arcanii [[base land speed]] is 30 feet.<br />
*Natural Spellfire Weilder: The Arcanii are so in-tune with the depth of magic that all are naturally gifted with Spellfire, all Arcanii start with the Spellfire Weilder feat. Also they may add their Charisma modifier to the number of spell levels they may hold.<br />
<br />
*Magic Dependency: Arcanii are so attuned to the presence of magic that now that they have moved to the Material Plane they now must keep magic energy in their presence all the time. An Arcanii who goes five hours without being in close proximity to a source of magic will take 1 point of Con Damage an will continue to do so util these conditions are met. Likewise area without any magic is equally harmful, an Arcanii in an anti-magic field takes 1d4 Con Damage every round, a DC15 Fortitude save can negate this but must be made each round. An Example: Vectis an Arcanii sorcerer keeps 1 Spell Level of his Spellfire stored at all times and makes an effort to keep it that way maintaining his Magic Dependency.<br />
<br />
<br />
<br />
* [[Automatic Languages]]: Common <br />
* [[Favored Class]]: Sorcerer or Warlock.<br />
* [[Level Adjustment]]:<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA7]]<br />
[[Category:ECL9]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Arcanii_(3.5e_Race)&diff=680298Arcanii (3.5e Race)2014-11-04T20:29:17Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=9<br />
|ecl=7<br />
|type=Outsider<br />
|ability_adjust=<br />
|size=Medium<br />
|favored_class=Sorcerer<br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Arcanii =<br />
<br />
== Personality ==<br />
Arcanii act just as any other overly posh, arrogant, jerkhole would. They believe themsleves superior to all beings and... frankly they have the raw power to prove it, on the other hand they are addicted to magical energy to the point where they become total vampires without it's presence. All they feel is.... Hungry.<br />
<br />
== Physical Description ==<br />
Arcanii appear as humans with overexaggerated good looks, but with fluorescent hair, colorful glowing eyes and a natural "Glow" to their skin, but when they've been deprived of magic they begin to become faded, warped, and dark.<br />
<br />
== Relations ==<br />
They are friendly to all races, unless they are considered magical then they are just considered food. They ally themselves with blackhearts, due to their common hatred with all living things.<br />
<br />
== Alignment ==<br />
They are chaotic, due to the fact that they only seek magical energy like a horrible addiction.<br />
<br />
== Lands ==<br />
They live inside the Astral sea on a plane known only as The Gate, it is a beutiful land filled with brightly shimmering plants, the sky is always in aurora, and arcane energy flowing through the air like water. The Gate was destroyed in a conquest from the nine hells and ever since then they have been forced to exist on the material plane, without their arcane source though they have only little to feed on mainly, the arcane energy inside every living thing... they hunger for it.<br />
<br />
== Religion ==<br />
none.<br />
<br />
== Language ==<br />
Common, Draconic, Sylvan<br />
<br />
== Names ==<br />
They have incredibley exotic and noble names like Alexander, Lazarus, Circe, and Morganthe.<br />
<br />
== Racial Traits ==<br />
<br />
* +4 Cha,+2 con, &minus;Wis: The Arcanii being a natural wellspring of arcane energy their body has grown to widthhold this massive amount of energy and has made them more durable, but their addiction to arcane energy has made them reckless and illogical.<br />
* Fey: <br />
* Medium<br />
* Arcanii [[base land speed]] is 30 feet.<br />
*Natural Spellfire Weilder: The Arcanii are so in-tune with the depth of magic that all are naturally gifted with Spellfire, all Arcanii start with the Spellfire Weilder feat. Also they may add their Charisma modifier to the number of spell levels they may hold.<br />
<br />
*Magic Dependency: Arcanii are so attuned to the presence of magic that now that they have moved to the Material Plane they now must keep magic energy in their presence all the time. An Arcanii who goes five hours without being in close proximity to a source of magic will take 1 point of Con Damage an will continue to do so util these conditions are met. Likewise area without any magic is equally harmful, an Arcanii in an anti-magic field takes 1d4 Con Damage every round, a DC15 Fortitude save can negate this but must be made each round. An Example: Vectis an Arcanii sorcerer keeps 1 Spell Level of his Spellfire stored at all times and makes an effort to keep it that way maintaining his Magic Dependency.<br />
<br />
<br />
<br />
* [[Automatic Languages]]: Common <br />
* [[Favored Class]]: Sorcerer or Warlock.<br />
* [[Level Adjustment]]:<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA7]]<br />
[[Category:ECL9]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Arcanii_(3.5e_Race)&diff=680297Arcanii (3.5e Race)2014-11-04T20:23:42Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=9<br />
|ecl=7<br />
|type=Outsider<br />
|ability_adjust=+6 [[Cha]] +2 [[Str]] +2 [[Dex]] +2 [[Con]] -4 [[Wis]], -4 [[Int]]<br />
|size=Medium<br />
|favored_class=Sorcerer<br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Arcanii =<br />
<br />
== Personality ==<br />
Arcanii act just as any other overly posh, arrogant, jerkhole would. They believe themsleves superior to all beings and... frankly they have the raw power to prove it, on the other hand they are addicted to magical energy to the point where they become total vampires without it's presence. All they feel is.... Hungry.<br />
<br />
== Physical Description ==<br />
Arcanii appear as humans with overexaggerated good looks, but with fluorescent hair, colorful glowing eyes and a natural "Glow" to their skin, but when they've been deprived of magic they begin to become faded, warped, and dark.<br />
<br />
== Relations ==<br />
They are friendly to all races, unless they are considered magical then they are just considered food. They ally themselves with blackhearts, due to their common hatred with all living things.<br />
<br />
== Alignment ==<br />
They are chaotic, due to the fact that they only seek magical energy like a horrible addiction.<br />
<br />
== Lands ==<br />
They live inside the Astral sea on a plane known only as The Gate, it is a beutiful land filled with brightly shimmering plants, the sky is always in aurora, and arcane energy flowing through the air like water. The Gate was destroyed in a conquest from the nine hells and ever since then they have been forced to exist on the material plane, without their arcane source though they have only little to feed on mainly, the arcane energy inside every living thing... they hunger for it.<br />
<br />
== Religion ==<br />
none.<br />
<br />
== Language ==<br />
Common, Draconic, Sylvan<br />
<br />
== Names ==<br />
They have incredibley exotic and noble names like Alexander, Lazarus, Circe, and Morganthe.<br />
<br />
== Racial Traits ==<br />
<br />
* +4 Cha,+2 con, &minus;Wis: The Arcanii being a natural wellspring of arcane energy their body has grown to widthhold this massive amount of energy and has made them more durable, but their addiction to arcane energy has made them reckless and illogical.<br />
* Fey: <br />
* Medium<br />
* Arcanii [[base land speed]] is 30 feet.<br />
*Natural Spellfire Weilder: The Arcanii are so in-tune with the depth of magic that all are naturally gifted with Spellfire, all Arcanii start with the Spellfire Weilder feat. Also they may add their Charisma modifier to the number of spell levels they may hold.<br />
<br />
*Magic Dependancy: Arcanii are so attuned to the presence of magic that now that they have moved to the Material Plane they now must keep magic energy in their presence all the time. An Arcanii who goes five hours without being in close proximity to a source of magic will take 1 point of Con Damage an will continue to do so util these conditions are met. Likewise area without any magic is equally harmful, an Arcanii in an anti-magic field takes 1d4 Con Damage every round, a DC15 Fortitude save can negate this but must be made each round.<br />
<br />
<br />
<br />
* [[Automatic Languages]]: Common <br />
* [[Favored Class]]: Sorcerer or Warlock.<br />
* [[Level Adjustment]]:<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA7]]<br />
[[Category:ECL9]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=666131Sanguine Aficionado (3.5e Class)2014-06-01T15:56:22Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=Combat Focused, Bad Guy<br />
|desc=An enthusiast of the mystical properties of blood, and has developed skills which allow him to manipulate the latent life energy within blood, as well as being able to shape blood itself to form weapons and to heal wounds.<br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Blood pool, Veins of Steel, Crimson Revelry <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Sanguine Wine<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Blood Harvest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Dead Blood, Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw forth essence, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | Steel Blood +2, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | Crimson Eau De Vie<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | Cruor Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Blood Master, Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | Blood Waltz, Bloodlust<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | Crimson Cask<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | Bloodbath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Bloodwalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
The Sanguine Aficionado's blood pool can contain (10 + level x Con modifier).<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Blood Pool}} ([[SRD:Special Abilities Overview#Supernatural|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. This applies as DR/- for terms of damage being dealt.<br />
<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Crimson Revelry}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Sanguine Wine}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
By expending 5 HP you can create a Potion of Cure Light Wounds.<br />
By expending 10 HP you can create a Potion of Cure Moderate Wounds.<br />
By expending 15 HP you can create a Potion of Cure Serious Wounds.<br />
The Caster Level of the potion created is equal to Class level.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Harvest}} ([[SRD:Special Abilities Overview#Supernatural|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 points.<br />
<br />
If the Weapon you are using was created by ''Veins of Steel'' ability, this ability is always active on that weapon.<br />
<br />
'''{{#anc:Dead Blood }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Crystal of Slashing Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A swirling motion with your wrists and suddenly you let fly a spray of Blood as it quickly becomes a swirling mass of razor sharp blades, 5 feet in diameter near a crystalline spining prism of blood. 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. This costs 5 HP to cast.<br />
<br />
You may expend an additional 5 HP to increase the area the crystal covers to a 10x10 square (10 feet in diameter). <br />
<br />
'''{{#anc:Crimson Eau de vie }} ([[SRD:Special Abilities Overview#Supernatural|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 Inquisitor 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.<br />
<br />
'''{{#anc:Transfusion}} ([[SRD:Special Abilities Overview#Supernatural|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. (This ability has a range of 30 feet + 10 feet per class level + 5 feet per Charisma Mod)<br />
<br />
'''{{#anc:Cruor Blade}} ([[SRD:Special Abilities Overview#Supernatural|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'. <br />
<br />
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.<br />
<br />
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. <br />
<br />
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'.<br />
<br />
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). <br />
<br />
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. <br />
<br />
'''{{#anc:Blood Master}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Blood Waltz}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Bloodlust}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Crimson Cask}} ([[SRD:Special Abilities Overview#Supernatural|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.)<br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloodbath}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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. <br />
<br />
'''{{#anc:Bloodwalk}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Arcanii_(3.5e_Race)&diff=660432Arcanii (3.5e Race)2014-03-31T15:32:50Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=9<br />
|ecl=7<br />
|type=Outsider<br />
|ability_adjust=+6 [[Cha]] +2 [[Str]] +2 [[Dex]] +2 [[Con]] -4 [[Wis]], -4 [[Int]]<br />
|size=Medium<br />
|favored_class=Sorcerer<br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Arcanii =<br />
<br />
== Personality ==<br />
Arcanii act just as any other overly posh, arrogant, jerkhole would. They believe themsleves superior to all beings and... frankly they have the raw power to prove it, on the other hand they are addicted to magical energy to the point where they become total vampires without it's presence. All they feel is.... Hungry.<br />
<br />
== Physical Description ==<br />
Arcanii appear as humans with overexaggerated good looks, but with fluorescent hair, colorful glowing eyes and a natural "Glow" to their skin, but when they've been deprived of magic they begin to become faded, warped, and dark.<br />
<br />
== Relations ==<br />
They are friendly to all races, unless they are considered magical then they are just considered food. They ally themselves with blackhearts, due to their common hatred with all living things.<br />
<br />
== Alignment ==<br />
They are chaotic, due to the fact that they only seek magical energy like a horrible addiction.<br />
<br />
== Lands ==<br />
They live inside the Astral sea on a plane known only as The Gate, it is a beutiful land filled with brightly shimmering plants, the sky is always in aurora, and arcane energy flowing through the air like water. The Gate was destroyed in a conquest from the nine hells and ever since then they have been forced to exist on the material plane, without their arcane source though they have only little to feed on mainly, the arcane energy inside every living thing... they hunger for it.<br />
<br />
== Religion ==<br />
none.<br />
<br />
== Language ==<br />
Common, Draconic, Sylvan<br />
<br />
== Names ==<br />
They have incredibley exotic and noble names like Alexander, Lazarus, Circe, and Morganthe.<br />
<br />
== Racial Traits ==<br />
<br />
* +6 Cha, &minus;4 Wis: The Arcanii being a natural wellspring of arcane energy their body has grown to widthhold this massive amount of energy and has made them at their physical peak, but their addiction to arcane energy has made them reckless and illogical.<br />
* Fey: <br />
* Medium<br />
* Arcanii [[base land speed]] is 30 feet.<br />
* ''Racial Hit Dice'': Arcanii start with two levels of Fey, granting them 2d8 HD, a Base Attack Bonus of +2, and saving throws of Fortitude +2, Reflex +2, and Will +2<br />
<br />
* Ascended Form(Su): The Arcanii's natural magical energy grants them a Caster Level of 3 as if they were a Sorcerer of that level, and they gain an untyped Armor bonus equal to their Caster Level + Cha modifier this applies to touch AC as well as Flat Fotted AC as well.. That and they may add their Cha modifier to one of their physical ability scores at character Creation.<br />
<br />
<br />
* Arcane Absorption(Su): The Arcanii's most dominate ability is the power to steal the arcane energy from all creatures. You may make as a standard action, a melee Touch Attack if successful your opponent takes 1d12 consitituin damage, and for every point of constitution damage dealt your Caster level increases by 1, if the creature was summoned by a spell or spell-like ability, or was created magically it kills them instantly.(like with raise dead, or summon monster, Etc.) And your Caster level raises by 10. If the target is a Spellcaster they may relenquish a number of spells per day equal to the difference between their Caster level and yours, if their's is higher they may make a DC 15 Will save to negate this if not they will lose Spells per day equal to the Difference between theirs and yours(Highest level spells first.)<br />
<br />
* Arcane Hunger(Su): The Arcanii need a constant stream of arcane energy or they will begin to grow weak, if they have not successfully used "Arcane Absorption" in the past 2 turns, they will receive a &minus;1 to all Ability Scores and will continue to do so until they have successfully used "Arcane Absorption". Also Dispel Magic and Antimagic field, deal 1 Constitution damage every turn they are affected by it. <br />
* [[Automatic Languages]]: Common, Draconic, Sylvan <br />
* [[Favored Class]]: Sorcerer or Warlock.<br />
* [[Level Adjustment]]: +3<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA7]]<br />
[[Category:ECL9]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Arcanii_(3.5e_Race)&diff=660431Arcanii (3.5e Race)2014-03-31T15:32:18Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=9<br />
|ecl=7<br />
|type=Outsider<br />
|ability_adjust=+6 [[Cha]] +2 [[Str]] +2 [[Dex]] +2 [[Con]] -4 [[Wis]], -4 [[Int]]<br />
|size=Medium<br />
|favored_class=Sorcerer<br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Arcanii =<br />
<br />
== Personality ==<br />
Arcanii act just as any other overly posh, arrogant, jerkhole would. They believe themsleves superior to all beings and... frankly they have the raw power to prove it, on the other hand they are addicted to magical energy to the point where they become total vampires without it's presence. All they feel is.... Hungry.<br />
<br />
== Physical Description ==<br />
Arcanii appear as humans with overexaggerated good looks, but with fluorescent hair, colorful glowing eyes and a natural "Glow" to their skin, but when they've been deprived of magic they begin to become faded, warped, and dark.<br />
<br />
== Relations ==<br />
They are friendly to all races, unless they are considered magical then they are just considered food. They ally themselves with blackhearts, due to their common hatred with all living things.<br />
<br />
== Alignment ==<br />
They are chaotic, due to the fact that they only seek magical energy like a horrible addiction.<br />
<br />
== Lands ==<br />
They live inside the Astral sea on a plane known only as The Gate, it is a beutiful land filled with brightly shimmering plants, the sky is always in aurora, and arcane energy flowing through the air like water. The Gate was destroyed in a conquest from the nine hells and ever since then they have been forced to exist on the material plane, without their arcane source though they have only little to feed on mainly, the arcane energy inside every living thing... they hunger for it.<br />
<br />
== Religion ==<br />
none.<br />
<br />
== Language ==<br />
Common, Draconic, Sylvan<br />
<br />
== Names ==<br />
They have incredibley exotic and noble names like Alexander, Lazarus, Circe, and Morganthe.<br />
<br />
== Racial Traits ==<br />
<br />
* +6 Cha, &minus;4 Wis: The Arcanii being a natural wellspring of arcane energy their body has grown to widthhold this massive amount of energy and has made them at their physical peak, but their addiction to arcane energy has made them reckless and illogical.<br />
* Fey: <br />
* Medium<br />
* Arcanii [[base land speed]] is 30 feet.<br />
* ''Racial Hit Dice'': Arcanii start with two levels of Outsider, granting them 2d8 HD, a Base Attack Bonus of +2, and saving throws of Fortitude +2, Reflex +2, and Will +2<br />
<br />
* Ascended Form(Su): The Arcanii's natural magical energy grants them a Caster Level of 3 as if they were a Sorcerer of that level, and they gain an untyped Armor bonus equal to their Caster Level + Cha modifier this applies to touch AC as well as Flat Fotted AC as well.. That and they may add their Cha modifier to one of their physical ability scores at character Creation.<br />
<br />
<br />
* Arcane Absorption(Su): The Arcanii's most dominate ability is the power to steal the arcane energy from all creatures. You may make as a standard action, a melee Touch Attack if successful your opponent takes 1d12 consitituin damage, and for every point of constitution damage dealt your Caster level increases by 1, if the creature was summoned by a spell or spell-like ability, or was created magically it kills them instantly.(like with raise dead, or summon monster, Etc.) And your Caster level raises by 10. If the target is a Spellcaster they may relenquish a number of spells per day equal to the difference between their Caster level and yours, if their's is higher they may make a DC 15 Will save to negate this if not they will lose Spells per day equal to the Difference between theirs and yours(Highest level spells first.)<br />
<br />
* Arcane Hunger(Su): The Arcanii need a constant stream of arcane energy or they will begin to grow weak, if they have not successfully used "Arcane Absorption" in the past 2 turns, they will receive a &minus;1 to all Ability Scores and will continue to do so until they have successfully used "Arcane Absorption". Also Dispel Magic and Antimagic field, deal 1 Constitution damage every turn they are affected by it. <br />
* [[Automatic Languages]]: Common, Draconic, Sylvan <br />
* [[Favored Class]]: Sorcerer or Warlock.<br />
* [[Level Adjustment]]: +3<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA7]]<br />
[[Category:ECL9]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Brawler_(3.5e_Class)&diff=655150Brawler (3.5e Class)2014-02-20T01:07:16Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=A work in progress<br />
|editing=<br />
|type=Combat Focused<br />
|desc=The Brawler started from outcast monks wishing to show their skills without showing as much honor and repect, they hone their skills in backstreet fighting rings in all towns and cities there are even rumors that there are leagues in major cities.<br />
}}<br />
==Brawler==<br />
<br />
{{quote|They have us surrounded? Those poor sods.|orig=Torrun Stoneshoulder as a horde of orcs charged his party}}<br />
<br />
A Brawler is a hand to hand fighter that excels in one on one duels.<br />
<br />
===Making a Brawler===<br />
<br />
Brawlers are the masters of hand to hand combat. They are always ready to throw down and will fight to protect their honor. The two most common places you will find a Brawler is in the ring or at the local tavern, because if they aren't talking with their fists they are talking about what their fists said earlier that day! When two Brawlers engage in a battle they fight until one of them either gives up or is unconscious. Brawlers will never kill each other, this is because the humiliation of defeat is worse than death.<br />
<br />
'''Adventures:''' Brawlers adventure to hone their skills and look for new techniques. To a Brawler, the fight is all; in it is the meaning of life, the secrets of the universe, and it is entirely too much fun. In addition, Brawlers adventure to find new things to fight, there's nothing like telling your bar buddies about how you wrestled an Owlbear into submission with nothing but your bare hands! <br />
<br />
'''Characteristics:''' Brawlers are boisterous and gregarious. They are often well liked, especially by women, but if you get on their bad side you should run... while you can. It is often said that when meeting a Brawler it is difficult to tell if he wants to have a drink with you, punch your face in, or do both at the same time.<br />
<br />
'''Alignment:''' Brawlers are usually Chaotic Neutral or Neutral Good but can be any non Lawful alignment. They are honorable people but their love of brew, battle, and bosoms often get the best of them. Evil Brawlers do exist but are rare, as no good words are spoken about those who betray their friends.<br />
<br />
'''Religion:''' Brawlers venerate Kord and other deities who give praise to athletes<br />
<br />
''' Races:''' Dwarfs are the most likely to take the path of the Brawler because they already have a love of drinking. Orcs might take up the mantle of a Brawler for the battle prowess. Rowdier Human men usually find them selves becoming Brawlers for the rush and brotherhood.<br />
<br />
'''Other Classes:''' Brawlers get along well with any martial class, whom they consider brothers in the fight. Bards also tend to get along with Brawlers, whom share a love of revelry and alcohol with them. Brawlers tend to view wizards - especially evokers - as cowards whom are afraid to get their hands dirty. They do, however, get along well with those that specialize in enchantments that can make them stronger.<br />
{{Section Description Needed}}<br />
<br />
A strong point about this class is that brawlers can earn money and incapacitate opponents. A main weak point is the fact that brawlers can't use most weapons.<br />
<br />
'''Abilities:''' Brawlers need Strength to power their unarmed strikes. After that, Constitution and Dexterity are the most important Brawler attributes.<br />
<br />
'''Races:''' Dwarves prefer being brawlers because of wrestling; other races become brawlers because they prefer fists to weapons.<br />
<br />
'''Alignment:''' Any nonlawful.<br />
<br />
'''Starting Gold:''' 2d4x10 (40 gp), as a brawler must pay off his gambling debts and bar tab before adventuring.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate; as [[SRD:Fighter|fighter]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Brawler}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Flurry of Blows<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0 || -1/-1 || 1d6<br />
| class="left" | Unarmed Strike, Improved Grapple, Flurry of Blows<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0 || +0/+0 || 1d6<br />
| class="left" | Wisdom Power, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +0 || +1/+1 || 1d6<br />
| class="left" | Grounded Strike<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1 || +2/+2 || 1d8<br />
| class="left" | Greater Grapple, Power Bomb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1 || +4/+4 || 1d8<br />
| class="left" | Bruised Armor<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2 || +5/+5/+0 || 1d8<br />
| class="left" | Bonus Feat, Suplex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2 || +6/+6/+1 || 1d8<br />
| class="left" | Endurance Training<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2 || +8/+8/+3 || 1d10<br />
| class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3 || +9/+9/+4 || 1d10<br />
| class="left" | Master Grapple<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +6 || +6 || +3 || +10/+10/+5 || 1d10<br />
| class="left" | Lick their Wounds<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" |+11/+6/+1|| +7 || +7 || +3 || +11/+11/+6/+1 || 1d10<br />
| class="left" | Counter Attack, Forceful Uppercut<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4 || +12/+12/+7/+2 || 2d6<br />
| class="left" | Great Fortitude<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4 || +13/+13/+8/+3 || 2d6<br />
| class="left" | Combination Punch<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4 || +14/+14/+9/+4 || 2d6<br />
| class="left" | Clothesline<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5 || +15/+15/+10/+5 || 2d6<br />
| class="left" | Flicker Jab<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5 || +16/+16/+11/+6/+1 || 2d8<br />
| class="left" | Driving The Nail<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5 || +17/+17/+12/+7/+2 || 2d8<br />
| class="left" | Block and Punch<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6 || +18/+18/+13/+8/+3 || 2d8<br />
| class="left" | Knockout Punch<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6 || +19/+19/+14/+9/+4 || 2d8<br />
| class="left" | Backbreaker <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6 || +20/+20/+15/+10/+5 || 2d10<br />
| class="left" | Finish Him Off<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 3+ [[Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Balance]] ([[Dex]]), [[Climb]] ([[Str]]), [[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Escape Artist]] ([[Dex]]), [[Heal]] ([[Wis]]), [[Hide]] ([[Dex]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Listen]] ([[Wis]]), [[Move Silently]] ([[Dex]]), [[Perform]] ([[Cha]]), [[Profession]] ([[Wis]]), [[Sense Motive]] ([[Wis]]), [[Spot]] ([[Wis]]), [[Swim]] ([[Str]]), and [[Tumble]] ([[Dex]]). <br />
|}<br />
<br />
====Class Features====<br />
All of the following are class features of the Brawler.<br />
<br />
'''Weapon and Armor Proficiency:''' Brawlers are proficient with [[gauntlet]], [[nunchaku]], [[spiked gauntlet]], [[punching dagger]], and [[quarterstaff]]. <br />
<br />
Brawlers are proficient with light armor.<br />
<br />
'''Unarmed Strike(EX):''' At 1st level, a brawler gains [[Improved Unarmed Strike]] as a bonus feat. A brawler’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a brawler may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a brawler striking unarmed. A brawler may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.<br />
If another class also has unarmed strike, include its class levels when calculating unarmed strike's damage.<br />
<br />
'''Improved Grapple:''' At 1st level a Brawler gains the Feat [[Improved Grapple]].<br />
<br />
'''Flurry of Blows (Ex):''' When unarmored, a brawler may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Brawler. This penalty applies for 1 round, so it also affects attacks of opportunity the brawler might make before her next action. When a brawler reaches 5th level, the penalty lessens to –1, and at 8th level it disappears. A brawler must use a full attack action to strike with a flurry of blows.<br />
<br />
When a brawler reaches 6th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.<br />
<br />
If another class also has flurry of blows, include its class levels when calculating flurry of blows' abilities.<br />
<br />
'''Wisdom Power:''' the Brawler use the Strength modifier in place of the Wisdom modifier for ability use.<br />
<br />
'''Grounded Strike:''' At 3rd level a Brawler gains the Feat [[Grounded Strike]].<br />
<br />
'''Greater Grapple:''' At 4th level a Brawler gains the Feat [[Greater Grapple]].<br />
<br />
'''Block and Punch:''' When combat advantage is granted over the brawler, Block and Punch is activated. When attacked the Brawler may make a grapple-check if successful, the attack is negated and the Brawler may make an attack of opportunity against that target. <br />
<br />
'''Power Bomb:''' When you have Combat Advantage over an enemy you may make a grapple attempt as a free action. If successful, you flip your opponent onto your shoulders, grasp his legs and slam him back-first into the floor. This deals 2d6 + your Str modifier damage and the target is knocked prone. <br />
<br />
'''Bruised Armor:''' Due to years spent training a Brawler's body is hard and used to punishment allowing them to add their Constitution modifier to their AC (This stacks with Dex modifier). In addition, a brawler gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five brawler levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the brawler is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. <br />
<br />
'''Suplex:''' A Brawler may make a grapple attempt as a free action. If Successful, the Brawl flips the opponent upside down, draping them over their shoulder, the brawler then slams him into the ground by dropping backwards onto the opponent. This attack deals 4d4 + your Str modifier damage, and the target ends up prone in the space behind you.<br />
<br />
If there is an enemy in the space behind you push them back 5ft and apply half damage to them as well.<br />
<br />
'''Endurance Training:''' You gain +1 per every 2 Brawler levels on your initiative check and +10ft. per every 3 Brawler levels to you movement speed.<br />
<br />
'''Master Grapple:''' At 9th level a Brawler gains the Feat [[Master Grapple]].<br />
<br />
'''Lick their wounds:''' Once per day the Brawler can heal himself an amount equal to his Constitution modifier x level of Brawler.<br />
<br />
'''Counter Attack:''' If an opponent misses with a melee attack you make a reflex save with a DC equal to the opponent's last roll. If this check is successful you may attempt to attack that opponent.<br />
<br />
'''Forceful Uppercut''' The Brawler may as an immediate action make an attack against an enemy who grants combat advantage. This attack deals damage equal to your unarmed damage + current Brawler level and knocks the target into the air (15 feet + total damage dealt). The enemy is left airborne until the start of the targets next turn. The target takes 1d6 per 5 feet upon impact. If the target takes more than 30 fall damage they become stunned until the start of their next turn.<br />
<br />
'''Great Fortitude:''' A Brawler gains the Bonus Feat Great Fortitude at level 12<br />
<br />
'''Combination Punch:''' The Brawler learns how to attack an enemy more frequently allowing them to deal more damage in less time. Whenever he is allowed a single attack he may make an additional free attack with the other hand.<br />
<br />
'''Clothesline:''' The Brawler gains an attack of opportunity against any enemy moving within 5ft of the Brawler. If successful, the target takes normal unarmed damage and is knocked prone.<br />
<br />
'''Flicker Jab:''' The Brawler uses a quick jab to a weak point in his opponent's stance causing them to stagger. The Flicker Jab is a standard action and causes the opponent to become Flatfooted for 1d4 rounds.<br />
<br />
'''Driving the Nail:''' If you hit an opponent with a critical you may make an additional attack at the same attack bonus.<br />
<br />
'''Knockout Punch:''' A Brawler may attempt a powerful punch against an enemy who grants combat advantage, which deals 3d20 unarmed damage and target must make a Fortitude save (DC 10 + Damage Dealt) or get knocked unconcious for 1d20 rounds.<br />
<br />
'''Backbreaker:''' The Brawler may attempt a grapple against an enemy who is below 50% their Max HP or prone. If successful, he deals 3d10 + 2 x Strength modifier damage and target becomes immobilized for the duration of the encounter.<br />
<br />
'''Finish Him Off:''' When an enemy's HP is below 25% the brawler get's a triple critical threat range against that target.<br />
<br />
====Ex-Brawlers====<br />
<br />
Brawlers that pursue a class that allows them to wear armor can no longer progress in Brawler.<br />
<br />
====Epic Brawler====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Brawler}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Bonus Feat, Legendary Wrestler<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonuse Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Legendary Wrestler:''' At 21st level a Brawler gains the Feat [[Legendary Wrestler]].<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Brawler gains a bonus feat (selected from the list of epic Brawler bonus feats) every other level after 20th.<br />
<br />
''Epic Brawler Bonus Feat List:'' Blinding Speed, Damage Reduction, Epic Dodge, Epic Prowess, Epic Speed, Legendary Prowess.<br />
<br />
====Human Brawler Starting Package====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Weapons:''' Gauntlets.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 3 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Escape Artist || 4 || Dex || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Brawler====<br />
<br />
'''Religion:''' A Brawler would usually worship a god of fighting or war. Evil brawlers would worship a god of death and fighting. Most neutral brawlers are athiest or agnostic.<br />
<br />
'''Other Classes:''' Brawlers don't get along with spellcasters and fight about brawn over brain. Fighters and other weapon users sometimes get along with brawlers. Monks don't get along with brawlers either, monks usually call brawlers a disgrace to the art of hand-to-hand and try to get a brawler to join their monastary.<br />
<br />
'''Combat:''' Brawlers act as the incapacitator in the party using their disable appendage and volley combo to temporarily disable their foe so allies can attack. Brawlers can act as money maker by joining braling tournaments.<br />
<br />
'''Advancement:''' Fighter. Brawlers prefer cross-classing to fighters to increase the numbers of bonus feats they get.<br />
<br />
====Brawlers in the World====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|Weapons disgrace natural strength.|orig=Hargen, Human Brawler}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' Most of daily life consists of fighting in the fight clubs or bars and making money while the rest consists of drinking himself into a stupor and possibly getting into more fights..<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' Most brawler cause fights at bars, or try to earn money by joining brawl bars and fighting clubs.<br />
<br />
'''NPC Reactions:''' Most are generally frightened of these walking calluses due to their immense size. But, those who are able to get passed that find the Brawlers to be a very fun person to be around, so long as they are not drunk.<br />
<br />
====Brawler Lore====<br />
<br />
{{Section Description Needed}}<br />
<br />
Characters with ranks in Knowledge(Local) can research brawlers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Brawler is a fist fighter with some monk abilities.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Brawlers sometimes organize fight clubs to show off strength and earn money.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Information on a specific Brawler(must have been met before).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Information on a specific fight club or brawl bar.<br />
|}<br />
<br />
====Brawlers in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' After a day a battling, the PCs go into a bar to have some drinks. Soon after, 2 drunkards (level 1 Commoners) have an argument and start to battle, causing [[Drunkard Swarm(DnD Creature)|swarms of drunkards]] to appear. 2 Level 1 Brawlers (who are drunk) start beating people at random, starting with the closest people (which so happens to be the PCs)<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
</div></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Mechanist_(3.5e_Class)&diff=648751Mechanist (3.5e Class)2013-12-19T23:41:32Z<p>B1GG BAU5: /* Game Rule Information */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
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|rating_power=<br />
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|status=Mostly done. Playable and Informative. Not a lot to add.<br />
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|type=Good Guy, Bad guy, Combat-Focused<br />
|desc=Mechanists strive to become as close to Constructs as Possible and use machines and gadgets to their advantage.<br />
}}<br />
<br />
= Mechanist =<br />
<br />
{{quote|You may say, it is impossible for a man to become like the Machine. And I would reply, that those never truly tried. |orig=An Unknown Mechanist}}<br />
<br />
Mechanist's are fascinated with how Machines, especially Golem's, Constructs and other magical Animated creatures work. For them building a Golem and sending it into battle is their greatest fulfillment, right after gathering and collecting Information on how to perfect that process.<br />
Almost fanatical in their endeavor they even replace their own body parts with mechanical appendages to enhance themself and rain destruction upon their foes.<br />
<br />
'''Adventures:''' Mechanist's Acolytes regularly set out to learn more about the world, more about Constructs, and how to accomplish perfection. And adventures provide ample Opportunity to do so, especially since it often carries valuable artifacts and metals with which the Mechanist can work later on.<br />
<br />
<br />
'''Characteristics:''' Mechanist's Acolytes are often accompanied by their Mentors, but equally often are those to busy and merely will demand reports on the progress of their Pupils while they are out to gather Knowledge. Occasionally will one not have a Mentor because they travel around so much and it would draw the Mentor away from their studies, these Acolytes regularly report to the nearest Leader of the Mechanist's whenever they leave an old region and travel into a new one.<br />
<br />
'''Alignment:''' Mechanist's can be of any Alignment. Those who are good are generally using their abilities to replace lost arms or legs of people, while the evil ones will ruthlessly build their own Personal Army of Golem's to wreak havoc and enslave people. No matter what Alignment<br />
<br />
'''Religion:''' Mechanist's have no true religion, as in they have no God they pray to, but that doesn't means there are no Clergy's of them, mostly stronger Mechanists Accompanied by lesser Mechanists, that are hidden in scarce places. Mostly because they don't want any Distractions, but sometimes for other reasons too (As in the safety of the people).<br />
<br />
'''Background:''' Most Mechanists are recruited from Villages, young Impressible children that awe at the tricks of those people with metal hands. Once they have joined the clergy starts the training where they are taught the basics about Golems and how to build them.<br />
<br />
Once coming to age will the not yet Acolytes be send out to gather money for the order, and for them self to proceed to the next step of their craft. <br />
<br />
Once a Mechanist has provided the clergy with enough money, sometimes with even dubious means which they don't seem to care much about, will the Leader of the Particular group perform a surgery using said money to buy the required tools and resources. A pair of Mechanical arms are attached and fused with the spine of the young Acolyte and once they ar fit enough they start the training on how to use these arms to their advantage, or for their work.<br />
<br />
'''Races:''' Mechanists are very pure minded, and although they accept any race among them self will a group of Humans rarely accept anything that is not a human, likewise for Elves, Orcs, or any other race. All safe for Half elves, which accept Half elves, humans and other elves.<br />
<br />
'''Other Classes:''' Mechanist's work well together with other classes, like Fighters, Mages, or Rogues. As their goal is to gather Knowledge they do tend to look down on the more simple and uneducated classes but they do see their uses.<br />
<br />
'''Role:''' A Mechanist only strives for Knowledge and so is happy with every position in a group, as long as he can gather more Knowledge. If he should be denied this knowledge though is he free to do as he pleases to get the point across that this is the most important work in the world and no Buffoon should meddle in it.<br />
<br />
'''Code of the Order:''' Additionally, a Mechanist’s code requires that he gathers more knowledge about any Constructs. If he can he will study a Construct with fascinated glee before a battle, and if that should fail he will study it after the battle is over.<br />
<br />
'''Associates:''' While he may adventure with characters of any alignment, an Mechinist will never knowingly associate with characters which seek to destroy knowledge.<br />
<br />
<br />
==Game Rule Information==<br />
<br />
'''Abilities:''' [[SRD:Intelligence (Term)|Intelligence]] is the most Important Attribute of a Mechanist for he strives to uncover the deepest Secrets of Constructs, but it also governs the use of their special abilities. [[SRD:Dexterity (Term)|Dexterity]] helps the Mechanist to avoid getting hit in Combat and [[SRD:Constitution (Term)|Constitution]] helps him to survive .<br />
<br />
'''Races:''' Any.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' As Wizard.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The mechanist}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +0<br />
| class="left" | [[#Arms of the Mechanist|Arms of the Mechanist]], [[#Charged Claw|Charged Claw]], [[#Mechanist Upgrade|Mechanist Upgrade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | [[#Weapon Focus: Mechanical Arms|Weapon Focus: Mechanical Arms]], [[#Mechanist Upgrade|Mechanist Upgrade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +3 || +´1 || +1<br />
| class="left" | [[#Mechanical Advantage|Mechanical Advantage]], [[#Skull Drone|Skull Drone]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +4 || +1 || +1<br />
| class="left" | [[#Mechanist Upgrade|Mechanist Upgrade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +4 || +1 || +1<br />
| class="left" | [[#High Sonic Drive|High Sonic Drive]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +5 || +2 || +2<br />
| class="left" | [[#Back Driller|Back Driller]], [[#Mechanist Upgrade|Mechanist Upgrade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +5 || +2 || +2<br />
| class="left" | [[#Mind of the Machine|Mind of the Machine]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +6 || +2 || +2<br />
| class="left" | [[#Mechanist Upgrade|Mechanist Upgrade]], [[#Skull Drone|Skull Drone]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +6 || +3 || +3<br />
| class="left" | [[#Thrall of the Machine|Thrall of the Machine]], [[#Flamethrower|Flamethrower]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +7 || +3 || +3<br />
| class="left" | [[#Improved Arms|Improved Arms]], [[#Dual Arm Expertise|Dual Arm Expertise]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +7 || +3 || +3<br />
| class="left" | [[#Machine Toughness|Machine Toughness]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/1 || +8 || +4 || +4<br />
| class="left" | [[#Mechanist Upgrade|Mechanist Upgrade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/1 || +8 || +4 || +4<br />
| class="left" | [[#Temporal Stasis|Temporal Stasis]], [[#Temporal Shift|Temporal Shift]], [[#Skull Drone|Skull Drone]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/2 || +9 || +4 || +4<br />
| class="left" | [[#Acid Spray|Acid Spray]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/2 || +9 || +5 || +5<br />
| class="left" | [[#Maintainance|Maintainance]], [[#Improved Skull Drone|Improved Skull Drone]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/3 || +10 || +5 || +5<br />
| class="left" | [[#Mechanist Upgrade|Mechanist Upgrade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/3 || +10 || +5 || +5<br />
| class="left" | [[#More Machine than Man|More Machine than Man]], [[#Chilling Coolant|Chilling Coolant]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/4 || +11 || +6 || +6<br />
| class="left" | [[#Improved Thrall of the Machine|Improved Thrall of the Machine]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/4 || +11 || +6 || +6<br />
| class="left" | [[#Material Upgrade|Material Upgrade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/5 || +12 || +6 || +6<br />
| class="left" | [[#Mechanist Upgrade|Mechanist Upgrade]], [[#Mechanical Perfection|Mechanical Perfection]]<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 3 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Appraise_Skill|Appraise]], [[Craft_(SRD_Skill)|Craft Construct]], [[SRD:Concentration_Skill|Concentration]], [[SRD:Decipher_Script_Skill|Deciever Script]], [[SRD:Disable_Device_Skill|Disable Device]], [[SRD:Heal_Skill|Heal]], [[SRD:Knowledge_Skill|Knowledge Arcana]]<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Mechanist<br />
<br />
'''Weapon and Armor Proficiency:''' Mechanists are proficient with all [[SRD:Simple_Weapon_Proficiency_(Feat)|Simple]] and [[Armor|Light Armor]]<br />
<br />
'''{{#anc:Energy Pool}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Mechanist has a special Energy pool he uses for his Special attacks. This pool is calculated by 1/2 Class levels (Minimum 1) + Intelligence Modifier.<br />
<br />
'''{{#anc:Arms of the Mechanist}} :''' A pair of extra mechanical arms are attached and fused to the spine of the Mechanist. These arms can be used for normal tasks in the place of his normal arms, and are even capable of holding weapons. However the arms are not Proficient with any weapon and hence incur a -4 Attack Penalty when wielding a weapon. Since the arms are made out of metal are they stronger than normal arms, they act as if they had 28 Natural Strength. They also grant a +10 Bonus to Grapple checks.<br />
An attack with these arms counts as an improved unarmed strike. He doesn't provoke an Attack of opportunity and he causes 1d6 + Strength Modifier damage with a successful hit, with a critical of 20/x3.<br />
<br />
'''{{#anc:Charged Claw}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Using one of his Charges from the Energy pool, the Mechanist can perform a normal melee attack while increasing the damage by 1d6 Electric Damage per 2 Class levels, and 2d6 against any enemy that is weak to electricity. <br />
<br />
'''{{#anc:Weapon Focus: Mechanical Arms}} :''' Weapon Focus: Mechanical Arms. The Mechanist gets +1 to Unarmed Attack Rolls made with his Mechanical Arms.<br />
<br />
'''{{#anc:Mechanical Advantage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The mechanist receives an Armor Class bonus equal to the Number of Mechanical Parts and Upgrades he has. His Mechanical Arms and every other Upgrade chosen from the '''{{#anc:Mechanist Upgrade}}''' section each count as one. Max +10 AC.<br />
<br />
'''{{#anc:Skull Drone}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' With a Successful craft check against a DC of 10 + HD of the creature, the Mechanist can remove the skull of said creature and outfit it to create a crawling Skull Drone.<br />
It counts as a Tiny [[SRD:Construct_Type|Construct]] of level 1 with 10 Strength and 14 Dexterity. Its Base speed is 40 Feet. It's skills are [[Spot|Spot]], [[Hide|Hide]] and [[Move_Silently|Move Silently]] and gets skill ranks 2 + Int Mod per level (when first constructed, it gets 2 + Int Mod times the Mechanist's class level). The Mechanist can only control one Drone at Level 3. This raises to 2 at Level 8 and 3 at level 13. The drones are controlled telepathically by the Mechanist. He can also see what the drones are seeing at any given moment, however, looking through the drone's eyes take absolute concentration and cannot perform any other action while doing so. Creating a Skull Drone takes 1d4 Hours.<br />
<br />
'''{{#anc:Mechanist Upgrade}} :''' At 1st level, 4th level, and every 4 levels afterwards, (8, 12, 16 and 20) the Mechanist can choose one of the upgrades from the following list. These can be taken multiple times. These can also be taken instead of taking a general feat as the Mechanist would normally do.<br />
<br />
''{{#anc:Mechanic Eye}} :'' The Mechanist replaces an eye with a mechanical one. This eye grants +1 to Attack rolls made with his Mechanical Arms, and also improves the vision of the Mechanist. (Normal to [[SRD:Low-Light_Vision|Low-Light]] 60ft, [[SRD:Low-Light_Vision|Low-Light]] to [[SRD:Darkvision|Darkvision]] 120ft). The Attack Bonus stacks. He also receives a +2 to Spot and +2 to saves versus Illusions. This can be taken a maximum of two times (or however many eyes the Mechanist might have), unless he is upgrading an existing eye (increasing vision and additional attack bonuses).<br />
<br />
''{{#anc:Mechanical Lung}} :'' The Mechanist replaces one of his lungs with a Mechanical one, granting himself a stacking +2 Constitution bonus. This lung is also much more effective and doubles the time he can hold his breath. He also receives +2 to his Saves against poison and weather effects. This can only be taken twice.<br />
<br />
''{{#anc:Mechanical Arms}} :'' The Mechanist removes the soft fleshy tissues in his arms and replaces them with cold hard steel mechanics, giving himself a stacking +10 Strength Bonus. He also receives a +8 to Grapple checks, +8 to climb Checks and it grants the Improved Unarmed Strike feat.<br />
<br />
''{{#anc:Mechanical Legs}} :'' Replacing his legs with stronger Mechanical ones lets the Mechanist now run at higher speeds. His base land speed is increased by 5 Feet and he can run one times Faster. (example: from 4 times to 5 times) He also receives a +5 Bonus to swim checks.<br />
<br />
''{{#anc:Improved Power Cell}} :'' Enhancing yourself is one thing, but utilizing yourself is another matter. The Mechanist decided to revamp his mechanical parts so that the energy flow is more efficient. He gains +5 to his Energy Pool, and his ranged attacks with any Mechanical Arms cause +1 more damage. This can be taken Multiple times but the damage increase doesn't stacks.<br />
<br />
''{{#anc:Mechanical Heart}} :'' By crafting an artificial heart and implanting it into his chest, he is given the capability to bypass his normal organic heart should it fail. The Mechanist is immune to Death By Massive Damage, and can make fortitude checks against spells and attacks that would drop his hit points below -9, except for spells that would destroy the heart as well (Like [[Disintegrate|Disintegrate]] or similar spells or abilities). It also grants the Die Hard feat.<br />
<br />
''{{#anc:Armor Plating}} :'' Placing Layers of metal beneath his skin increases the Mechanist's Armor Class by 1. He also gains 5 resistance to Fire, Acid, Cold or Electricity. This grants the Endure Elements feat as well. This can be taken Multiple times. Taking this upgrade does not count towards the '''Mechanical Advantage''' class feature.<br />
<br />
'''{{#anc:High Sonic Drive}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Using one of his charges from the energy pool, the Mechanist can create a beam of ultra sonic frequency that will cause 1d6 Sonic Damage per class level up to a maximum of 20d6 Damage at Level 20. The target must succeed a reflex save vs 10 + 1/2 Class Levels + Int Mod for half damage, or be dazed for 1 round. This counts as a ranged touch attack.<br />
<br />
'''{{#anc:Back Driller}} :''' In a painful surgery, a long drill is added to the spine of the Mechanist. The drill itself has a base strength of 28. Whenever the Mechanist grapples someone he can perform a touch attack with the drill, on top of his normal damage, that does 1d10 + (strength of the drill) and 1d4 constitution damage per class level to the target. <br />
<br />
'''{{#anc:Mind of the Machine}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The more Mechanical parts a mechanist has in him the stranger his brain and body becomes. He receives a bonus to his Will Save equal to the number of Mechanical Parts and Upgrades he has. Max +10.<br />
<br />
'''{{#anc:Thrall of the Machine }} :''' Using his knowledge of Constructs the Mechanist can craft a construct himself. The Construct must be crafted out of a dead and mostly intact body as the raw materials in the [[Craft_Construct|Craft Construct]] feat. The resulting constructed being has Strength and Dexterity equal to the original body, it gains the [[SRD:Construct_Type|Construct Subtype]]. It has no Constitution, and its Charisma, Intelligence and Wisdom are reduced to 1.<br />
<br />
The construct can't have a higher HD than the Mechanist's Class Level + his Int Modifier. Additionally, the Mechanist is able to enhance the construct with 1/2 of all of the enhancements the Mechanist has at the time of creation of the construct. To receive instructions, the construct must be within hearing distance of the Mechanist and will blindly carry out his orders.<br />
This construct resembles the being it was before, but a Spot Check vs 10 + 1/2 Mechanist Levels + Int mod will reveal that it has been reanimated. <br />
Constructs cannot talk or socially/intelligently interact with any other creature. <br />
All wounds the body maintained before it's reanimation grant a +2 bonus to all Spot checks when discerning the origins of the body. (Like a missing arm that had to be reattached).<br />
The whole process requires a Craft Construct roll vs 5 + HD of the creature and takes 1d4+1 Days. Each day a new roll is required or there is no advance in the process.<br />
Already created Constructs, Undead creatures or Plants cannot be used as raw materials in this ability. The creature used must be in the same size category, or lower, as the Mechanist.<br />
<br />
'''{{#anc:Flamethrower }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Yet another gadget added to the mechanist's repertoire. now he can discharge a plume of brightly burning fire at the enemy, causing 1d6+2 Fire damage per Class level up to a maximum of 20d6+2 at Level 20. The target needs a reflex save vs 10 + 1/4 Class Levels + Int Mod for half damage. The target takes 5 points of continuous fire damage each round, Ref negates (DC 17). This is a ranged touch attack.<br />
<br />
'''{{#anc:Improved Arms }} :''' The Mechanist Upgrades the arms upon his back, refitting them with better refined materials and adding built-in blades.<br />
The damage of the arms increased to 1d10+Str piercing. They also grant an additional +2 to Grapple roll, on top of the previous +4, and their Strength increases from 18 to 20.<br />
Furthermore the arms now add +2 to Craft Construct Checks during the Thrall of the Machine Ability.<br />
<br />
'''{{#anc:Dual Arm Expertise}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Mechanist now can utilize both of his mechanical arms in using his abilities, like High Sonic Drive and the Charged Claw. This however comes at an increased cost, burning three of his Energy Charges. He can choose to burn two more to double the damage with each.<br />
Each separate attack needs to be declared before use.<br />
<br />
'''{{#anc:Machine Toughness}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Through his devotion to the Mechanical advantages, the Mechanist becomes much tougher and his Hit die increase from d4 to d6. This is not a retroactive effect.<br />
<br />
'''{{#anc:Temporal Stasis}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Using one of his Mechanic arms, and expending one of his charges, the Mechanist can push a foe to be out of sync with the world. This effect works like a [[SRD:Slow|Slow]] spell. The save DC is 10 + Spell Level + Int Modifier. The Mechanist's class level determines the spellcaster level. By expanding two charges, the DC becomes 10 + Mechanist Class levels + Int Modifier. This is treated as a touch attack.<br />
<br />
'''{{#anc:Energize}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' By Depleting one of his charges from the energy pool, the Mechanist gains a temporal boost that slows the world around him. He gains [[SRD:Haste|Haste]]. <br />
<br />
'''{{#anc:Acid Spray}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Expanding one of his charges, the mechanist can shoot a [[SRD:Aiming_a_Spell_(Spell_Descriptor)#Burst.2C_Emanation.2C_or_Spread|Cone-shaped burst]] of acid from one of his arms, causing 1d8+2 Acid Damage per Class Level to enemies. Range 80 ft. Every enemy that is hit needs to make a reflex DC 15 for half the damage or they are [[Blinded|Blind]] for 1d6+1 Rounds.<br />
<br />
'''{{#anc:Maintainance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Mechanist has become very adept at building and repairing his gear and upgrades. He even went so far as to automate his Mechanical arms. He now gains a +4 bonues to Craft Construct Checks whenever he is using his Thrall of the Machine Ability. Furthermore, if the Mechanist is reduced below 0 Hit Points will his arms start stitching the wounds. If the mechanist has a healing kit the arms will use it. If he doesn't, the arms will stitch him up and heal him for 1d6 Hit Points. This can only be used once a day. All Craft checks take half as much time.<br />
<br />
'''{{#anc:Improved Skull Drone}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Through trial and error, the Mechanist perfected the way to create the Skull Drones. They now are equipped with a small explosive device that can detonate, causing 3d6 force damage, whenever they are reduced to 0 Hit Points. Furthermore the drones now can jump onto someone, requiring a Touch Attack, and attack him then. Crafting of a Skull Drone only requires 2d6 turns to do. This is not subject to the bonus granted by the Maintenance ability.<br />
<br />
'''{{#anc:More Machine than Man}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As the Mechanist replaces more and more of his human parts for mechanical creations, they become more resilient to pain and damage. A Mechanist receives 1/Damage Reduction per Machine Part and Upgrade he has.<br />
<br />
'''{{#anc:Chilling Coolant}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By expunging the coolant in his Mechanical arms, the mechanist can coat a 10ft. by 10ft. area in slippery ice. The mechanist only has a 5ft reach with this ability. These surfaces melt off in warm weather after 2d6 hours, in hot, after 1d4 hours. Any creatures already standing in the effected area must roll a reflex save, DC 10 + The Mechanists Class Level + Int Mod, or become frozen, taking 1d6 points of continuous cold damage per round.<br />
<br />
'''{{#anc:Improved Thrall of the Machine}}:''' The Mechanist now can Control two constructs which can be up to one size larger. Additionally the maximum HD the Mechanist can control is increased by 2 + his Int Modifier. <br />
<br />
'''{{#anc:Material Upgrade}}:''' The mechanist can finally change the normal metal of his mechanical arms and his Back Driller and trade the normal steel in for [[SRD:Special_Materials|Improved materials]], like Adamantine or Mithral. His Mechanical arms and Back Driller are now capable of being enchanted. See [[SRD:Creating_Magic_Items#Table:_Estimating_Magic_Item_Gold_Piece_Values|This]] table for the information on enchantments.<br />
<br />
'''{{#anc:Mechanical Perfection}}:''' At long last comes the final rite of the Mechanist. In another painful surgery he starts replacing his bones with metal.<br />
<br />
''{{#anc:Mithral}}:'' Choosing this Material will grant the Mechanist a +2 Enhancement Bonus to Dexterity, +2 to Strength, +2 Damage to all Unarmed attacks, Damage Reduction 3/-, +2 AC and a penalty of -5 to Swim and Climb checks. The procedure is very painful though and so he suffers a permanent Malus of -2 to Constitution. Estimated Cost: 7,000 Gold.<br />
<br />
''{{#anc:Adamantine}}:'' Choosing this Material will grant the Mechanist a +4 Bonus to Strength, -2 to Dexterity, +4 Damage to all unarmed Attacks, Damage Reduction 5/-, +4 AC and a penalty of -10 to Swim and Climb. The procedure is very painful though and so he suffers a permanent Malus of -4 to Constitution. Estimated Cost: 13,000 Gold.<br />
<br />
====Ex-Mechanists====<br />
<br />
====Epic Mechanist====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Mechanist}}</div><br />
Hit Die: Variable<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#Epic Machine Toughness|Epic Machine Toughness]], [[#Epic Mechanist Upgrade|Epic Mechanist Upgrade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Combat Style|Combat Style]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | [[#Machine Knowledge|Machine Knowledge]] <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#Epic Mechanist Upgrade|Epic Mechanist Upgrade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | [[#Mechanical Purification|Mechanical Purification]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | [[#Epic Mechanist Upgrade|Epic Mechanist Upgrade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [[#Mechanical Spare Parts|Mechanical Spare Parts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Epic Mechanist Upgrade|Epic Mechanist Upgrade]], [[#Mechanical Completion|Mechanical Completion]]<br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
{{#anc:Charged Claw}}<br />
'''{{#anc:Epic Machine Toughness}}:''' The Mechanist becomes more and more like a machine, and hence tougher. His Hit Die increases from D6 to D8, this is not retroactive and only goes for the Epic Levels.<br />
<br />
'''{{#anc:Epic Machine Upgrade}}:''' At level 21 and every 3 Level afterward can the Mechanist chose an upgrade from the Following List. He can also take one of these feats instead of a general feat:<br />
<br />
''Improved Battle Arms:'' The Damage of the Mechanical Arms of the Mechanist increases to 1d20+2 with a threat range of 19-20/x3. The arms now count as if having a natural Strength of 32 and Weapon Specialization: Mechanical Arms, letting them cause +2 extra Damage. Furthermore they now can discharge one of the Mechanics Powers (Charged Claw, Flamethrower, Chilling Coolant, Acid Spray, High Sonic Drill) as bonus damage when they hit. This costs 1 energy charge in addition to the power cost of this power.<br />
<br />
''Epic Energy Storage:'' With this upgrade increases the Mechanist his Energy pool by +10.<br />
<br />
''Combat Targeting:'' With this upgrade receives the Mechanist a +2 Attack bonus with his Machine Arms, but furthermore increases his threat range by one (From 19-20 to 18-20).<br />
<br />
''Construction Expertise:'' A Mechanist of such proportions can combine a pair of Constructs, merging their strength and their forms, creating a Construct up to Large Size. This construct has the HD of both of its parents and 1 times the Abilities of one of their parents plus half of the Abilities of the second parent. (So a construct that would have been made from a 18 Strength Construct and a 14 Strength Construct would have 18 Strength + 14/2 = 23 Strength). Such a Construct can not have more HD than the Mechanist has Class Levels + 4 + Int Modifier. Also is such a construct an abominational sight and everyone will instantly know that it is not the slightest bit human. The Spot and Sense Motive Checks are forfeit. This ability can only be used once and not again until the merged Construct is destroyed.<br />
<br />
''Combat Repairing:'' Each time the Mechanist takes no action in his round can his Mechanical Arms heal up to 1d10 + Int HP to him, or 1d20 + Craft Construct to a Construct.<br />
<br />
''Expert Salvager:'' Not wanting to let anything get to waste does Mechanist not require the newest shiniest materials to build things. He can simply salvage the material from what is around, even if the result will be mediocre. The cost for building Constructs is now halved, but they receive a -2 Penalty to Strength, Dexterity and their Maximum Hit Points is reduced by 1 for each HD they have.<br />
<br />
''Overload Attack:'' Through rerouting and overloading his systems can the Mechanist unleash all Four of his Powers (Flamethrower, Chilling Coolant, Acid Spray, High Sonic Drill) upon a single target. This costs a lot of energy and the attack requires 5 Energy, plus one Energy per each power used. If the Mechanist should use it with Dual Arm expertise would it require 2 energy instead of 1 per Power. <br />
<br />
''{{#anc:Improved Mechanic Eye}} :'' The Mechanist upgrades one of his existing cybereyes, doubling the range he can look with it. He also receives +4 to Spot<br />
<br />
''{{#anc:Improved Mechanical Arms}} :'' The Mechanist upgrades his existing mechanical arms, granting him a +4 Bonus to Strength, but also a +2 Bonus to Grapple and +4 Bonus to Climb Checks.<br />
<br />
''{{#anc:Improved Mechanical Legs}} :'' With his improved Mechanical Legs can the Mechanist now run faster than ever before. His base speed is increased by 10 Feet and he can run one time Faster. (From 5 Times to 6 times, as an example.) He also receives a +5 Bonus to swim checks.<br />
<br />
''{{#anc:Improved Armor Plating}} :'' Placing Layers of metal beneath his skin increases the Mechanist his Armor Class by 2. He also gains 10 resistance to Fire, Acid, Cold or Electricity. This can be taken Multiple times.<br />
<br />
'''{{#anc:Combat Style}}:''' At level 22 has the Mechanist to choose between several styles of Combat or Support.<br />
<br />
''Front Line Combat:'' With this style chosen will the Mechanist seek the frontlines. It grants a +2 damage bonus to all Melee Attacks, furthermore can the Mechanist now perform a dual attack with his normal Arms and the Mechanical arms at his highest Attack bonus to hit up to 4 times, either multiple targets or just one target which will be hit 4 times then. This style also will provide the Mechanist with a pair of natural weapons implemented into his arms which will cause 1d10 Piercing damage in addition to his unarmed damage, they will also increase his unarmed threat range by 2(From 20/x2 to 18 - 20/x2). His ranged attacks suffer because of this specialization though and his ranged attacks will only cause damage as if he was a Level 10 Mechanist (Capped at 10dX damage) while also draining double the Energy.<br />
<br />
''Ranged Combat:'' With this style Chosen will the Mechanist stay back and attack from afar. His Energy Pool increases by 10 and his ranged attacks are no longer capped at level 20 but increase up to his Mechanist Class level. However his melee attacks suffer from this specialization and he will cause -4 damage with all melee attacks, furthermore whenever he uses one of his powers in Melee will he provoke an Attack of opportunity. He can however use his powers from each arm, targeting up to 2 enemies with them.<br />
<br />
''Support Combat:'' With this style Chosen forsakes the Mechanist all close combat and Melee attacks and instead focuses on building Constructs to support himself. He can now control 3 Constructs, up to Large size, and build them in half the time. He also can finally Control up to twice his Mechanist Class Level + 9 + Int Modifier in Construct HD. Those constructs will get +4 Strength and +4 Dexterity for each 5 points the craft Construct roll exceeds the DC, while additionally gaining a Stat boost of +4 to Strength and Dexterity. The mechanist can also enhance these constructs with his Powers, granting them a Permanent close combat Damage bonus of either Acid, Fire, Cold or Sonic of 1d10. <br />
The Mechanist however completely looses his ability to make Ranged attacks and his close combat damage is limited to only his mechanical arms whose damage is cut in half.<br />
<br />
''None:'' In the case the Mechanist doesn't want to specialize himself can he choose this Style and remain as he is.<br />
<br />
'''{{#anc:Mechanical Purification}}:''' The Mechanist starts replacing more and more of his internal organs with Mechanical parts, rendering him immune to sneak attacks.<br />
<br />
'''{{#anc:Mechanical Spare Parts}}:''' Through knowledge of how adventuring goes and how problematic it can be when one is wounded carries the Mechanist a pair of spare arms, legs, and even more around with him to replace them if he should have the need to do so. This renders the Mechanist immune to Critical Strikes.<br />
<br />
'''{{#anc:Mechanical Completion}}:''' At the height of their power have the Mechanist's replaced almost everything in their bodies with advanced machinery. They now gain the [[#Construct|Construct Subtype]], with the only difference that he keeps his Constitution Score and can be raised from the Dead. He also stops aging.<br />
<br />
<br />
''Epic Mechanist Bonus Feat List:'' [[SRD:Additional_Magic_Item_Space|Additional Magic Item Space]] [[SRD:Armor Skin|Armor Skin]], [[SRD:Damage Reduction|Damage Reduction]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Leadership|Epic Leadership]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Superior Initiative|Superior Initiative]].<br />
<br />
====Human Mechanist Starting Package====<br />
<br />
'''Weapons:''' Shortsword<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 3 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || [[#SRD:Intelligence|Int]] || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft Construct || 4 || [[#SRD:Intelligence|Int]] || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge Arcana || 2 || [[#SRD:Intelligence|Int]] || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disable Device || 2 || [[#SRD:Intelligence|Int]] || "&mdash;"<br />
<br />
|}<br />
<br />
'''Feat:''' [[#Mechanic Eye|Mechanic Eye]]<br />
<br />
'''Bonus Feats:''' [[#Arms of the Mechanist|Arms of the Mechanist]], [[#Charged Claw|Charged Claw]], [[#Mechanical Arms|Mechanical Arms]]<br />
<br />
<br />
'''Gear:''' [[SRD:Leather_Armor|Leather Armor]], [[SRD:Adventuring_Gear|Bedroll]],[[SRD:Adventuring_Gear|Waterskin]]<br />
<br />
'''Gold:''' 10<br />
<br />
===Campaign Information===<br />
<br />
<br />
<br />
<br />
<br />
====Mechanist Lore====<br />
<br />
<br />
<br />
Characters with ranks in Knowledge Arcane can research Mechanist's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | A Mechanist worships constructs.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Mechanist often has Mechanical Arms fused to their spine.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | More powerful Mechanist's surround them self with Constructs that serve them .<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The most powerful Mechanist's can even defeat death.<br />
|}<br />
<br />
====Mechanist's in the Game====<br />
<br />
Mechanists vary greatly. Some of them help townspeople and stitch their wounds together while others devote themself to the study of Constructs while others see their powers given as a meaning to rise to high strength.<br />
<br />
'''Adaptation:''' The mechanist could be adapted to the D20 Modern world.<br />
<br />
'''Sample Encounter:''' A small group of Mechanists settled down near a village. One day the local Mayor disappear, just to be found later wandering the woods. The townspeople think that there might be something of about him but they can't pinpoint it. Some suspect that the Mechanists might've captured the Mayor and replaced it with a Copy, so they try to keep the mayor locked up but he simple breaks out and marches out into the woods. <br />
Eventually the PC's will find the entrance to the lair of the Mechanists where they are greeted warmly and the Mechanists do not seem as hostile as the townspeople made them out to be, or are they?<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Plague_Bearer_(3.5e_Race)&diff=616607Plague Bearer (3.5e Race)2013-04-19T01:02:13Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size=<!-Size: Pick (Small, Medium, Large, Huge, etc)-><br />
|favored_class=<!-Class. Add a link if it's a class found here.-><br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Plague Bearers =<br />
Plague Bearers are a race of the undead who's sole focus and goal as a people is to rot and decay the worlds, and devour all living things. All they think about is eating and food and it only makes them hungrier.<br />
<br />
== Personality ==<br />
Plague Bearers behave like vultures, preying on the weak, old, and dying; they only seek their own betterment and wil go well out of their way for a meal. They are also very unpredictable and are not very trustworthy, they want food nothing more nothing less. if they have you in their sights as a meal there is no bargaining or reasoning just run.<br />
<br />
<br />
== Physical Description ==<br />
They appear quite repulsive and grotesque, yet suprisingly human with tight shrinking skin and bloated muscles; and are preferably covered in filth. They are also thin, enough as to appear sickly. They have dark greenish-brown, lead-grey, pitch-black, or even (rarely) snow-white hair, appearing unkempt, and rarely cut throughout their lives. The males grow very spare facial hair. Their skin is greyish-green and extremely pale, enough so that their veins are clearly visible under their skin. Their eyes are their most striking feature- they glow faintly in darkness, and are greenish-blue, without visible iris, pupil, or white. Their teeth have been sharpened and serated to make eating flesh easier.<br />
<br />
== Relations ==<br />
Due to their incessant hunger , they have been marked as pariahs and are deemed insane. They are outlaws and scavengers usually very agressive even for scavengers.<br />
<br />
== Alignment ==<br />
Due to their hunger they are most definitely chaotic, since all it takes is one skipped meal and they''ll try to eat a whole friggin (yes i used friggin to explain them) village.<br />
<br />
== Lands ==<br />
Plague Bearers usually live a nearly solitary lifestyle in some viral swamp or pit where other beings fear to tread for threat of illness. Whenever a large area is left barren and deserted as a result of plague or famine, however,Plague Bearers instinctively move in, one by one, looting what’s been left behind, feeding on the dead and dying, and adapting the environment and buildings to suit their own kind. Inevitably, as if called by some intangible force, more and more gather, until the community has been totally taken over. The original occupants, once they see what they’re up against, rarely try to reclaim their lands. Their main Territory is a large Ex-Drow city in the Underdark, known as Bloodmire Chasm. <br />
<br />
== Religion ==<br />
They tend not to be focused on deities due to their never ending hunger, but they tend to lean towards Deities of death like Nerull.<br />
<br />
== Language ==<br />
Common and Undercommon<br />
<br />
== Names ==<br />
Their names are just like humans.<br />
<br />
== Racial Traits ==<br />
<br />
* +2 Str,&minus;4 Wis: Plague Bearers are Strong, but their minds have decayed from living with a never ending hunger.<br />
* Undead<br />
* Medium<br />
* Plague Bearer [[base land speed]] is 30 feet: Plague Bearers have a Burrow speed Equal to his base land speed.<br />
* Dark-Vision 90 feet<br />
* Low-Light Vision<br />
* 2d8 Bite Attack: Targets bitten are inflicted with Tetanus(No Save)<br />
* Blighted Scavenger: Plague Bearers for all purposes posess the Lifesense Feat, except that they can see into and past solid objects.<br />
<br />
* ''Racial Hit Dice'': Plague Bearers start with two levels of Undead, granting them 2d12 HD, a Base Attack Bonus of +2, and saving throws of Fortitude +2, Reflex +2, and Will +2.<br />
<br />
*Bonus Feats: Because they have been rotted from their core outward and putrescence is infused into their being they are Granted two Vile Feats. <br />
<br />
* Decaying Touch: A Plague Bearer has the gift of Decay, they rot everything they touch to it's core. The Touch of a Plague Bearer bestows Vile Damage Equivalent to afflicted creature's HD. <br />
<br />
* Blighted Land: The Plague Bearer blights the landscape he stands upon, every space within 30 feet centered on him becomes Blighted Terrain for 1d4 rounds after he no longer affects that space, All undead gain a +4 Profane bonus to all rolls while inhabiting Blighted Terrain, but all non-undead receive a &minus;4 to all rolls, and they must at the start of their turn make a DC20 Fortitude save or become Nauseated for 1d4 turns. <br />
<br />
* [[Automatic Languages]]: Common, Undercommon. <br />
* [[Favored Class]]: Rogue or Necromancer.<br />
* [[Level Adjustment]]: LA+2<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Plague Bearer Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 14 years || +2 || +3 || +6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Plague Bearer Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup><br />
|- style="white-space: nowrap;"<br />
| 140 years || 280 years || 420 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, +1 to Str, Dex, and Con; &minus;1 to Int, Wis, and Cha.<br />
# At old age, +2 to Str, Dex, and Con; &minus;1 to Int, Wis, and Cha.<br />
# At venerable age, +3 to Str, Dex, and Con; &minus;1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Plague Bearer Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 6' 5" || + 2d10 || 180 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5' 11" || +2d10 || 130 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Undead Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA#4]]<br />
[[Category:ECL<!-#->]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Plague_Bearer_(3.5e_Race)&diff=616606Plague Bearer (3.5e Race)2013-04-19T01:01:50Z<p>B1GG BAU5: </p>
<hr />
<div>{{requestreview|One this thing is undead why does it have a life span? two the writing needs tweaked severly. three there are a lot of contradictions and the adjustment section needs to be rewritten.}}<br />
<br />
{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size=<!-Size: Pick (Small, Medium, Large, Huge, etc)-><br />
|favored_class=<!-Class. Add a link if it's a class found here.-><br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Plague Bearers =<br />
Plague Bearers are a race of the undead who's sole focus and goal as a people is to rot and decay the worlds, and devour all living things. All they think about is eating and food and it only makes them hungrier.<br />
<br />
== Personality ==<br />
Plague Bearers behave like vultures, preying on the weak, old, and dying; they only seek their own betterment and wil go well out of their way for a meal. They are also very unpredictable and are not very trustworthy, they want food nothing more nothing less. if they have you in their sights as a meal there is no bargaining or reasoning just run.<br />
<br />
<br />
== Physical Description ==<br />
They appear quite repulsive and grotesque, yet suprisingly human with tight shrinking skin and bloated muscles; and are preferably covered in filth. They are also thin, enough as to appear sickly. They have dark greenish-brown, lead-grey, pitch-black, or even (rarely) snow-white hair, appearing unkempt, and rarely cut throughout their lives. The males grow very spare facial hair. Their skin is greyish-green and extremely pale, enough so that their veins are clearly visible under their skin. Their eyes are their most striking feature- they glow faintly in darkness, and are greenish-blue, without visible iris, pupil, or white. Their teeth have been sharpened and serated to make eating flesh easier.<br />
<br />
== Relations ==<br />
Due to their incessant hunger , they have been marked as pariahs and are deemed insane. They are outlaws and scavengers usually very agressive even for scavengers.<br />
<br />
== Alignment ==<br />
Due to their hunger they are most definitely chaotic, since all it takes is one skipped meal and they''ll try to eat a whole friggin (yes i used friggin to explain them) village.<br />
<br />
== Lands ==<br />
Plague Bearers usually live a nearly solitary lifestyle in some viral swamp or pit where other beings fear to tread for threat of illness. Whenever a large area is left barren and deserted as a result of plague or famine, however,Plague Bearers instinctively move in, one by one, looting what’s been left behind, feeding on the dead and dying, and adapting the environment and buildings to suit their own kind. Inevitably, as if called by some intangible force, more and more gather, until the community has been totally taken over. The original occupants, once they see what they’re up against, rarely try to reclaim their lands. Their main Territory is a large Ex-Drow city in the Underdark, known as Bloodmire Chasm. <br />
<br />
== Religion ==<br />
They tend not to be focused on deities due to their never ending hunger, but they tend to lean towards Deities of death like Nerull.<br />
<br />
== Language ==<br />
Common and Undercommon<br />
<br />
== Names ==<br />
Their names are just like humans.<br />
<br />
== Racial Traits ==<br />
<br />
* +2 Str,&minus;4 Wis: Plague Bearers are Strong, but their minds have decayed from living with a never ending hunger.<br />
* Undead<br />
* Medium<br />
* Plague Bearer [[base land speed]] is 30 feet: Plague Bearers have a Burrow speed Equal to his base land speed.<br />
* Dark-Vision 90 feet<br />
* Low-Light Vision<br />
* 2d8 Bite Attack: Targets bitten are inflicted with Tetanus(No Save)<br />
* Blighted Scavenger: Plague Bearers for all purposes posess the Lifesense Feat, except that they can see into and past solid objects.<br />
<br />
* ''Racial Hit Dice'': Plague Bearers start with two levels of Undead, granting them 2d12 HD, a Base Attack Bonus of +2, and saving throws of Fortitude +2, Reflex +2, and Will +2.<br />
<br />
*Bonus Feats: Because they have been rotted from their core outward and putrescence is infused into their being they are Granted two Vile Feats. <br />
<br />
* Decaying Touch: A Plague Bearer has the gift of Decay, they rot everything they touch to it's core. The Touch of a Plague Bearer bestows Vile Damage Equivalent to afflicted creature's HD. <br />
<br />
* Blighted Land: The Plague Bearer blights the landscape he stands upon, every space within 30 feet centered on him becomes Blighted Terrain for 1d4 rounds after he no longer affects that space, All undead gain a +4 Profane bonus to all rolls while inhabiting Blighted Terrain, but all non-undead receive a &minus;4 to all rolls, and they must at the start of their turn make a DC20 Fortitude save or become Nauseated for 1d4 turns. <br />
<br />
* [[Automatic Languages]]: Common, Undercommon. <br />
* [[Favored Class]]: Rogue or Necromancer.<br />
* [[Level Adjustment]]: LA+2<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Plague Bearer Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 14 years || +2 || +3 || +6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Plague Bearer Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup><br />
|- style="white-space: nowrap;"<br />
| 140 years || 280 years || 420 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, +1 to Str, Dex, and Con; &minus;1 to Int, Wis, and Cha.<br />
# At old age, +2 to Str, Dex, and Con; &minus;1 to Int, Wis, and Cha.<br />
# At venerable age, +3 to Str, Dex, and Con; &minus;1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Plague Bearer Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 6' 5" || + 2d10 || 180 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5' 11" || +2d10 || 130 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Undead Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA#4]]<br />
[[Category:ECL<!-#->]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Brawler_(3.5e_Class)&diff=612318Brawler (3.5e Class)2013-03-14T05:35:40Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=A work in progress<br />
|editing=<br />
|type=Combat Focused<br />
|desc=The Brawler started from outcast monks wishing to show their skills without showing as much honor and repect, they hone their skills in backstreet fighting rings in all towns and cities there are even rumors that there are leagues in major cities.<br />
}}<br />
==Brawler==<br />
<br />
{{quote|Let 'em come, I'll take 'em with me bare hands!"|orig=Torrun Stoneshoulder as a horde of orcs charged his party}}<br />
<br />
A Brawler is a monk with their own honor code and usually go into organizations to battle hand-to-hand.<br />
<br />
===Making a Brawler===<br />
<br />
Not much is known about Brawlers, except that they excel at hand-to-hand, because they're very secret about their activities and proud of their abilities, they can be strange people in the eyes of non-brawlers. This class originated in a bar of unknown origins. If a few brawlers settle in one area they usually form a Brawl Club where they engage in hand-to-hand combat, wearing no armor, a winner's declared when one opponent is knocked out or gives up, a humiliating defeat.<br />
<br />
'''Adventures:''' Brawlers adventure to hone their skills and to deepen their spiritual connections. To a Brawler, the fight is all - in it is the meaning of life, the secrets of the universe, and it's entirely too much fun. In addition, Brawlers adventure to find new things to fight - there's nothing like telling your peers about how you wrestled a giant rust monster into submission! <br />
<br />
'''Characteristics:''' Brawlers are boisterous and gregarious, and come off as both intimidating and likeable in equal degree. It is often said that when meeting a Brawler, it is difficult to say if he wants to have a drink with you, punch your face in, or both at the same time.<br />
<br />
'''Alignment:''' Brawlers are always non-lawful but vary greatly when it comes to being good or evil; they are honorable, but their love of brew, battle, and bosoms can get the best of them fairly often. Evil Brawlers are rare, as no good words are spoken about those that betray their friends.<br />
<br />
'''Religion:''' Brawlers venerate Kord and other deities who give praise to athletes<br />
<br />
''' Races:''' Dwarfs are the most likely to take the path of the brawler because they already have a love of drink. Orcs might take up the mantle of a brawler for the battle prowess. Humans hold no true feelings toward the class but many humans tend to drift toward it later in life.<br />
<br />
'''Other Classes:''' Brawlers get along well with any martial class, whom they consider brothers in the fight. Bards, likewise, tend to get along with Brawlers, whom share a love of revelry and alcohol with them. Brawlers tend to view wizards - especially evokers - as cowards whom are afraid to get their hands dirty. They do, however, get along well with those that specialize in enchantments that can make them stronger, even if this cooperation is shallow and simple.<br />
{{Section Description Needed}}<br />
<br />
A strong point about this class is that brawlers can earn money and incapacitate opponents. A main weak point is the fact that brawlers can't use weapons.<br />
<br />
'''Abilities:''' Brawlers need Strength to power their unarmed strikes. After that, Constitution and Dexterity are the most important Brawler attributes.<br />
<br />
'''Races:''' Dwarves prefer being brawlers because of wrestling; other races become brawlers because they prefer fists to weapons.<br />
<br />
'''Alignment:''' Any nonlawful.<br />
<br />
'''Starting Gold:''' 2d4x10 (40 gp), as a brawler must pay off his gambling debts and bar tab before adventuring.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate; as [[SRD:Fighter|fighter]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Brawler}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Flurry of Blows<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0 || -1/-1 || 1d6<br />
| class="left" | Unarmed Strike, Improved Grapple, Flurry of Blows<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0 || +0/+0 || 1d6<br />
| class="left" | Stunning Fist, Endurance, Wisdom Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +0 || +1/+1 || 1d6<br />
| class="left" | Diehard, Grounded Strike<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1 || +2/+2 || 1d8<br />
| class="left" | Greater Grapple, Clash, Power Bomb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1 || +4/+4 || 1d8<br />
| class="left" | Extra Stunning, Bruised Armor<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2 || +5/+5/+0 || 1d8<br />
| class="left" | Bonus Feat, Suplex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2 || +6/+6/+1 || 1d10<br />
| class="left" | Endurance Training<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2 || +8/+8/+3 || 1d10<br />
| class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3 || +9/+9/+4 || 1d10<br />
| class="left" | Master Grapple<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +6 || +6 || +3 || +10/+10/+5 || 2d6<br />
| class="left" | Lick their Wounds<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" |+11/+6/+1|| +7 || +7 || +3 || +11/+11/+11/+6/+1 || 2d6<br />
| class="left" | Counter Attack, Uppercut<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4 || +12/+12/+12/+7/+2 || 2d6<br />
| class="left" | Great Fortitude<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4 || +13/+13/+13/+8/+3 || 2d8<br />
| class="left" | Combination Punch<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4 || +14/+14/+14/+9/+4 || 2d8<br />
| class="left" | Clothesline<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5 || +15/+15/+15/+10/+5 || 2d8<br />
| class="left" | Flicker Jab<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5 || +16/+16/+16/+11/+6/+1 || 2d10<br />
| class="left" | Driving The Nail<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5 || +17/+17/+17/+12/+7/+2 || 2d10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6 || +18/+18/+18/+13/+8/+3 || 3d8<br />
| class="left" | Heat of Battle, Knockout Punch<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6 || +19/+19/+19/+14/+9/+4 || 3d8<br />
| class="left" | Backbreaker <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6 || +20/+20/+20/+15/+10/+5 || 3d10<br />
| class="left" | Finish Him Off<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 3+ [[Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Balance]] ([[Dex]]), [[Climb]] ([[Str]]), [[Craft]] ([[Int]]), [[Escape Artist]] ([[Dex]]), [[Heal]] ([[Wis]]), [[Hide]] ([[Dex]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Listen]] ([[Wis]]), [[Move Silently]] ([[Dex]]), [[Perform]] ([[Cha]]), [[Profession]] ([[Wis]]), [[Sense Motive]] ([[Wis]]), [[Spot]] ([[Wis]]), [[Swim]] ([[Str]]), and [[Tumble]] ([[Dex]]). <br />
|}<br />
<br />
====Class Features====<br />
All of the following are class features of the Brawler.<br />
<br />
'''Weapon and Armor Proficiency:''' The Brawler is proficient with Light and Medium Armor, Spiked Armor, studded gloves, gauntlets, and other weapons worn on the hands.<br />
<br />
'''Unarmed Strike(EX):''' At 1st level, a brawler gains [[Improved Unarmed Strike]] as a bonus feat. A brawler’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a brawler may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a brawler striking unarmed. A brawler may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.<br />
If another class also has unarmed strike, include its class levels when calculating unarmed strike's damage.<br />
<br />
'''Improved Grapple:''' At 1st level a Brawler gains the Feat [[Improved Grapple]].<br />
<br />
'''Flurry of Blows (Ex):''' When without armor or in light armor, a brawler may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Brawler. This penalty applies for 1 round, so it also affects attacks of opportunity the brawler might make before her next action. When a brawler reaches 5th level, the penalty lessens to –1, and at 8th level it disappears. A brawler must use a full attack action to strike with a flurry of blows.<br />
<br />
When a brawler reaches 6th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.<br />
<br />
If another class also has flurry of blows, include its class levels when calculating flurry of blows' abilities.<br />
<br />
'''Stunning Fist:''' the Brawler gains [[Stunning Fist]] at 2nd level. A brawler may also use her "monk weapon for a stunning fist attack.<br />
<br />
'''Wisdom Power:'''the Brawler use the Strength modifier in place of the Wisdom modifier for ability use.<br />
<br />
'''Grounded Strike:''' At 3rd level a Brawler gains the Feat [[Grounded Strike]].<br />
<br />
'''Greater Grapple:''' At 4th level a Brawler gains the Feat [[Greater Grapple]].<br />
<br />
'''Clash:''' When an enemy makes a melee attack against the Brawler, he may make a Grapple-Check if Successful,the attack is negated, and the Brawler may make an attack of Opportunity against that target. <br />
<br />
'''Power Bomb:''' When you have Combat Advantage over an enemy you may make a Grapple attempt as a free action, if successful you flip your opponent onto your shoulders and then, grasping his legs, slam him back-first into the floor. This deals 2d6 + your Str modifier damage, and the target is knocked prone. <br />
<br />
'''Bruised Armor:''' Due to punches and cuts on a Brawler's body, they can add their Constitution modifier to their AC (This stacks with Dex modifier), when wearing light or no armor.<br />
<br />
'''Suplex:''' you may make a Grapple attempt as a free action, if successful you grab your opponent, stand him straight up in the air, and fall backwards, slamming him into the floor, this attack deals 4d4 + your Str modifier damage, and the target ends up prone in the space behind you.<br />
<br />
'''Endurance Training:''' You gain +3\per 2 Brawler levels on your initiative check and +10ft.\per 3 Brawler levels to you movement speed.<br />
<br />
'''Master Grapple:''' At 1st level a Brawler gains the Feat [[Master Grapple]].<br />
<br />
'''Lick their wounds:''' The Brawler can heal itself an amount of hp equal to is Constitution modifier + level of Brawler.<br />
<br />
'''Counter Attack:''' If an opponent misses with a melee attack you make a reflex save with a DC= Opponents AC if this check is successful you may attempt to attack that opponent.<br />
<br />
'''Uppercut''' The Brawler may as an Immediate Action make an attack against an enemy who grants Combat Advantage, that deals 2d10 extra unarmed damage and knocks the target in to the air (30 feet + total damage dealt) until the start of the targets turn. The target upon impact will take 1d6 per 10 feet, if the target takes more than 30 damage from fall damage they become stunned until the start of their next turn.<br />
<br />
'''Great Fortitude:''' A Brawler gains the Bonus Feat Great Fortitude at level 12<br />
<br />
'''Combination Punch:''' The Brawler realizes how to attack an enemy more frequently causing more damage, whenever he is allowed a single attack he may make a combo attack, the Brawler gains the benefits of the Dual Strike Feat even if he does not meet the prerequisites. <br />
<br />
'''Clothesline:''' The Brawler gains an attack of opportunity against any enemy moving within the Brawlers reach, If Successful the target takes normal unarmed damage and is knocked prone.<br />
<br />
'''Flicker Jab:''' The Brawler uses a quick jab to a key point in his opponent's stance or physique disrupting them. The Flicker Jab is a standard action and causes the opponent to become Flatfooted for 1d4 rounds.<br />
<br />
'''Driving the Nail:''' If you hit an opponent with a critical you may make an addition attack at the same attack bonus.<br />
<br />
'''Knockout Punch:''' A Brawler may attempt a powerful punch against an enemy who grants Combat Advantage, which deals 3d20 unarmed damage and target must make a Fortitude save (DC 10 + Damage Dealt) or get knocked unconcious for 1d20 rounds.<br />
<br />
'''Backbreaker:''' The Brawler may attempt a grapple against an enemy who is below 50% their Max HP, or is prone, The Brawler may make a Grapple attempt if successful, he deals 3d10+ 1.5x Strength modifier damage damage and target becomes immobilized for the duration of the encounter.<br />
<br />
'''Finish Him Off:''' When an enemy's HP is below 25% the brawler get's a triple threat range for criticals against that target.<br />
<br />
====Ex-Brawlers====<br />
<br />
Brawlers who cross-classes to a spellcasting class can't advance anymore in Brawler levels.<br />
<br />
====Epic Brawler====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Brawler}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Bonus Feat, Legendary Wrestler<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonuse Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Legendary Wrestler:''' At 21st level a Brawler gains the Feat [[Legendary Wrestler]].<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Brawler gains a bonus feat (selected from the list of epic Brawler bonus feats) every other level after 20th.<br />
<br />
''Epic Brawler Bonus Feat List:'' Blinding Speed, Damage Reduction, Epic Dodge, Epic Prowess, Epic Speed, Legendary Prowess.<br />
<br />
====Human Brawler Starting Package====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Weapons:''' Gauntlets.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 3 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Escape Artist || 4 || Dex || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Brawler====<br />
<br />
'''Religion:''' A Brawler would usually worship a god of fighting or war. Evil brawlers would worship a god of death and fighting. Most neutral brawlers are athiest or agnostic.<br />
<br />
'''Other Classes:''' Brawlers don't get along with spellcasters and fight about brawn over brain. Fighters and other weapon users sometimes get along with brawlers. Monks don't get along with brawlers either, monks usually call brawlers a disgrace to the art of hand-to-hand and try to get a brawler to join their monastary.<br />
<br />
'''Combat:''' Brawlers act as the incapacitator in the party using their disable appendage and volley combo to temporarily disable their foe so allies can attack. Brawlers can act as money maker by joining braling tournaments.<br />
<br />
'''Advancement:''' Fighter. Brawlers prefer cross-classing to fighters to increase the numbers of bonus feats they get.<br />
<br />
====Brawlers in the World====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|Weapons disgrace natural strength.|orig=Hargen, Human Brawler}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' Most of daily life consists of fighting in the fight clubs or bars and making money while the rest consists of drinking himself into a stupor and possibly getting into more fights..<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' Most brawler cause fights at bars, or try to earn money by joining brawl bars and fighting clubs.<br />
<br />
'''NPC Reactions:''' Most are generally frightened of these walking calluses due to their immense size. But, those who are able to get passed that find the Brawlers to be a very fun person to be around, so long as they are not drunk.<br />
<br />
====Brawler Lore====<br />
<br />
{{Section Description Needed}}<br />
<br />
Characters with ranks in Knowledge(Local) can research brawlers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Brawler is a fist fighter with some monk abilities.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Brawlers sometimes organize fight clubs to show off strength and earn money.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Information on a specific Brawler(must have been met before).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Information on a specific fight club or brawl bar.<br />
|}<br />
<br />
====Brawlers in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' After a day a battling, the PCs go into a bar to have some drinks. Soon after, 2 drunkards (level 1 Commoners) have an argument and start to battle, causing [[Drunkard Swarm(DnD Creature)|swarms of drunkards]] to appear. 2 Level 1 Brawlers (who are drunk) start beating people at random, starting with the closest people (which so happens to be the PCs)<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
</div></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Fencer_(3.5e_Class)&diff=607480Fencer (3.5e Class)2013-02-11T05:03:57Z<p>B1GG BAU5: </p>
<hr />
<div>{{Stub|incomplete}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=2<br />
|raters_power=1<br />
|rating_wording=4<br />
|raters_wording=1<br />
|rating_formatting=2<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Just Started<br />
|editing=Grammar & Spelling: eat your heart out. Otherwise permission is required before editing<br />
|type=Combat-Focused<br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
==Fencer==<br />
<br />
<-general description->.<br />
<br />
===Making a Fencer===<br />
<br />
The fencer excels in melee combat, a good frontline fighter who can easily avoid damage with his [[#Parry|Parry]] and [[#Deflect|Deflect]] class features. The fencer's downside is that he foregoes damage for defense and is lacking power, and is on the defensive more than often because of this. <br />
<br />
'''Abilities:''' A fencer is heavily reliant upon his [[Dexterity]]. [[Constitution]] is also important as this class relies heavily upon melee confrontation in order to deal damage and take advantage of their [[#Parry|Parry]] class feature. [[Wisdom]] is merely an augmentation score but for that extra edge on your enemy it is advisable to not make this ability your dump score.<br />
<br />
'''Races:''' Fencers are comprised mainly of the 'noble' races, these include [[SRD:Human|Humans]] and [[SRD:Elf|Elves]] but specialist schools which deal in such have been known to be in existance - though attendance is known to be quite expensive. If you have the discipline, the time and the money, then the profession of the fencer might just be right for you.<br />
<br />
'''Alignment:''' Any. Most fencers will tend to use their skills for lawful purposes due to their backgrounds in the nobility. Some fencers tend towards neutrality as their main goal is their aptitude with arms over the pursuit of justice.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Fencer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Parry|Parry]], [[#Deflect|Deflect]] <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | [[#Ballestra|Ballestra]], [[#You're Open!|You’re Open!]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | [[#Evasion|Evasion]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | [[#Disengage|Disengage]], [[#Uncanny Dodge|Uncanny Dodge]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | [[#Lunge|Lunge]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | [[#Recovery|Recovery]], [[#Redoublement|Redoublement]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | [[#Flèche|Flèche]], [[#Sidestep|Sidestep]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | [[#Improved Disarm|Improved Disarm]], [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], [[#Press|Press]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | [[#Prise De Fer|Prise De Fer]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | [[#Improved Evasion|Improved Evasion]], [[#Indirect Strike|Indirect Strike]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | [[#Expert Grip|Expert Grip]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | [[#Appel|Appel]], [[#Retreat|Retreat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | [[#Engagement|Engagement]], [[#Point-In-Line|Point-In-Line]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | [[#Thrust|Thrust]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | [[#Corps-A-Crops|Corps-A-Corps]], [[#Remise|Remise]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | [[#Displacement|Displacement]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | [[#Broken Time|Broken Time]]<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (nobility and royalty) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Fencer.<br />
<br />
'''Weapon and Armor Proficiency:''' A fencer is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] plus the [[SRD:Bastard Sword|bastard sword]] and. Fencers are proficient with [[SRD:Armor Proficiency (Light)|light armor]] and [[SRD:Armor Proficiency (Medium)|medium armor]] but not with [[SRD:Shield Proficiency|shields]].<br />
<br />
'''{{#anc:Parry}} ([[Ex|Ex]]):''' At 1st level a fencer may take an [[SRD:Immediate Actions|immediate action]] a number of times equal to half his level, rounded down per round (minimum of 1) to deflect a single [[Melee#Melee_Attacks|melee attack]] that would otherwise harm him. By making an [[Attack_roll|attack roll]] with the [[DC#Difficulty_Class|DC]] equal to the [[Attack_roll|attack roll]] of the [[Melee#Melee_Attacks|melee attack]] against the fencer he may instead take no damage from the attack. If the attack relies upon touching the fencer such as a [[Touch_attack#Touch_Attacks|touch]] spell requiring an unarmed strike, the attack is counted as missing the player. The winner of the parry roll may then make an attack of opportunity on the loser.<br />
<br />
'''{{#anc:Deflect}} ([[Ex|Ex]]):''' At 1st level a fencer may take an [[SRD:Immediate Actions|immediate action]] a number of times equal to half his level, rounded down (minimum of 1) per round to deflect a [[Ranged#Ranged_Attacks|Ranged attack]] that would otherwise harm him. By making an [[Attack_roll|attack roll]] with the [[DC#Difficulty_Class|DC]] equal to the [[Attack_roll|attack roll]] of the [[Ranged#Ranged_Attacks|Ranged attack]] against the fencer he may instead take no damage from the attack. If the attack relies upon touching the fencer such as a [[Touch_attack#Touch_Attacks|touch]] spell, the attack is counted as missing the player. <br />
<br />
'''{{#anc:Ballestra}} ([[Ex|Ex]]):''' By making a small jumping action instead of stepping towards his opponent, the fencer gains a small advantage by taking his enemies off guard. A fencer may now add his wisdom modifier to his initiative checks so long as he is not flatfooted or otherwise incapable of movement. This bonus stacks with the [[SRD:Improved Initiative|Improved Initiative]] feat.<br />
<br />
'''{{#anc:You're Open!}} ([[Ex|Ex]]):''' At 2nd level, the fencer may take advantage of his opponents exposure from either catching them off guard or with assistance from allies. When catching an opponent flat footed, a fencer adds half his class levels to the critical confirmation check. In addition the bonuses to attack bonus granted by flanking is increased from +2 to +3. A fencer may overrule an opponent’s improved uncanny dodge ability to avoid his flanking bonus if he has at least four or more levels in fencer than the opponent has the respective class.<br />
<br />
'''{{#anc:Evasion}} ([[Ex|Ex]]):''' At 3rd level and higher, a fencer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless fencer does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Disengage}} ([[Ex|Ex]]):''' At 4th level, a fencer may rend his opponent flatfooted until the beginning of his next turn as a result of a successful parry attempt, but can not make an attack of opportunity, if an opponent has the uncanny dodge class feature then he may only render the attacker flatfooted if he has four or more levels in fencer than the opponent has the relevant class levels granting him the said ability.<br />
<br />
'''{{#anc:Lunge}} ([[Ex|Ex]]):''' At 5th level, a fencer can now lunge across the battlefield at an unprepared enemy ignoring all defenses. A fencer may as a move action may attack a flatfooted enemy dealing double damage and stunning the enemy.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[Ex|Ex]]):''' Starting at 4th level, a fencer can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.<br />
<br />
'''{{#anc:Recovery}} ([[Ex|Ex]]):''' A fencer may quickly recover from a lunge at an enemy, bringing him swiftly back to a defendable en garde position. The fencer does not suffer the usual -2 penalty to AC following a charge.<br />
<br />
'''{{#anc:Redoublement}} ([[Ex|Ex]]):''' A fencer uses his quick wit and swordsmanship to make a quick secondary attack after the initial attack whilst their opponent is still on the back foot. By taking a -4 to his initial attack roll, the fencer may make two attacks as a standard action, each with separate attack rolls at his highest BAB. He may use this ability at the end of a charge and still gain the usual +2 to attack to each separate strike. These attacks must be made against the same target.<br />
<br />
'''{{#anc:Flèche}} ([[Ex|Ex]]):''' By using skilled footwork, a fencer may sweep past his opponent in one swift movement, coming from the French ‘arrow’. A fencer may as a move action (meaning all of his movement speed) to move from one side of his opponent to the opposite border without provoking an attack of opportunity. He may not do so if all tiles either side of the enemy is blocked by either terrain or other creatures – friend or foe.<br />
<br />
'''{{#anc:Sidestep}} ([[Ex|Ex]]):''' At 7th level a fencer may avoid his opponent’s advances as well as move with them given the opportunity to strike by completing a rapid cross-over action with his footwork should he need to retreat or press his advantage. Whenever an enemy who is within the fencer’s threatened range chooses to make a 5-foot step, the fencer may make a 5-foot step as an immediate action even if during his own turn he had already taken a 5-foot step. A fencer may also make this movement if he makes a successful parry even if he chooses not to make an attack of opportunity against his opponent. This action may only be taken once per round per each of these instances.<br />
<br />
'''{{#anc:[[SRD:Improved Disarm|Improved Disarm]]}} ([[Ex|Ex]]):''' A fencer gains Improved Disarm as a bonus feat at 8th level even if he does not meet the prerequisites for it.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[Ex|Ex]]):''' A fencer of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. <br />
<br />
'''{{#anc:Press}} ([[Ex|Ex]]):''' A fencer may use his own blade to make a sudden strike against the middle or tip of an opponent’s weapon, momentarily breaking its line and making them far easier to disarm with a simple extension towards the hand. By making a successful melee attack roll against the opponent, he may forgo damage to instead grant himself his class levels as a bonus to his disarm attempt so long as he makes the said attempt before the start of the target’s next turn, allowing them to recover their composure. He may sacrifice any attack in a full-attack or even one of his extra attacks granted by the redoublement class feature. The player may state that he is using a press after a successful attack roll.<br />
<br />
'''{{#anc:Prise De Fer }} ([[Ex|Ex]]):''' At 9th level a fencer may make his own weapon align with his opponent’s and whilst engaging, hold it in place, denying them the ability to strike without leaving themselves open to attack. By making a successful melee attack roll against the opponent, he may forgo damage to make the next attack provoke an attack of opportunity from the fencer unless they themselves choose not to take their next attack (being their first attack at their highest BAB) but may make all subsequent attacks without provoking the said attack of opportunity from the fencer. The player may state that he is using a prise de fer after a successful attack roll.<br />
<br />
'''{{#anc:Improved Evasion}} ([[Ex|Ex]]):''' This ability works like evasion, except that while the fencer still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless fencer does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Indirect Strike}} ([[Ex|Ex]]):''' At 11th level the fencer may draw his blade after striking and align it in a different position in order to strike either at a different angle or deceive his opponent whilst continuing with the same type of attack. A fencer may now make a third attack during his Redoublement, but all these attacks are made at a -6 penalty for each strike (at his highest BAB for each strike) He may still elect to make only two strikes at -4 to each respective attack. In addition the fencer may now make each separate attack granted by the Redoublement class feature at a different target.<br />
<br />
'''{{#anc:Expert Grip}} ([[Ex|Ex]]):''' A fencer has learned to make more use of his ‘manipulators’ – the index finger and thumb – in order to allow him to make small but effective strikes. The fencer may finesse any sword – that is, use his dexterity modifier in place of his strength modifier for the purpose of determining his attack bonus – with which he is proficient. This is a separate ability if the fencer has acquired the weapons finesse feat, this simply overlaps the range of weapons with which he may finesse.<br />
<br />
'''{{#anc:Appel}} ([[Ex|Ex]]):''' By stamping his foot on the ground as a distraction to draw a reaction, the fencer can effectively make the small area around him a difficult place to keep one’s focus. At 13th level all squares threatened by the fencer are counted as difficult terrain for the movement purposes of enemies, but not allies.<br />
<br />
'''{{#anc:Retreat}} ([[Ex|Ex]]):''' By making conservative, cautious withdrawals the fencer can avoid leading his movements to render him unguarded. At 13th level, whenever the fencer takes the option to make a withdrawal action, he does not provoke an attack of opportunity from anyone regardless of threatened squares.<br />
<br />
'''{{#anc:Engagement}} ([[Ex|Ex]]):''' When engaged in battle, a fencer does not give his opponents the time to produce an adequate defense, lest they gain further advantage. Opposing casters and those with spell-like abilities are unable to cast defensively whilst within the fencer’s threatened range. This means that any and all spells casts will provoke an attack of opportunity from the fencer.<br />
<br />
'''{{#anc:Point-In-Line}} ([[Ex|Ex]]):''' By studying his opponent continuously whilst they fight, the fencer may gain insight into their style and weaknesses in technique, allowing them to further exploit them. At 14th level the fencer may select an opponent that he is attacking and designate that he is ‘studying’ his opponent’s style, even if they are not attacking the fencer himself. Designating a target is a free action. At the beginning of the fencer’s next turn, he gains a +1 insight bonus to both attack and damage rolls against his designated target so long as all attacks during that turn are against that same target. This bonus stacks every round the fencer is engaged with his target up to a maximum amount equal to his Wisdom modifier. The bonus will reset if the fencer chooses attack another target as his focus is broken on his original opponent.<br />
<br />
'''{{#anc:Thrust}} ([[Ex|Ex]]):''' By thrusting the blade of the sword parallel to its length, the fencer may gain extra reach by overextending the arm towards his target. At 15th level, a fencer adds an additional 5’ to his threatened squares when in use of a sword with which he is proficient.<br />
<br />
'''{{#anc:Corps-A-Corps}} ([[Ex|Ex]]):''' When locking blades with the enemy, the fencer may make a body check against the enemy should he gain enough leverage to overpower them by punching, head butting or otherwise breaking contact forcefully. At 16th level, any time the fencer’s opposed check to a special combat option like a bull rush, overrun, grapple or trip attempt, the opponent will become dazed for 1 round.<br />
<br />
'''{{#anc:Remise}} ([[Ex|Ex]]):''' Without further withdrawing the arm to strike again, the fencer may again use his weapon to make further swift strikes at their opponent. The penalty for further attacks granted by the redoublement class feature is reduced by 2 (for example two attacks may be made as a standard action at -2 instead of -4 and three attacks at -4 instead of -6). In addition, a fourth attack may be made at a -6 penalty to all attack rolls that round.<br />
<br />
'''{{#anc:Displacement}} ([[Ex|Ex]]):''' A fencer makes use of complex footwork in order to carry him and his blade smoothly and swiftly, making more ground than others in the same amount of time. At 17th level a fencer may travel 10 feet instead of the regular 5 feet during the aptly named 5 foot step – not provoking an attack of opportunity for the duration of the move. A fencer may move in any direction for the second part of his 10 foot movement so long as he does not return to the square which he started the turn in.<br />
<br />
'''{{#anc:Broken Time}} ([[Ex|Ex]]):''' By changing the tempo at which the fencer strikes his opponent, he may catch them off guard by drawing out a mistimed attack or an inappropriate response to his strikes. All attacks of opportunity granted by the parry class feature are now counted as touch attacks, negating both armor and shield bonuses to AC.<br />
<br />
====Ex-Fencers====<br />
<br />
<-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->.<br />
<br />
====Epic Fencer====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Fencer}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
<br />
<br />
====Human Fencer Starting Package====<br />
<br />
'''Weapons:''' Rapier<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Combat Expertise.<br />
<br />
'''Gear:''' Studded Leather Armor, .<br />
<br />
'''Gold:''' 125.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fencer====<br />
<br />
'''Other Classes:''' Fencers get along well with fighters, rangers, and rogues, as they work well with them and adapt to roles that they don't fit, better putting their skills to use. They fit together well with any of the other classes, though, as they have no predisposition that makes them come into conflict. <br />
<br />
'''Combat:''' Fencers are Defensive strikers who focus less on attacking, and more on counter-attacking enemies and stopping them from getting successful attacks in.<br />
<br />
====Fencers in the World====<br />
<br />
{{quote|"Well, she looks all funny with her prancin' an' her pokin', but I've never seen someone jam a pigsticker that far into somethin' that deep."|orig=Durz Gro-Doth, Half-Orc Barbarian}}<br />
<br />
<br />
'''Daily Life:''' Fencers work as fighting instructors, soldiers, and often adventurers. They might be retainers held by nobles as a more presentable bodyguard than a giant brute in clunky plate armor, or as a highwayman that picks off traders on lonely roads.<br />
<br />
'''Notables:''' Many nobles take up fencing, as it is seen as elegant and civilized. There have even been famous fencers outside the d20 world, like Zorro.<br />
<br />
'''Organizations:''' Fencers can be found in many organizations, like fighter clans and thieves' guilds. There are many schools for fencing, where masters teach further generations the arts of fencing.<br />
<br />
'''NPC Reactions:''' Most NPCs see fencers as they see fighters, letting their reputation and appearance dictate their reaction. Some might think them more civilized than a normal fighter, or might think that they are a rogue and shun them.<br />
<br />
====Fencer Lore====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Fencers are highly dextrous fighters who focus on skill over strength.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | They are masterful at evading enemy attacks.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | They can deflect even the most powerful attack.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | (Information on a specific Fencer).<br />
|}<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Merchant%27s_Bearing_(3.5e_Trait)&diff=606746Merchant's Bearing (3.5e Trait)2013-02-05T02:31:17Z<p>B1GG BAU5: </p>
<hr />
<div>{{3.5e Trait<br />
<br />
|name=Merchant's Bearing<br />
<br />
<br />
<br />
|summary=You have spent much time in around skilled merchants, and hence have become exceedingly frugal, unable to easily part with your hard won coins. As such, given sufficient time, you seem to always pay less for your supplies than others.<br />
<br />
<br /><br /><br />
<br />
|benefit= All items with a value of less than 500 gp, which your character chooses to purchase, are purchased for 50% of their normal printed cost. After character creation, this trait allows you a +1 on Diplomacy and Sense Motive checks, but only when used to haggle with a vendor in an attempt to acquire an item at a reduced price.<br />
<br />
<br /><br /><br />
<br />
|drawback=Because of your acute frugality, you quite often believe that a merchant has overpriced his goods (whether this proves accurate or not), considering this you receive a -1 to all appraise checks which you make to glean the value of any item.<br />
<br />
<br /><br /><br />
<br />
|roleplay=When roleplaying this trait, it is suggested that your character perpetually counts their capitol, and even invariably inventories their possessions. While the character would in no way mind using a potion or coin when absolutely necessary, you would be unlikely to lay down a considerable investment in another, at least not without constantly reminding them of the debt owed to you.<br />
<br />
<br /><br /><br />
<br />
|types=Equipment<br />
|prereqs=<br />
|normal=<br />
|special=For those of you playing PF (you know what this is), this should count as an Equipment Trait, and the drawback may be discarded if your GM approves of your doing so.<br /><br />}}<br />
<br />
<br /><br /><br /><br /><br />
<br />
----<br />
{{3.5e Traits Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Character Option]]<br />
[[Category:Trait]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Humans,_Albion,Warborn_(3.5e_Race)&diff=605235Humans, Albion,Warborn (3.5e Race)2013-01-23T04:09:06Z<p>B1GG BAU5: </p>
<hr />
<div><br />
==Warborn==<br />
Warborn are a subrace of [[Humans, Albion (DnD Race)|humanity]] bred for one thing: combat. Their entire mindset, worldview, and ideology is based around war, death, and slaughter.<br />
<br />
==Personality==<br />
Warborn are direct and to the point. They see everything in terms of combat, hence, a trip to the market with one may become a tactical war maneuver. They are also generally ruthless and seemingly cruel.<br />
<br />
==Physical Description==<br />
Warborn all stand around six ft in height and weigh around 250 lb. They have ruddy skin, dark hair, and brown eyes. Warborns fists are covered with bone, as are their knees, skulls, and torsos. This gives them natural protection and attacks. They look like big, muscular, deadly humans. Most male warborn shave their heads.<br />
<br />
==Relations==<br />
Warborn are completely neutral about almost every race. They respect [[Dwarves, Albion (DnD Race)|dwarves]], [[Trolls, Albion (DnD Race)|trolls]], [[Chasers, Albion (DnD Race)|chasers]], and [[Cyclops (DnD Race)|cyclops]] for their combat skills.<br />
<br />
==Alignment==<br />
Most warborn are neutral, with the soldiers leaning towards law and the mercenaries leaning towards chaos.<br />
<br />
==Lands==<br />
Warborn are found in the vast army camps of Albion proper. They were created for war by the Albionians, and the majority still dwell there. However, some are found elsewhere, often hiring themselves out as mercenaries.<br />
<br />
==Religion==<br />
Warborn have only one god: Aeron, the god of perfect warfare and death. Warborn clerics (which are few), can choose from the [[War Domain (SRD Cleric Domain)|War]], [[Destruction Domain (SRD Cleric Domain)|Destruction]], and [[Strength Domain (SRD Cleric Domain)|Strength]] domains.<br />
<br />
==Language==<br />
Warborn speak Albionian.<br />
<br />
==Racial Traits==<br />
* +4 [[strength]], +4 [[constitution]], -2 [[intelligence]]. Warborn are physically superior to humans,but are lacking in interpersonal skills.<br />
* [[Humanoid]] ([[Human]]).<br />
* Medium.<br />
* Warborn base land speed is 40 ft.<br />
* +2 [[SRD:Armor Class|Natural Armor]] bonus.<br />
* +2 racial bonus on all attack and damage rolls.<br />
* Natural Weapons: 2 Slam attacks 1d6 + [[strength]] modifier. <br />
* Automatic weapon proficiency with all simple and martial weapons and all armor.<br />
* A warborn starts out with [[Weapon Focus]] (any), [[Diehard]], and [[Great Fortitude]] feats. <br />
* [[Automatic Languages]]: Common, Albionian. [[Bonus Languages]]: Utish, Jacinthian, Dwergar, Haraelan, Cyclopian.<br />
* [[Favored Class]]: [[fighter]].<br />
* [[Level Adjustment]]: +2<br />
<br />
<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Albion Setting]]<br />
[[Category:LA2]]<br />
[[Category:ECL3]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Humans,_Albion,Warborn_(3.5e_Race)&diff=605234Humans, Albion,Warborn (3.5e Race)2013-01-23T04:08:25Z<p>B1GG BAU5: </p>
<hr />
<div><br />
==Warborn==<br />
Warborn are a subrace of [[Humans, Albion (DnD Race)|humanity]] bred for one thing: combat. Their entire mindset, worldview, and ideology is based around war, death, and slaughter.<br />
<br />
==Personality==<br />
Warborn are direct and to the point. They see everything in terms of combat, hence, a trip to the market with one may become a tactical war maneuver. They are also generally ruthless and seemingly cruel.<br />
<br />
==Physical Description==<br />
Warborn all stand around six ft in height and weigh around 250 lb. They have ruddy skin, dark hair, and brown eyes. Warborns fists are covered with bone, as are their knees, skulls, and torsos. This gives them natural protection and attacks. They look like big, muscular, deadly humans. Most male warborn shave their heads.<br />
<br />
==Relations==<br />
Warborn are completely neutral about almost every race. They respect [[Dwarves, Albion (DnD Race)|dwarves]], [[Trolls, Albion (DnD Race)|trolls]], [[Chasers, Albion (DnD Race)|chasers]], and [[Cyclops (DnD Race)|cyclops]] for their combat skills.<br />
<br />
==Alignment==<br />
Most warborn are neutral, with the soldiers leaning towards law and the mercenaries leaning towards chaos.<br />
<br />
==Lands==<br />
Warborn are found in the vast army camps of Albion proper. They were created for war by the Albionians, and the majority still dwell there. However, some are found elsewhere, often hiring themselves out as mercenaries.<br />
<br />
==Religion==<br />
Warborn have only one god: Aeron, the god of perfect warfare and death. Warborn clerics (which are few), can choose from the [[War Domain (SRD Cleric Domain)|War]], [[Destruction Domain (SRD Cleric Domain)|Destruction]], and [[Strength Domain (SRD Cleric Domain)|Strength]] domains.<br />
<br />
==Language==<br />
Warborn speak Albionian.<br />
<br />
==Racial Traits==<br />
* +4 [[strength]], +4 [[constitution]], -2 [[intelligence]]. Warborn are physically superior to humans,but are lacking in interpersonal skills.<br />
* [[Humanoid]] ([[Human]]).<br />
* Medium.<br />
* Warborn base land speed is 40 ft.<br />
* +2 [[SRD:Armor Class|Natural Armor]] bonus.<br />
* +2 racial bonus on all attack and damage rolls.<br />
* Natural Weapons: 2 pound attacks 1d6 + [[strength]] modifier. <br />
* Automatic weapon proficiency with all simple and martial weapons and all armor.<br />
* A warborn starts out with [[Weapon Focus]] (any), [[Diehard]], and [[Great Fortitude]] feats. <br />
* [[Automatic Languages]]: Common, Albionian. [[Bonus Languages]]: Utish, Jacinthian, Dwergar, Haraelan, Cyclopian.<br />
* [[Favored Class]]: [[fighter]].<br />
* [[Level Adjustment]]: +2<br />
<br />
<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Albion Setting]]<br />
[[Category:LA2]]<br />
[[Category:ECL3]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=UA_talk:Titan&diff=605218UA talk:Titan2013-01-23T00:20:27Z<p>B1GG BAU5: Created page with "OK i have a giant question, how in the hell does the "Use Over sized Weapon" thing work, cuz you don't just summon the giant hammer that titan's have, so what can you pick up ..."</p>
<hr />
<div>OK i have a giant question, how in the hell does the "Use Over sized Weapon" thing work, cuz you don't just summon the giant hammer that titan's have, so what can you pick up stuff around the same size and/or weight of that hammer? or are you counted as that size.<br />
also what does affinity mean?</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=605094Sanguine Aficionado (3.5e Class)2013-01-22T04:19:47Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Blood Trap, Blood Hunter <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge, Veins of Steel, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Dead Blood, Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw Forth Essence<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | Steel Blood +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | Crystal of Slashing Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Blood Master, Steel Blood +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | Steel Blood +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Blood Feast<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | Steel Blood +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | Steel Blood +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (<-number of skill points-> + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha)..<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|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).<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Sanguine Aficionado can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (10 + level + 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.<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Sanguine Aficionado at the cost of 1 blood point may form 8 Knives and fire them at enemies. Each knife deals 1d6 piercing damage. These knives may be fired at separate targets.<br />
<br />
'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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 [[SRD:Spot Skill|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. <br />
<br />
'''{{#anc:Blood Hunter}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
This ability can be cast from a Blood Trap as the poin of origin with no cost, but the Blood Trap becomes dismissed.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Dead Blood }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Steel Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, if a Sanguine Aficonado has at least 1 Blood Point, he gains a +2 bonus to his armour class.<br />
<br />
This bonus increase by +1 at 10th level, and every three levels thereafter until +6 at 19th level.<br />
<br />
'''{{#anc:Crystal of Slashing Blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
You may expend 5 additional blood points to increase the area the crystal covers to a 10x10 square (10 feet in diameter). <br />
<br />
'''{{#anc:Blood Master}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado supernaturally draws blood towards him from his surroundings. When within 60ft of a corpse, the Vampire Trinity begins draining blood through the air to him just as his ''Drain Blood'' ability.<br />
<br />
'''{{#anc:Blood Feast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado may attack with such speed that it appears he is everywhere at once, as a Full-Round Action you can make a Bite attack with your fangs at your highest attack bonus against as many targets as you wish regardless of position. you can attack each target just once with this attack, all targets that are hit by this attack are affected by "Blood Drain" and you gain Blood Points as such. After this ability has ended you are now in an adjacent space of your choosing of the last creature you hit with this ability. This ability may only be used while you are bloodied.<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=605074Sanguine Aficionado (3.5e Class)2013-01-21T21:53:01Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
''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.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Blood Trap, Blood Hunter <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge, Veins of Steel, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Dead Blood, Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw Forth Essence<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Blood Master<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Blood Feast<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (<-number of skill points-> + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha)..<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|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).<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Sanguine Aficionado can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (10 + level + 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.<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Sanguine Aficionado at the cost of 1 blood point may form 8 Knives and fire them at enemies. Each knife deals 1d6 piercing damage. These knives may be fired at separate targets.<br />
<br />
'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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 [[SRD:Spot Skill|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. <br />
<br />
'''{{#anc:Blood Hunter}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado's Base land speed and BaB for his next turn is now multiplied by 3, after successfully using drain blood. <br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
This ability can be cast from a Blood Trap as the poin of origin with no cost, but the Blood Trap becomes dismissed.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Dead Blood }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Master}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado supernaturally draws blood towards him from his surroundings. When within 60ft of a corpse, the Vampire Trinity begins draining blood through the air to him just as his ''Drain Blood'' ability.<br />
<br />
'''{{#anc:Blood Feast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado may attack with such speed that it appears he is everywhere at once, as a Full-Round Action you can make a Bite attack with your fangs at your highest attack bonus against as many targets as you wish regardless of position. you can attack each target just once with this attack, all targets that are hit by this attack are affected by "Blood Drain" and you gain Blood Points as such. After this ability has ended you are now in an adjacent space of your choosing of the last creature you hit with this ability. This ability may only be used while you are bloodied.<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=605073Sanguine Aficionado (3.5e Class)2013-01-21T21:32:19Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
''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 classy blood user. EMPHASIS ON CLASSY. so sorry if i rip some stuff off the class, and by some i mean ALOT of stuff.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Blood Trap, Blood Hunter <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge, Veins of Steel, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Dead Blood, Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw Forth Essence<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Blood Master<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | Blood Feast<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (<-number of skill points-> + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha)..<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Sanguine Aficionado.<br />
<br />
'''Weapon and Armor Proficiency:''' The Sanguine Aficionado is not Proficient with any weapons, is proficient with light armor, and no shields.<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|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).<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Sanguine Aficionado can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (10 + level + 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.<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Sanguine Aficionado at the cost of 1 blood point may form 8 Knives and fire them at enemies. Each knife deals 1d6 piercing damage. These knives may be fired at separate targets.<br />
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'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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 [[SRD:Spot Skill|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. <br />
<br />
'''{{#anc:Blood Hunter}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado's Base land speed and BaB for his next turn is now multiplied by 3, after successfully using drain blood. <br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
This ability can be cast from a Blood Trap as the poin of origin with no cost, but the Blood Trap becomes dismissed.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Dead Blood }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Master}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado supernaturally draws blood towards him from his surroundings. When within 60ft of a corpse, the Vampire Trinity begins draining blood through the air to him just as his ''Drain Blood'' ability.<br />
<br />
'''{{#anc:Blood Feast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado may attack with such speed that it appears he is everywhere at once, as a Full-Round Action you can make a Bite attack with your fangs at your highest attack bonus against as many targets as you wish regardless of position. you can attack each target just once with this attack, all targets that are hit by this attack are affected by "Blood Drain" and you gain Blood Points as such. After this ability has ended you are now in an adjacent space of your choosing of the last creature you hit with this ability. This ability may only be used while you are bloodied.<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
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<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=604657Sanguine Aficionado (3.5e Class)2013-01-19T07:05:56Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
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''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 classy blood user. EMPHASIS ON CLASSY. so sorry if i rip some stuff off the class, and by some i mean ALOT of stuff.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
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'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
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'''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.<br />
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'''Starting Gold:''' 125 gp.<br />
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'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Blood Trap, Blood Hunter <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge, Veins of Steel, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Dead Blood, Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Draw Forth Essence<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Blood Master<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (<-number of skill points-> + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha)..<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<-fluff about class features->. All of the following are class features of the <-class name->.<br />
<br />
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|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).<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Sanguine Aficionado can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (10 + level + 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.<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Sanguine Aficionado at the cost of 1 blood point may form 8 Knives and fire them at enemies. Each knife deals 1d6 piercing damage. These knives may be fired at separate targets.<br />
<br />
'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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 [[SRD:Spot Skill|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. <br />
<br />
'''{{#anc:Blood Hunter}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado's Base land speed and BaB for his next turn is now multiplied by 3, after successfully using drain blood. <br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
This ability can be cast from a Blood Trap as the poin of origin with no cost, but the Blood Trap becomes dismissed.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Dead Blood }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By spending 1 blood point the Sanguine Aficionado can heal himself for (1d10 + Con modifier) this ability can only be used once pr minute. Starting at level 8 the healing raises to 2d10, and by level 16 its 3d10<br />
<br />
'''{{#anc:Draw Forth Essence}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
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.<br />
<br />
'''{{#anc:Blood Master}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado supernaturally draws blood towards him from his surroundings. When within 60ft of a corpse, the Vampire Trinity begins draining blood through the air to him just as his ''Drain Blood'' ability.<br />
<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=603090Sanguine Aficionado (3.5e Class)2013-01-09T05:58:47Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
''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 classy blood user. EMPHASIS ON CLASSY. so sorry if i rip some stuff off the class, and by some i mean ALOT of stuff.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Blood Trap, Blood Hunter <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Bloody Dodge, Veins of Steel, Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | Sanguine Web, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Dead Blood, Restoration of Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Blood Master<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (<-number of skill points-> + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha)..<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<-fluff about class features->. All of the following are class features of the <-class name->.<br />
<br />
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|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).<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Sanguine Aficionado can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (10 + level + 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.<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Sanguine Aficionado at the cost of 1 blood point may form 8 Knives and fire them at enemies. Each knife deals 1d6 piercing damage. These knives may be fired at separate targets.<br />
<br />
'''{{#anc:Blood Trap}} ([[SRD:Special Abilities Overview#Supernatural|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 [[SRD:Spot Skill|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. <br />
<br />
'''{{#anc:Blood Hunter}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado's Base land speed and BaB for his next turn is now multiplied by 3, after successfully using drain blood. <br />
<br />
'''{{#anc:Bloody Dodge}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Veins of Steel}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
This ability can be cast from a Blood Trap as the poin of origin with no cost, but the Blood Trap becomes dismissed.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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.<br />
<br />
'''{{#anc:Dead Blood }} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By spending 1 blood point the Sanguine Aficionado can heal himself for (1d10 + Con modifier) this ability can only be used once pr minute. Starting at level 8 the healing raises to 2d10, and by level 16 its 3d10<br />
<br />
'''{{#anc:Blood Master}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Sanguine Aficionado supernaturally draws blood towards him from his surroundings. When within 60ft of a corpse, the Vampire Trinity begins draining blood through the air to him just as his ''Drain Blood'' ability.<br />
<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=603087Sanguine Aficionado (3.5e Class)2013-01-09T04:27:12Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
''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 classy blood user. EMPHASIS ON CLASSY. so sorry if i rip some stuff off the class, and by some i mean ALOT of stuff.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Blood Trap <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (<-number of skill points-> + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha)..<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<-fluff about class features->. All of the following are class features of the <-class name->.<br />
<br />
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|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).<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Sanguine Aficionado can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (10 + level + 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.<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Sanguine Aficionado at the cost of 1 blood point may form 8 Knives and fire them at enemies. Each knife deals 1d6 piercing damage. These knives may be fired at separate targets.<br />
<br />
<br />
==== Ex-Sanguine Aficionado ====<br />
<br />
<-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->.<br />
<br />
==== Epic Sanguine Aficionado ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Sanguine_Aficionado_(3.5e_Class)&diff=603085Sanguine Aficionado (3.5e Class)2013-01-09T02:50:06Z<p>B1GG BAU5: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
''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 classy blood user. EMPHASIS ON CLASSY. so sorry if i rip some stuff off the class, and by some i mean ALOT of stuff.'' <br />
<br />
== Sanguine Aficionado ==<br />
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.<br />
<br />
=== Making a Sanguine Aficionado ===<br />
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.<br />
<br />
'''Abilities:''' Strength, Constitution, Charisma, and Dexterity are important for this class's abilities, survival ratio and overall success in combat.<br />
<br />
'''Races:''' Humans are the most common Sanguine Aficionados, yet it is not impossible for other races to become one.<br />
<br />
'''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.<br />
<br />
'''Starting Gold:''' 125 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sanguine Aficionado}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- <br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | Claret Thorns <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +6 || +6 || +6<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +7 || +7<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +8 || +8<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +9 || +9<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +10 || +10<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +12 || +12 || +12<br />
| class="left" | <-any class features gained at this level-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (<-number of skill points-> + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
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), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha)..<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<-fluff about class features->. All of the following are class features of the <-class name->.<br />
<br />
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|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).<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Sanguine Aficionado can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (10 + level + 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.<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|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.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Sanguine Aficionado at the cost of 1 blood point may form 8 Knives and fire them at enemies. Each knife deals 1d6 piercing damage. These knives may be fired at separate targets.<br />
<br />
<br />
'''{{#anc:<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information-><br />
<br />
'''{{#anc:<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information-><br />
<br />
'''{{#anc:<-class feature->}}:''' <-class feature game rule information-><br />
<br />
''{{#anc:<-subclass feature <!-- See the rogue's "Special Ability" for an example: http://www.dandwiki.com/wiki/SRD:Rogue#Special_Abilities -->->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat as necessary.-><br />
<br />
==== Ex-<-pluralized class name-> ====<br />
<br />
<-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->.<br />
<br />
==== Epic <-class name-> ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: 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.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
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.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Roulette_(3.5e_Feat)&diff=602572Roulette (3.5e Feat)2013-01-03T23:22:21Z<p>B1GG BAU5: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Roulette<br />
|types=General<br />
|summary=Your intense amount of luck, has applied to combat affecting circumstance in combat.<br />
|benefit=All creatures add two dice to each roll they make, then you get to remove any two. Also all allied creatures re-roll any natural 1's or 2's, and all enemies must re-roll any confrimed Critical Hits<br />
|normal=<br />
|special=<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
<br />
[[Category:General Feat]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Roulette_(3.5e_Feat)&diff=600874Roulette (3.5e Feat)2012-12-18T03:38:21Z<p>B1GG BAU5: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Roulette<br />
|types=General<br />
|summary=Your intense amount of luck, has applied to combat affecting circumstance in combat.<br />
|benefit=All creatures add two dice to each roll they make, then you get to remove any two. Also all allied creatures re-roll any natural 1's or 2's, and all enemies must re-roll ALL Critical Threats or Critical Hits.<br />
|normal=<br />
|special=<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
<br />
[[Category:General Feat]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Roulette_(3.5e_Feat)&diff=600873Roulette (3.5e Feat)2012-12-18T03:37:37Z<p>B1GG BAU5: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Roulette<br />
|types=General<br />
|summary=Your intense amount of luck, has applied to combat affecting circumstance in combat.<br />
|benefit=All creatures add two dice to each roll they make, then you get to remove any two. Also all allied creatures re-roll any natural 1's or 2's made or may take 20 on any roll, and all enemies must re-roll ALL Critical Threats or Critical Hits.<br />
|normal=<br />
|special=<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
<br />
[[Category:General Feat]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Roulette_(3.5e_Feat)&diff=600872Roulette (3.5e Feat)2012-12-18T03:36:38Z<p>B1GG BAU5: Created page with "{{3.5e Feat |name=Roulette |types=General |summary=Your intense amount of luck, has applied to combat affecting circumstance in combat. |benefit=All creatures add two dice to ..."</p>
<hr />
<div>{{3.5e Feat<br />
|name=Roulette<br />
|types=General<br />
|summary=Your intense amount of luck, has applied to combat affecting circumstance in combat.<br />
|benefit=All creatures add two dice to each roll they make and you get to remove any two. Also all allied creatures re-roll any natural 1's or 2's made or may take 20 on any roll, and all enemies must re-roll ALL Critical Threats or Critical Hits.<br />
|normal=<br />
|special=<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
<br />
[[Category:General Feat]]<br />
--></div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Child_of_Trigon_(3.5e_Racial_Class)&diff=600639Child of Trigon (3.5e Racial Class)2012-12-16T00:03:28Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=1<br />
|ecl=2<br />
|type=Humanoid<br />
|ability_adjust=+2 Int, +2 Cha<br />
|size=Medium<br />
|favored_class=Sorcerer, Psion<br />
}}<br />
== Personality ==<br />
<br />
There are a few ways that a child of Trigon could act. One who embraces her heritage will display aggressive, violent, and destructive tendencies. They often express one of the deadly sins, and tend to bring out the worst in those around them. They will always seek power.<br />
<br />
Alternatively, some fight against their heritage, and would rather see their father destroyed for the good of everything. The few children like this are taught to control their emotions, or learn on their own. The most notable among these was Raven, who studied under Azoth, and is the only single entity capable of defeating her father in battle.<br />
<br />
== Physical Description ==<br />
<br />
A child of Trigon will exhibit the characteristics of another race, depending on the race of the mother. The main difference being a greyish skin color. In times where she is in communication with Trigon, or when he grants her power, four glowing, red eyes manifest themselves, mirroring her father's. All children of Trigon display a small, red crystal on their forehead.<br />
<br />
== Relations ==<br />
<br />
Little is known of the children of Trigon, and no one without personal experience with his more aggressive spawn will think twice when they see one. Some people express concern with the greyed skin, however. <br />
<br />
== Alignment ==<br />
<br />
A child embracing her father's powers will always be evil, but never lawful. <br />
A child fighting her father's power will always be good or neutral, and are sometimes chaotic. <br />
<br />
== Lands ==<br />
<br />
<!-- Insert here the areas your race feels most comfortable living in. --><br />
<br />
== Religion ==<br />
<br />
Being literal children of a god, few find need of religion. Those who embrace their father do not worship him, as they are inherently evil and always plot against him, while simultaneously displaying loyalty and servitude. Such treachery actually brings pride to their father.<br />
<br />
== Language ==<br />
<br />
Automatic: The language(s) their mother's race speaks, and Abyssal.<br />
Bonus languages: Draconic and infernal, in addition to the bonus languages of her mother's race. <br />
<br />
== Names ==<br />
<br />
<!-- Insert the way you race acquires names. --><br />
<br />
== Racial Traits ==<br />
<br />
* Choose a humanoid race to be your mother's race. She must be a medium humanoid, the most common being human or elf. Your mother's race determines your appearance, physical ability, and languages learned. <br />
* +8 Intelligence, +8 Charisma: Trigon imbues his children with powerful minds, and inherent power.<br />
* Mother's type (Must be a medium humanoid)<br />
* Medium <!-- size related bonuses --><br />
* <!-- Race name --> [[base land speed]] is dependent (and the same as) your mother's race <!-- other movement modes and speeds --><br />
* Racial Hit Dice: A Child of Trigon start with 10d8 HD, a Base Attack Bonus of +4, and Saving throws of Fortitude +4, Reflex +4, and Will +4.<br />
* Trigon's blessing (Ex): Trigon is always watching, and speaking with, his children. A child who embraces him gains Trigon's blessing. They automatically become either neutral evil or chaotic evil, regardless of anything, and manifest the four red eyes characteristic of Trigon. These eyes grant +4 to intimidate, -2 to diplomacy, and -2 to bluff, and grant permanent [[#True Seeing|true seeing]] effect. Someone with Trigon's blessing can cast an extra spell or psionic power they know for free once per day. However, Trigon only gives power so that he can gain power himself. If this child should ever die, Trigon will reclaim her body, power, and soul, to strengthen himself. After she dies, Trigon begins the process. After d6 days, her body and soul is reclaimed by her father, and she cannot be resurrected. Neither wishes, magic, nor divine intervention can change this once it happens. <br />
* Trigon's curse (Ex): Trigon is always watching, and speaking with, his children. A child which fights against her father is always haunted by her father's voice, which becomes stronger with her emotions. To fight him, the child must meditate for one hour as soon as she wakes up, or make an immediate will save (DC20). If she fails to make the save, or her meditation is interrupted for more than 5 minutes, her emotions cause her to fall to Trigon's will, and she immediately gains Trigon's blessing until the next time she sleeps and meditates, at which point she returns to normal. <br />
* [[Spell-Like Ability]]: A child with Trigon's blessing can use their father's power to lash out against a single creature, dealing 1d6 +1d6/character level. Caster level is the same as character level. The save DC is Charisma-based.<br />
* [[Psi-Like Ability]]: A child with Trigon's curse can use their power to shield themselves or an ally from 1d6 +1d6/character level damage as a free action, protecting them from harm. Caster level is the same as character level.<br />
* [[Automatic Languages]]: Abyssal, mother's. [[Bonus Languages]]: Draconic, Infernal, mother's.<br />
* [[Favored Class]]: A child who embraces her father will often become a powerful sorcerer, using powerful charisma and wild emotions to wreak havoc on their enemies. A child who fights Trigon's influence will often become a psion, utilizing intellect to avoid strong emotions and strengthen their resolve. <br />
<br />
* At any time, a child who embraces Trigon can choose to instead fight his influence. To do so, they must make an immediate Will save (DC 30), and their morning meditation will save is a DC 25. It is very hard to fight his power after you have reveled in it. <br />
* Similarly, any child who fights Trigon can instead choose to embrace him. There is no roll for this. Trigon has always drawn you to him, and succumbing to his will if far easier than fighting it. You immediately gain Trigon's blessing. <br />
* [[Level Adjustment]]: +1<br />
== Vital Statistics ==<br />
<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:<!-race's subtype; or remove line-> Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL0]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Child_of_Trigon_(3.5e_Racial_Class)&diff=600637Child of Trigon (3.5e Racial Class)2012-12-16T00:02:33Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=1<br />
|ecl=2<br />
|type=Humanoid<br />
|ability_adjust=+2 Int, +2 Cha<br />
|size=Medium<br />
|favored_class=Sorcerer, Psion<br />
}}<br />
== Personality ==<br />
<br />
There are a few ways that a child of Trigon could act. One who embraces her heritage will display aggressive, violent, and destructive tendencies. They often express one of the deadly sins, and tend to bring out the worst in those around them. They will always seek power.<br />
<br />
Alternatively, some fight against their heritage, and would rather see their father destroyed for the good of everything. The few children like this are taught to control their emotions, or learn on their own. The most notable among these was Raven, who studied under Azoth, and is the only single entity capable of defeating her father in battle.<br />
<br />
== Physical Description ==<br />
<br />
A child of Trigon will exhibit the characteristics of another race, depending on the race of the mother. The main difference being a greyish skin color. In times where she is in communication with Trigon, or when he grants her power, four glowing, red eyes manifest themselves, mirroring her father's. All children of Trigon display a small, red crystal on their forehead.<br />
<br />
== Relations ==<br />
<br />
Little is known of the children of Trigon, and no one without personal experience with his more aggressive spawn will think twice when they see one. Some people express concern with the greyed skin, however. <br />
<br />
== Alignment ==<br />
<br />
A child embracing her father's powers will always be evil, but never lawful. <br />
A child fighting her father's power will always be good or neutral, and are sometimes chaotic. <br />
<br />
== Lands ==<br />
<br />
<!-- Insert here the areas your race feels most comfortable living in. --><br />
<br />
== Religion ==<br />
<br />
Being literal children of a god, few find need of religion. Those who embrace their father do not worship him, as they are inherently evil and always plot against him, while simultaneously displaying loyalty and servitude. Such treachery actually brings pride to their father.<br />
<br />
== Language ==<br />
<br />
Automatic: The language(s) their mother's race speaks, and Abyssal.<br />
Bonus languages: Draconic and infernal, in addition to the bonus languages of her mother's race. <br />
<br />
== Names ==<br />
<br />
<!-- Insert the way you race acquires names. --><br />
<br />
== Racial Traits ==<br />
<br />
* Choose a humanoid race to be your mother's race. She must be a medium humanoid, the most common being human or elf. Your mother's race determines your appearance, physical ability, and languages learned. <br />
* +8 Intelligence, +8 Charisma: Trigon imbues his children with powerful minds, and inherent power.<br />
* Mother's type (Must be a medium humanoid)<br />
* Medium <!-- size related bonuses --><br />
* <!-- Race name --> [[base land speed]] is dependent (and the same as) your mother's race <!-- other movement modes and speeds --><br />
* Racial Hit Dice: A Child of Trigon start with 10d8 HD, a Base Attack Bonus of +4, and Saving throws of Fortitude +4, Reflex +4, and Will +4.<br />
* Trigon's blessing (Ex): Trigon is always watching, and speaking with, his children. A child who embraces him gains Trigon's blessing. They automatically become either neutral evil or chaotic evil, regardless of anything, and manifest the four red eyes characteristic of Trigon. These eyes grant +4 to intimidate, -2 to diplomacy, and -2 to bluff, and grant permanent [[#True Seeing|true seeing]] effect. Someone with Trigon's blessing can cast an extra spell or psionic power they know for free once per day. However, Trigon only gives power so that he can gain power himself. If this child should ever die, Trigon will reclaim her body, power, and soul, to strengthen himself. After she dies, Trigon begins the process. After d6 days, her body and soul is reclaimed by her father, and she cannot be resurrected. Neither wishes, magic, nor divine intervention can change this once it happens. <br />
* Trigon's curse (Ex): Trigon is always watching, and speaking with, his children. A child which fights against her father is always haunted by her father's voice, which becomes stronger with her emotions. To fight him, the child must meditate for one hour as soon as she wakes up, or make an immediate will save (DC20). If she fails to make the save, or her meditation is interrupted for more than 5 minutes, her emotions cause her to fall to Trigon's will, and she immediately gains Trigon's blessing until the next time she sleeps and meditates, at which point she returns to normal. <br />
* [[Spell-Like Ability]]: Once per day&mdash;A child with Trigon's blessing can use their father's power to lash out against a single creature, dealing 1d6 +1d6/character level. Caster level is the same as character level. The save DC is Charisma-based.<br />
* [[Psi-Like Ability]]: Once per day&mdash;A child with Trigon's curse can use their power to shield themselves or an ally from 1d6 +1d6/character level damage as a free action, protecting them from harm. Caster level is the same as character level.<br />
* [[Automatic Languages]]: Abyssal, mother's. [[Bonus Languages]]: Draconic, Infernal, mother's.<br />
* [[Favored Class]]: A child who embraces her father will often become a powerful sorcerer, using powerful charisma and wild emotions to wreak havoc on their enemies. A child who fights Trigon's influence will often become a psion, utilizing intellect to avoid strong emotions and strengthen their resolve. <br />
<br />
* At any time, a child who embraces Trigon can choose to instead fight his influence. To do so, they must make an immediate Will save (DC 30), and their morning meditation will save is a DC 25. It is very hard to fight his power after you have reveled in it. <br />
* Similarly, any child who fights Trigon can instead choose to embrace him. There is no roll for this. Trigon has always drawn you to him, and succumbing to his will if far easier than fighting it. You immediately gain Trigon's blessing. <br />
* [[Level Adjustment]]: +1<br />
== Vital Statistics ==<br />
<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:<!-race's subtype; or remove line-> Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL0]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Child_of_Trigon_(3.5e_Racial_Class)&diff=600636Child of Trigon (3.5e Racial Class)2012-12-16T00:00:54Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=1<br />
|ecl=2<br />
|type=Humanoid<br />
|ability_adjust=+2 Int, +2 Cha<br />
|size=Medium<br />
|favored_class=Sorcerer, Psion<br />
}}<br />
== Personality ==<br />
<br />
There are a few ways that a child of Trigon could act. One who embraces her heritage will display aggressive, violent, and destructive tendencies. They often express one of the deadly sins, and tend to bring out the worst in those around them. They will always seek power.<br />
<br />
Alternatively, some fight against their heritage, and would rather see their father destroyed for the good of everything. The few children like this are taught to control their emotions, or learn on their own. The most notable among these was Raven, who studied under Azoth, and is the only single entity capable of defeating her father in battle.<br />
<br />
== Physical Description ==<br />
<br />
A child of Trigon will exhibit the characteristics of another race, depending on the race of the mother. The main difference being a greyish skin color. In times where she is in communication with Trigon, or when he grants her power, four glowing, red eyes manifest themselves, mirroring her father's. All children of Trigon display a small, red crystal on their forehead.<br />
<br />
== Relations ==<br />
<br />
Little is known of the children of Trigon, and no one without personal experience with his more aggressive spawn will think twice when they see one. Some people express concern with the greyed skin, however. <br />
<br />
== Alignment ==<br />
<br />
A child embracing her father's powers will always be evil, but never lawful. <br />
A child fighting her father's power will always be good or neutral, and are sometimes chaotic. <br />
<br />
== Lands ==<br />
<br />
<!-- Insert here the areas your race feels most comfortable living in. --><br />
<br />
== Religion ==<br />
<br />
Being literal children of a god, few find need of religion. Those who embrace their father do not worship him, as they are inherently evil and always plot against him, while simultaneously displaying loyalty and servitude. Such treachery actually brings pride to their father.<br />
<br />
== Language ==<br />
<br />
Automatic: The language(s) their mother's race speaks, and Abyssal.<br />
Bonus languages: Draconic and infernal, in addition to the bonus languages of her mother's race. <br />
<br />
== Names ==<br />
<br />
<!-- Insert the way you race acquires names. --><br />
<br />
== Racial Traits ==<br />
<br />
* Choose a humanoid race to be your mother's race. She must be a medium humanoid, the most common being human or elf. Your mother's race determines your appearance, physical ability, and languages learned. <br />
* +8 Intelligence, +8 Charisma: Trigon imbues his children with powerful minds, and inherent power.<br />
* Mother's type (Must be a medium humanoid)<br />
* Medium <!-- size related bonuses --><br />
* <!-- Race name --> [[base land speed]] is dependent (and the same as) your mother's race <!-- other movement modes and speeds --><br />
* Racial Hit Dice: A Child of Trigon start with 10d8 HD, a Base Attack Bonus of +4, and Saving throws of Fortitude +4, Reflex +4, and Will +4.<br />
* Trigon's blessing (Ex): Trigon is always watching, and speaking with, his children. A child who embraces him gains Trigon's blessing. They automatically become either neutral evil or chaotic evil, regardless of anything, and manifest the four red eyes characteristic of Trigon. These eyes grant +4 to intimidate, -2 to diplomacy, and -2 to bluff, and grant permanent [[#True Seeing|true seeing]] effect. Someone with Trigon's blessing can cast an extra spell or psionic power they know for free once per day. However, Trigon only gives power so that he can gain power himself. If this child should ever die, Trigon will reclaim her body, power, and soul, to strengthen himself. After she dies, Trigon begins the process. After d6 days, her body and soul is reclaimed by her father, and she cannot be resurrected. Neither wishes, magic, nor divine intervention can change this once it happens. <br />
* Trigon's curse (Ex): Trigon is always watching, and speaking with, his children. A child which fights against her father is always haunted by her father's voice, which becomes stronger with her emotions. To fight him, the child must meditate for one hour as soon as she wakes up, or make an immediate will save (DC20). If she fails to make the save, or her meditation is interrupted for more than 5 minutes, her emotions cause her to fall to Trigon's will, and she immediately gains Trigon's blessing until the next time she sleeps and meditates, at which point she returns to normal. <br />
* <!-- name of another special ability (Ex), (Su), (Sp), or (Ps). -->: <!-- game rule information about special ability. Repeat as needed --><br />
* [[Spell-Like Ability]]: Once per day&mdash;A child with Trigon's blessing can use their father's power to lash out against a single creature, dealing 1d6 +1d6/2 character levels. Caster level is the same as character level. The save DC is Charisma-based.<br />
* [[Psi-Like Ability]]: Once per day&mdash;A child with Trigon's curse can use their power to shield themselves or an ally from 1d6 +1d6/2 character levels damage as a free action, protecting them from harm. Caster level is the same as character level.<br />
* [[Automatic Languages]]: Abyssal, mother's. [[Bonus Languages]]: Draconic, Infernal, mother's.<br />
* [[Favored Class]]: A child who embraces her father will often become a powerful sorcerer, using powerful charisma and wild emotions to wreak havoc on their enemies. A child who fights Trigon's influence will often become a psion, utilizing intellect to avoid strong emotions and strengthen their resolve. <br />
<br />
* At any time, a child who embraces Trigon can choose to instead fight his influence. To do so, they must make an immediate Will save (DC 30), and their morning meditation will save is a DC 25. It is very hard to fight his power after you have reveled in it. <br />
* Similarly, any child who fights Trigon can instead choose to embrace him. There is no roll for this. Trigon has always drawn you to him, and succumbing to his will if far easier than fighting it. You immediately gain Trigon's blessing. <br />
* [[Level Adjustment]]: +1<br />
== Vital Statistics ==<br />
<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:<!-race's subtype; or remove line-> Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL0]]</div>B1GG BAU5https://www.dandwiki.com/w/index.php?title=Child_of_Trigon_(3.5e_Racial_Class)&diff=600634Child of Trigon (3.5e Racial Class)2012-12-15T23:53:36Z<p>B1GG BAU5: </p>
<hr />
<div>{{x0<br />
|la=1<br />
|ecl=2<br />
|type=Humanoid<br />
|ability_adjust=+2 Int, +2 Cha<br />
|size=Medium<br />
|favored_class=Sorcerer, Psion<br />
}}<br />
== Personality ==<br />
<br />
There are a few ways that a child of Trigon could act. One who embraces her heritage will display aggressive, violent, and destructive tendencies. They often express one of the deadly sins, and tend to bring out the worst in those around them. They will always seek power.<br />
<br />
Alternatively, some fight against their heritage, and would rather see their father destroyed for the good of everything. The few children like this are taught to control their emotions, or learn on their own. The most notable among these was Raven, who studied under Azoth, and is the only single entity capable of defeating her father in battle.<br />
<br />
== Physical Description ==<br />
<br />
A child of Trigon will exhibit the characteristics of another race, depending on the race of the mother. The main difference being a greyish skin color. In times where she is in communication with Trigon, or when he grants her power, four glowing, red eyes manifest themselves, mirroring her father's. All children of Trigon display a small, red crystal on their forehead.<br />
<br />
== Relations ==<br />
<br />
Little is known of the children of Trigon, and no one without personal experience with his more aggressive spawn will think twice when they see one. Some people express concern with the greyed skin, however. <br />
<br />
== Alignment ==<br />
<br />
A child embracing her father's powers will always be evil, but never lawful. <br />
A child fighting her father's power will always be good or neutral, and are sometimes chaotic. <br />
<br />
== Lands ==<br />
<br />
<!-- Insert here the areas your race feels most comfortable living in. --><br />
<br />
== Religion ==<br />
<br />
Being literal children of a god, few find need of religion. Those who embrace their father do not worship him, as they are inherently evil and always plot against him, while simultaneously displaying loyalty and servitude. Such treachery actually brings pride to their father.<br />
<br />
== Language ==<br />
<br />
Automatic: The language(s) their mother's race speaks, and Abyssal.<br />
Bonus languages: Draconic and infernal, in addition to the bonus languages of her mother's race. <br />
<br />
== Names ==<br />
<br />
<!-- Insert the way you race acquires names. --><br />
<br />
== Racial Traits ==<br />
<br />
* Choose a humanoid race to be your mother's race. She must be a medium humanoid, the most common being human or elf. Your mother's race determines your appearance, physical ability, and languages learned. <br />
* +2 Intelligence, +2 Charisma: Trigon imbues his children with powerful minds, and inherent power.<br />
* Mother's type (Must be a medium humanoid)<br />
* Medium <!-- size related bonuses --><br />
* <!-- Race name --> [[base land speed]] is dependent (and the same as) your mother's race <!-- other movement modes and speeds --><br />
* Trigon's blessing (Ex): Trigon is always watching, and speaking with, his children. A child who embraces him gains Trigon's blessing. They automatically become either neutral evil or chaotic evil, regardless of anything, and manifest the four red eyes characteristic of Trigon. These eyes grant +4 to intimidate, -2 to diplomacy, and -2 to bluff, and grant permanent [[#True Seeing|true seeing]] effect. Someone with Trigon's blessing can cast an extra spell or psionic power they know for free once per day. However, Trigon only gives power so that he can gain power himself. If this child should ever die, Trigon will reclaim her body, power, and soul, to strengthen himself. After she dies, Trigon begins the process. After d6 days, her body and soul is reclaimed by her father, and she cannot be resurrected. Neither wishes, magic, nor divine intervention can change this once it happens. <br />
* Trigon's curse (Ex): Trigon is always watching, and speaking with, his children. A child which fights against her father is always haunted by her father's voice, which becomes stronger with her emotions. To fight him, the child must meditate for one hour as soon as she wakes up, or make an immediate will save (DC20). If she fails to make the save, or her meditation is interrupted for more than 5 minutes, her emotions cause her to fall to Trigon's will, and she immediately gains Trigon's blessing until the next time she sleeps and meditates, at which point she returns to normal. <br />
* <!-- name of another special ability (Ex), (Su), (Sp), or (Ps). -->: <!-- game rule information about special ability. Repeat as needed --><br />
* [[Spell-Like Ability]]: Once per day&mdash;A child with Trigon's blessing can use their father's power to lash out against a single creature, dealing 1d6 +1d6/2 character levels. Caster level is the same as character level. The save DC is Charisma-based.<br />
* [[Psi-Like Ability]]: Once per day&mdash;A child with Trigon's curse can use their power to shield themselves or an ally from 1d6 +1d6/2 character levels damage as a free action, protecting them from harm. Caster level is the same as character level.<br />
* [[Automatic Languages]]: Abyssal, mother's. [[Bonus Languages]]: Draconic, Infernal, mother's.<br />
* [[Favored Class]]: A child who embraces her father will often become a powerful sorcerer, using powerful charisma and wild emotions to wreak havoc on their enemies. A child who fights Trigon's influence will often become a psion, utilizing intellect to avoid strong emotions and strengthen their resolve. <br />
<br />
* At any time, a child who embraces Trigon can choose to instead fight his influence. To do so, they must make an immediate Will save (DC 30), and their morning meditation will save is a DC 25. It is very hard to fight his power after you have reveled in it. <br />
* Similarly, any child who fights Trigon can instead choose to embrace him. There is no roll for this. Trigon has always drawn you to him, and succumbing to his will if far easier than fighting it. You immediately gain Trigon's blessing. <br />
* [[Level Adjustment]]: +1<br />
== Vital Statistics ==<br />
<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
ALL TABLE VALUES ARE THE SAME AS THE MOTHER'S RACE<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:<!-race's subtype; or remove line-> Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL0]]</div>B1GG BAU5