Black Blooded Terror (3.5e Class)
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- 1 Black Blooded Terror
- 1.1 Making a Black Blooded Terror
- 1.2 Campaign Information
Black Blooded Terror
This class is based on Chrona from the anime Soul Eater.
Making a Black Blooded Terror
Abilities: Con, Str, Wis.
Races: Restricted to humans.
Starting Gold: 3d6×10 gp
|1st||+1||+0||+0||+3||Absorb Soul, Infuse Black Blood Symbiode, Bonus HP|
|2nd||+2||+0||+0||+3||Mental Strength +2, Bonus Feat|
|3rd||+3||+1||+1||+3||Mental Strength +4|
|5th||+5||+ 1||+1||+4||Scream Resonance (1/day), Bonus HP|
|6th||+6/+1||+1||+1||+5||Mental Strength +6, Bonus Feat|
|7th||+7/+2||+2||+2||+5||Scream Resonance 2/Day), Screech Beta|
|8th||+8/+3||+2||+2||+6||Telepathy with Symbiode, Bonus Feat|
|9th||+9/+4||+2||+2||+6||Screech Alpha, Bonus HP, Mental Strength +8|
|10th||+10/+5||+3||+3||+7||Scream Resonance (3/day), Bonus feat|
|11th||+11/+6/+1||+3||+3||+7||Create Black Clown|
|12th||+12/+7/+2||+3||+3||+8||Mental Strength +10, Bonus Feat|
|13th||+13/+8/+3||+4||+4||+8||Bonus HP, Scream Resonance (4/Day) Screech Gamma|
|14th||+14/+9/+4||+4||+4||+9||Black Thorn Defense, Bonus feat|
|15th||+15/+10/+5||+4||+4||+9||Madness Fusion, Mental Strength +12|
|16th||+16/+11/+6||+5||+5||+10||Scream Resonance (5/day), Bloody Lance, Bonus Feat|
|17th||+17/+12/+7||+5||+5||+10||Bonus HP, Screech Delta|
|18th||+18/+13/+8/+3||+5||+5||+11||Black Coat, Mental Strength +14, Bonus feat|
|19th||+19/+14/+9/+4||+6||+6||+12||Scream Resonance (6/day), Rose Thorn Storm|
|20th||+20/+15/10/+5||+6||+6||+12||Mad Blood, Bonus Feat|
All of the following are class features of the Blsck Blooded Terror.
Weapon and Armor Proficiency: The Black Blooded Terror is proficient with weapons created by the Symbiode but gain no profieciency with any typee armor or other weapons.
Bonus Feats: Gain bonus feats every even level.
Bonus HP Gain: +9HP at 1st and every 4th level after. (Ex, 1,5,9,13,17).
Absorb Soul: The black Blooded Terror has the ability to absorb souls, gaining the ability to use Death Knell as a spell like ability at will. Standard action.
Infuse Black Blood Symbiode: The Black Blood Symbiode, when infecting a person, fills the infected's soul with madness and imbues him with great power. It can solidify, heal wounds, and can be used as a weapon.
Mental Strength: Through the constant struggle to keep the Symbiode from taking control of the Black Blooded Terror's body, gain +2 Will at 2nd level and every 3rd level ater (Ex, 2,3,6,9,12,15,17)
Scream Resonance: When initiating the resonance, the mouth that appears on the Symbiode (as a weapon) opens wide screaming out a loud sound wave. This sound wave makes the Symbiode vibrate like an electric saw, increasing his cutting power, and can also radiate through the air causing internal damage to an opponent and even other weapons. Concentration check (DC 10+class level) for the Black blooded Terror to sync his soul with the Symbiode's. Deals 1d6 sonic damage/per 2 levels initially (Fort save DC 10+class level for half) to all enemies within hearing distance of the constant screaming while Scream Resonance is active. Deals 2d6 damage to armor and weapons, bypassing hardness. Duration 2 rounds. 1d4 rounds before it can be used again. Full-Round Action.
Telepathy with Symbiode: At 8th level, the Black Blooded Terror gains the ability to communicate with the Symbiode telepathically.
Screech Beta: This attack is very similar in structure to Screech Alpha, as it also assumes the form of a mouth, but it is instead connected to the Symbiode's weapon form movements. The attack itself follows either an upwards or downwards slash, taking the form of a large mouth that follows the arc of the preceding sword swing, vastly increasing the range of effect of the slash (+10' of reach). The attack is dark black with a purple aura and outline. Deals 1d8+Con mod Sonic damage/per level. Costs 1 Hp per class HD. Standard action.
Screech Alpha: This attack is very similar in structure to Screech Beta, as it also assumes the form of a mouth, but it is instead launched at the enemy as a projectile. It grinds through the floor, causing heavy destruction as it does so, while heading towards the enemy and will explode at any time when it makes contact along its path. The majority of the attack features a dark black color surrounded by a purple aura. The attack itself though is not confined solely to the ground but can also be launched as an arial projectile as well. Under these conditions the attack will literally try to "consume" the opponent, using its mouth, encompasing as much of their body as possible before detonating to deal 1d10+Con mod Sonic damage/per level + 1d6 Fire damage. Cost: 1Hp per class level + Con mod. Standard action.
Screech Gamma: After the Black Blooded Terror's recent consumption of souls (5+), the preformance of a subsequent Scream Resonance results in a drastic transformation in the appearance of the Symbiode (weapon form) itself. In this new form the blade of the sword grows both in width and depth, adopting a shape similar to those demonstrated in the Black Blooded Terror's other "screech" attacks. The prominent mouth integrated into the sword, is capable of "biting" onto anything to cause even greater extents of damage. During this technique, the Black Blooded Terror can preform a multi-slashing attack that releases sound waves in rapid succession, that is not only capable of effecting the enemy but also inflicting direct damage to their weapons as well, bypassing hardness. This can often negate most conventional forms of defense (opponents who fail a Will save of DC 10+1/2 class level+Con mod are considered Flat-Footed), making the technique, no matter how crude, extremely effective. Due to the rate at which this is conducted, the sword is deformed even further and can appear as if there are numerous blades being used at a single time. Deals 1d4+Con mod of Sonic damage per slash. Number of Slashes increase by 1 every 2 levels. Cost per slash: 2HP. Standard action.
Screech Delta: is a similar attack to the Black Blooded Terror's standard Screech Alpha. However, Screech Delta is achieved whilst the Black Blooded Terror is using Madness Fusion with the Black Clown. Through this, he is able to wield three swords at once, and by performing Screech Alpha in three different directions, can produce an entire tornado of solid black shock waves which encircle him. This is Screech Delta. Much more powerful than Screech Alpha, it also has good range, as the attack surrounds the Black Blooded Terror, and attacks from all angles. Range: 30' radius. Damage: 1d12 per level + Con mod + 2d6 Fire damage. Cost: 1Hp per class HD x3. Standard action.
Create Black Clown: The Black Blooded Terror gains the ability to create Black Clowns. As a humanoid embodiment of Black Blood and the resulting madness created by this substance, the Black Clown demonstrates many of the qualties attributed to these terms. This is most notable in how it reacts to the infliction of damage, which largely takes the form of a smile or even fits of sinister laughter. Cost to create: 2000gp and takes a full day to create. After fusion ends, the Black Clown seeps out of any open wounds for 1d6+1 rounds, halving any healing done to the Black Blooded Terror..
Black Thorn Defense: The Black Blooded Terror crosses his arms as multiple thorn arrows appear from beneath his robe and shoot upwards in front of Crona like a fence, allowing him to block multiple frontal attacks. Create an impervious wall 10' high, 15' wide and 5' thick that provides total concealment for 3 rounds. When using this ability you may not take a move action but may move around the wall to keep it between your foe and yourself after the round in which it is cast. Costs 10 HP. Standard action.
Madness Fusion: is a relatively simple yet extremely effective transformation technique, which uses the significant amount of madness emitted by a Black Clown, a personification of pure madness itself, to provoke this unusual form of 'evolution' in a subjects power. This involves a Clown physically fusing with a subject, giving them incredible power. Gain +4 Str, half of the Black Clown's current HP as temporary HP until the duration of the fusion ends and gains the use of the Multi-Weapon Fighting feat even if you don't meet the prerequirements. While wielding multiple weapons, take a -2 to all attack rolls. Able to use madness Fusion once per day as a Full-Round action.
Bloody Lance: Utilizing a considerable quantity of the black blood granted after previously conducting a Madness Fusion with the Black Clown, the Black Blooded Terror fabricates a substantial and hollow cone that tapers into a single sharpened point, which is subsequently launched towards an adversary with tremendous velocity. Despite its center being entirely devoid of a single drop of blood, due to the hardening capabilities of the dark substance that it is constructed from, this "lance" still poses a significant threat to its intended target. 2d6+Con mod per level and is able to add fall damage to the total if attacking from the air. Cost: 4HP per level. Standard Action
Black Coat: Utilizing one of the wing-like projections composed entirely from a significant quantity of Black Blood, which is only made possibly after previously conducting a Madness Fusion with the Black Clown, the Black Blooded Terror wraps one or both of his wings around his body to form a rather thin physical barrier between himself and an adversary's attack. Despite the relative fragility displayed by the appearance of this barricade, due to the hardening capabilities of the dark material that it is constructed from, it is in fact able to block even powerful blows that connect with it. +20 to AC with while using 1 wing, +40 with both. Only lasts until the Black Blooded Terror's next turn. Usable every 1d6+4 rounds. Cost: 20HP. Full-Round Action.
Rose Thorn Storm: The move first requires the Black Blooded Terror to manifest a large number of vine-like tentacles from her body. The tentacles then rise towards the sky, forming what appear to be black rose blossoms at their ends. The force with which the Black Blooded Terror raises his tentacles in the air creates a powerful shockwave before finally landing on his opponents with incredible force, crushing them on the ground or blowing them away by the fierceful wind. Due to the mass of the tentacles themselves, plus the sharp thorns that seem to sprout out all around their surface, this attack is highly dangerous and although it can be used in melee combat, it can be considered to be much more effective for large range attacks. Also, the attack seems to have a side-effect to enemies who are successfully hit by the tentacles' thorns. Just like real life, thorns often contain poison in them (as the spell), these thorns also cause terrible clumsiness making enemies who are hit take -4 to attack rolls. 30' radius centered above the Black Blooded Terror as the tentacles reach up into the air, blooming into large black roses. Can be launched up to 80' away. Cost: 50Hp, once per encounter.
Mad Blood: The Black Blooded Terror's and the Symbiode's Black Blood have evolved into Mad Blood, a much more powerful strain of Black Blood. It allows the Black Blooded Terror to flood entire cities with black blood unlike its predecessor. Mad Blood can harden to protect the Black Blood Terror and the Symbiode but unlike the Black Blood if any one tries to break the hardened form the subject will go insane, making it much harder to break with brute force. Its main attack utilization is the creation of spheres made of Mad Blood to trap enemies. The Black Blooded Terror unleashes an great tidal wave of Black Blood that engulfs and encapsulates any opposition within the darkened depths of this gigantic swell (50' wide by 100' long, permanently. To represent the terror epitomized by this technique and the resultant drenching insanity, numerous shadowy figures appear in the wave of Black Blood, some with beady eyes, some with no eyes and just ravenous drooling mouths. The Black Blooded Terror also assumes a deformed appearance, with the bottom half of his body swelling up to a bud-shaped shadow emblazoned with 3 vertical eyes that grant vison through total concealment, low light vision and darkvision out to 120'. Once consumed by the torrent of Black Blood, the opponent is assaulted by these shadows made from Black Blood, which enters their bodies and causes their entire physical body structure to melt into Black Blood. Once they have melted, the Black Blood hardens into a large sphere. This sphere, known now as Black Spheres by others also emanates a strong Insanity Wavelength, making it harmful for anyone near it or in physical contact with it. This hardened sphere of Black Blood that is all but impossible to escape from, with it even proving resistant to the Demon-Repelling and Anti-Demon abilities don't seem to have any effect on on the spheres like they do otherwise. Although the amount of insanity contained within this sphere is immense, those who are able to perceive souls can see the casualty's soul is still active inside the sphere, meaning that there may still be a chance of survival. (DC 10+Class level+Con mod to negate) Cost: 3/4th current Hp and 300 EXP per target consumed. Usable once per day.
The Symbiode (Roll mental stats only):
Demon Weapon: In its large weapon form (grows whenever Scream Resonance is used, deals an extra die of damage that lasts for the duration of the resonances)), the Symbiode takes the form of a large black Scandinavian broadsword with a grey hilt, a white stripe down the middle and spikes around the guard which resemble those on the Symbiode's ordinary body. When using Scream Resonance, the Symbiode manifests a mouth on the blade just above the guard. When not used during a resonance, the blade is a longsword but retains many of its features, except that the Symbiode's seldom seen mouth now permanently stands above the guard. May wield the broadsword 1 handed but Str bonus to damage is x1.5 instead of x2.
Blackened Blood: +2 Con, +1 Str, Regeneration equal to level, +3 natural Armor, +5 DR (DR 5 starts at lvl 5) at 1st and every 5th level after (Ex, 1,5,10,15,20).
Bloody Slicer: To initiate this attack, the Black Blooded Terror must firstly cut himself in the wrist (or have been cut previously), exposing the Black Blood. Then through a simple flick of the wrist or flinging of the arm, the pooled blood is sent flying rapidly towards the opponent, while the Symbiode exerts his control over the blood forcing it to harden so as to create a crescent shaped projectile blade. This attack can also be used in close-range as a blade that remains attached to teh Black Blooded Terror's arm, allowing for numerous subsequent attacks. However, the real advantage of this variant is in its ability to selectively liquefy at the Symbiode's will, completely negating the enemy's defense (enemy is considered Flat-Footed), by liquefying at the moment of contact and being proceeded by another technique, such as Bloody Needle. The two variations of the attack can be preformed in quick succession to produce a very potent combination, as the opponent is forced to focus on evading the initial projectile, not realizing a second strike is to follow. The blood used also takes the black appearance with the purple aura, that is featured in all of the Black Blooded Terror's attacks. Deals 1d10+Con mod (Crit=19-20/x2). Costs: 5Hp (free if arm/wrist is already cut). Duration: 1d4+Con mod. Host gains at level 3. Swift action to create the blade.
Bloody Needle: The move takes any of the Black Blooded Terror's black blood which has been previously spilled and hardens the droplets, turning them into needles which extend towards the enemy intending to pierce them. Due to how quickly and easily the Black Blooded Terror's blood can be spread during an intense battle, this technique is adept at surrounding an opponent, exploiting any available opening (enemy loses Dex and Armor bonus as the needles seek out the softest spots). As it is Ragnarok who influences the blood's state, the attack can be performed without any hindrance towards Crona's current movements, not only ensuring the continuation of an onslaught of sword strikes as well but if the situation arises where the Black Blooded Terror is rendered unconscious it can form an effective means of defense. Needles deal 1d6+Con mod/per 2 levels (crit=18-20/x3) and are able to use 2 needles per level. Bloody Needle is mostly controlled by the Symbiode, whenever an enemy makes an attack of opportunity, the Symbiode may choose to defend the Black Blooded Terror, adding a deflect bonus of +5 as a single Black Needle counterattacks, dealing its damage if the enemy misses. May purposfully spill blood to create Black Needles at 5HP per Black Needle, otherwise 1Hp per Black Needle for the Black Blooded Terror to assert control of his blood. Otherwise, Black Needles attack indentantly. After a Black needle makes an attack, the blood seeks to return to the Black Blooded Terror's body. Host gains at level 6. Standard action if being controlled by the Black Blooded Terror.
Black Dragon: An alternative form of the Symbiode's which can be used after conducting a Scream Resonance with the Black blooded Terror and consuming a large amount of souls. The Symbiode's physical form changes dramatically, becoming more streamlined and serpentine in shape, with the spikes on his back heightened, his arms replaced by two massive wings and his head lengthened out, his mouth now appearing and his eyes on either side of his head. The Symbiode's normal weapon form is replaced by that of a greatsword with all its old features, and his wings extend from the Black Blooded Terror's back instead, albeit much more ragged. This form allows them to fly (as the spell), and also greatly enhances all of the Black Blooded Terror's attacks (Max die damage and multiply by 2. Last for 1d4+Con mod rounds). Host gains at level 10. Usable once per day.
Symbiode's Skills (bestows on host):
Ex-Black Blooded Terror's
After a Black Blooded Terror has taken a single level in any other class, he can no longer return to this class.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
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Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
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Gold: <-Starting gold using this package.->.
Playing a <-class name->
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<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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|20||<-very rare information->.|
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