Blood Reaver Prime (3.5e Class)

From D&D Wiki

Jump to: navigation, search

Blood Reaver Prime[edit]

Regardless of what you were before, you are a primal force now. Driven by darkness to achieve whatever goals you hold as your own. You are rage and power incarnate, wielding the powers of the crimson life blood that dwells within all living creatures, using it to fuel your own existence, empowers your strikes, even manipulate it in arcane ways to cast spells or manifest weapons and armor on a whim. You are trained to be a bloody killing machine. Emotions are optional.

Making a Blood Reaver Prime[edit]

Special: Must have a mentor (See The Dark Arts class feature).

Abilities: Constitution (Determines class abilities). Secondary Stats are by personal choice.

Races: Human, Elf, Dwarf, Halfling, Gnome, Orc Only. Half breeds of these races are accepted as well as templated.

Alignment: Any Chaotic

Starting Gold: 7d6x10 gp

Starting Age: As Rogue.

Table: The Blood Reaver Prime

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 The Dark Arts, Dark Resistance, Blood Rage
2nd +2 +3 +3 +0 Call of the Blood, Uncanny Dodge, Blood Reaver Prime Technique
3rd +3 +3 +3 +1
4th +4 +4 +4 +1 Blood Reaver Prime Technique, Favored Weapon, Vampiric Drink
5th +5 +4 +4 +1 Unholy Resilience
6th +6/+1 +5 +5 +2 Blood Reaver Prime Technique
7th +7/+2 +5 +5 +2 Pleasure for Pain 1/-
8th +8/+3 +6 +6 +2 Blood Reaver Prime Technique
9th +9/+4 +6 +6 +3 Improved Uncanny Dodge
10th +10/+5 +7 +7 +3 Blood Reaver Prime Technique, Pleasure for Pain 2/-, Greater Blood Rage
11th +11/+6/+1 +7 +7 +3 Demon Blood
12th +12/+7/+2 +8 +8 +4 Blood Reaver Prime Technique
13th +13/+8/+3 +8 +8 +4 Pleasure for Pain 3/-
14th +14/+9/+4 +9 +9 +4 Blood Reaver Prime Technique
15th +15/+10/+5 +9 +9 +5
16th +16/+11/+6/+1 +10 +10 +5 Blood Reaver Prime Technique, Pleasure for Pain 4/-
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Blood Reaver Prime Technique
19th +19/+14/+9/+4 +11 +11 +6 Pleasure for Pain 5/-
20th +20/+15/+10/+5 +12 +12 +6 Blood Reaver Prime Technique, Might Blood Rage, Blood Reaver's Strike, Fall Unto Darkness

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Blood Reaver Prime.

Weapon and Armor Proficiency: A Blood Reaver Prime is proficient with all simple and martial weapons, as well as light armor, medium armor, heavy armor, and shields (including tower shields), but the Blood Reaver Prime rarely finds use or desire for armor heavier then light or medium.

The Dark Arts: In order to even take this class, all Blood Reavers must have some form of mentor. This mentor can be found one of two ways. The first is a devil or demon willing to teach them the dark arts of blood magic and how to use it in melee combat. The second is someone who has trained under a demon or devil as previously mentioned. There may not be more then one generation difference between you and the person teaching you. In other words, you need a first hand source such as someone having trained directly under the demon; you may not learn from someone who has learned from someone else that learned from a demon or greater degree of difference. While this person is not always present in your character's life, they do come back regularly to further train you as your DM sees fit until you have reached level 20.

Dark Resistance (Ex): Due to the nature of your powers and how you are trained, you have an innate spell resistance, making it difficult for all forms of magic to effect you, even your own. This spell resistance is equal to your Blood Reaver Prime class levels plus your Constitution modifier (minimum of 1). Because of this, if you have an existing method of casting spells you must make a concentration check equal to 10 plus you total Blood Reaver Prime levels. This applies with even magical items, potions, ect; If such actions fail to be used their charge or use is expended as normal.

Blood Rage (Ex): A Blood Reaver can let his desire and lust for blood over take him and fly into a blood frenzy fueled rage, seeking for nothing more then the drink from his enemies until they have all perished. While in this rage state the Blood Reaver gains a +4 bonus to Constitution and Strength, however unlike a normal rage he does not gain a bonus to will or a penalty to AC. The increase in constitution points gives the Blood Reaver Prime the equivalent amount of hit points in the form of temporary hit points, but go away at the end of the Blood Rage. While under the effects of this Blood Rage you cannot use any complex mental actions such as spell casting, activating magic items, feats that would require precision or focus (like Weapon Finesse or Combat Expertise), item creation feats, or metamagic feats.

A Blood Rage lasts for a number of rounds equal to 4 plus your newly improved Constitution modifier. The Blood Reaver Prime can end this rage early if they so wish. At the end of the rage, the Blood Reaver Prime loses their rage bonuses and restrictions and becomes fatigued (-2 Strength and Dexterity, plus you cannot charge or run) for the duration of the current encounter.

A Blood Reaver Prime can enter this state of rage only once per encounter. At 1st level he can use this rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but may only be done during the Blood Reaver Prime's own action, not in response to someone else's action.

Call of the Blood: At 2nd level you begin to smell everything, becoming sensitive to the smell of blood in particular, as well as everything else by extension. You gain the Scent special quality, but you have a 40ft range instead of 30.

Uncanny Dodge (Ex): At 2nd level, a Blood Reaver Prime 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. If a Blood Reaver Prime already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Blood Reaver Prime Technique: At 2nd level and every 2 levels thereafter the Blood Reaver Prime learns and perfects a technique that involves the use of their blood, whether it is to empower themselves, control others, or make extreme destructive use of it. Unless specified otherwise, these techniques can only be used while in a Blood Rage.

Blood Frenzied Charge (Ex): When you make a charge action, you may now turn where needed and may move up to double your speed. You are still required to see and have a clear path to your target.
Blood Hound (Su): You may designate a number of targets up to your base constitution modifier, and you must be within range of your Scent ability. These targets can be tracked at any time from anywhere using your Scent ability. These targets must be alive, not inorganic such as constructs, dead, or anything else that lacks a circulatory system. If your target should die, you can no longer follow their trail. You can only select targets once a week. You do not need to be under the effects of Blood Rage to use this ability. Must be level 4 or higher to select this technique.
Crimson Armor (Su): As a swift action you can empower your blood and form it around you and any existing armor you have, granting you a +1 enhancement bonus for every three levels you possess beyond 7th level (to a maximum of +5 at 19th level). You can use this ability a number of minutes per day equal to your Blood Reaver Prime level. This duration must be in 1-minute increments, but they do not need to be consecutive.
These bonuses stack with any existing bonuses the armor might have. This armor or the armor formed by the blood can be enhanced with any of the following special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the Blood Reaver Prime is wearing the armor, and end immediately if the armor is removed or leaves the Blood Reaver Prime's possession. This ability can be ended as a free action at the start of the Blood Reaver Prime's turn. This ability cannot be applied to a shield. Must be level 8 or higher to select this technique. You do not need to be under the effects of Blood Rage for this technique.
Crimson Lust (Ex): You increase your movement speed by 10 feet in all forms of movement that you possess. This can be taken multiple times to a maximum of 3.
Dialysis (Su): Any creature that willing allows the Blood Reaver Prime to feed on them automatically has their wounds stabilized after the feeding, and any non-magical disease or poison is cleansed from their system. You do not need to be under the effects of Blood Rage for this technique.Can only be done a number of times per day equal to your constitution modifier.
Fast Healing (Su): The blood you have drained empowers you, and your demonic ties makes it burn in your veins as they become a part of your body, sewing flesh and fusing broken bones. You gain Fast Healing 1. This increases for every 4 levels you have beyond 4th (to a maximum of 5 at 20th). Requires level 4 or higher to take.
Force the Life Blood (Su): Your absolute control and mastery of blood allows you to forcibly bring a person back to life by manipulating their body to repair itself, then resuscitate it. This can only be done once for each creature, and the creature being resurrected in question needs to have had a circulatory system when it was alive. It otherwise duplicates the effects of True Resurrection. Use your Blood Reaver Prime levels as your caster level and your Constitution modifier for anything involving DCs with the ability. Can only be used once a day. You do not need to be under the effects of Blood Rage for this technique. Requires level 18 or higher.
Frightful Presence (Ex): Your very presence and unleashed rage is unsettling to foes. When an opponent within sixty feet sees you or knows you are in an enraged state, they must roll a will save (DC = 10 + 1/2 Blood Reaver Prime levels + Constitution modifier). If failed, the target is shaken for 5d6 rounds; if they fail by 5 or more they are frightened, and if they fail by 10 or more they are panicked. An opponent that succeeds is immune to this effect from the same Blood Reaver Prime for 24 hours. Requires level 10.
Hemomorphic Control (Su): You force the blood within you to alter you body in varying ways, duplicating the effects of Disguise Self. Use your Blood Reaver Prime levels for your caster level. You do not need to be under the effects of Blood Rage to use this ability. Can be done a number of times per day equal to your Constitution modifier.
Improved Vampiric Drink (Ex): The healing from your Vampiric Drink ability heals you for 2d8+1 (maximum of +8) per level instead. At level 10, it heals you for 3d8+1 (maximum of +15). At 16th level, it becomes 4d8+1 (maximum of +20). At 20th it heals 10 points per caster level (maximum of 250). You do not need to be under the effects of Blood Rage to use this technique.
Restorative Drain (Su): You better absorb the healing effects and nourishing elements of the blood you drink. When you use your Vampiric Drink ability you also gain the benefits of Restoration, using your Blood Reaver Prime levels as your caster level. May only target yourself. Requires level 6 or higher. You do not need to be under the effects of Blood Rage to use this technique.
Sanguine Weapons (Su): You manipulate the blood in your body and make it an extension of yourself to wield it in much the same manner as a weapon master. This weapon may be formed as a swift action and deals varying levels of damage based on your level. At 4th, it deals 1d6. At 5th, it increases to 1d8. At 10th it becomes 1d10. At 15th it becomes 2d6. At 20th it becomes 2d8. This weapon otherwise functions as the same weapon of your choice, obeying the normal critical ranges and reach ranges of the appropriate weapon. To you it is weightless and considered masterwork, and may if you so choose summon two to dual wield with.
If for some reason these weapons should be removed from your person by means of someone else (such as disarming, sundering, ect;) you are dealt the same amount of damage that your weapons can deal for losing your blood (meaning if your weapon deals 1d6 damage, you suffer 1d6 for losing it. You suffer the damage twice if you were dual wielding). This damage also applies if it is expended as a ranged weapon.
As a swift action, you can empower these weapons with demonic powers granting them a +1 enhancement bonus. This can also be applied to any pre-existing weapon you may have in hand, but you use that weapons damage instead of the damage listed above for this weapon (example, instead of dealing 1d6 with a whip made of blood, it deals 1d4 as normal). For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the Blood Reaver Prime has more than one weapon, he can enhance another on the following round by using another swift action. The Blood Reaver Prime can use this ability a number of rounds per day equal to his Blood Reaver Prime level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have. The Blood Reaver Prime can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, shock, anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one does not consume rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. This ability can be ended as a free action at the start of the Blood Reaver Prime's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the Blood Reaver Prime uses this ability on or for a double weapon, the effects apply to only one end of the weapon.
Requires level 4.
Spell-Like Empowerment (Su): Between your training and demonic empowerment, you can cause certain effects to take hold when you drink the blood of another. Choose one of the following spells. This spell's effects take hold when you drink blood in any way (such as that from your Vampiric Drink), and use your Blood Reaver Prime levels as your caster level and your Constitution modifier as your casting attribute. The list is a predetermined set of spell based on the requirement of being able to explain how blood could permit you to do such a spell normally (such as Water Breathing because your blood can make your lungs process water, or Bull's Strength for carrying more power in your veins from the blood you have drank or nutrients already in your system), but more may be added (consult your DM). This technique can be take multiple times, each time selecting a different spell, but the benefits otherwise stacking. This requires level 4 before you may begin taking these techniques.
Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Endure Elements, Enlarge Person, Haste, Jump, Keen Edge, Blood Mist, Spider Climb, Tongues, and Water Breathing.

Favored Weapon (Ex): At 4th level, the Blood Reaver Prime after enough time with weapons chooses one to start training exclusively with. This weapon becomes a symbol for them, although it can also be a weapon and shield. This signature weapon (or combination) gains a +1 bonus on attack and damage rolls when using it. Every four levels thereafter it increases by an additional +1 to a maximum of +5 at level 20. This bonus can be added to any checks involving that weapon such as sunder, disarm, trip, or other similar maneuvers.

Vampiric Drink (Ex): This Extraordinary power is what allows a Blood Reaver Prime to go on for so long. At 4th level as a standard action or in place of an attack, the Blood Reaver Prime can devour the blood of a specified freshly killed (within 24 hours) dead enemy within 30 feet, using it to empower themselves. This grants the Blood Reaver Prime 1d8 points of healing and a +2 Bonus to Strength. Additional uses stack, extra healing becomes temporary hit points and the Strength bonus continues to grow. These bonuses last for 10 minutes. This may not be done more then once a round, and if blood is drank from a stored source (such as a jar or any other form of blood that is not fresh, IE, older then 24 hours) the effects are halved. Blood may not last longer then 3 days for this purpose, not even magic or wish being able to store them for longer periods of time.

At 12th level, this becomes a swift action and may be used up to, but no more then, twice per round.

Unholy Resilience (Su): At 5th level you are no longer effected by diseases, both supernatural, magical, or otherwise.

Pleasure for Pain (Ex): At 7th level, due to the twisted ways of how they endure so much damage and enjoy the use of their own blood, seeping through their skin and causing them pain, the Blood Reaver Prime begins to associate pain with pleasure, deadening its impact on him as his body takes damage better. This grants him a DR equal to 1/-. He gets a bonus to this damage reduction equal to his base constitution modifier. Every 3 levels thereafter this increase by +1 to a total damage reduction of 5/- at 19th (before Constitution modifier bonus).

Improved Uncanny Dodge (Ex): At 9th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the Blood Reaver Prime by flanking him, unless the attacker has at least four more rogue levels than the target has Blood Reaver Prime levels. If a character already has uncanny dodge 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 level a rogue must be to flank the character.

Greater Blood Rage (Ex): At 10th level the Blood Reaver Prime's bonuses to Strength and Constitution during his Blood Rage each increase to +6. He also gains a +2 to Will now as a morale bonus as well.

Demon Blood (Ex): At 11th level, just like your mentor, your veins flow with the power of darkness, granting you immunity to poisons of all kinds.

Mighty Blood Rage (Ex): At 20th level, the Blood Reaver Prime's bonuses to Strength and Constitution while under the effects of Blood Rage are increased to +8, and he gains a +4 morale bonus on will saves. Additionally, the Blood Reaver Prime is no longer fatigued at the end of their Blood Rage.

Blood Reaver's Strike (Ex): At level 20, you gain the ability to focus all of your power into a single strike, forcing the target of this attack with your weapon to make a fortitude save DC= 10 + half blood reaver prime levels + constitution modifier. If they fail, they are slain and you gain the benefits instantly as if you had used Vampiric Drink. If they succeed, they instead take 1d6 points of damage per 2 levels of Blood Reaver Prime you possess. This may only be done a number of times per day equal to your constitution modifier.

Fall Unto Darkness: At level 20 you undergo a passage of rights from your mentor. This ritual, test, or other form of passage can be determined by your DM. You have only one chance, and should you fail, you inherit the Half-Fiend template and yield your character to the DM as you have lost your soul and become a demon yourself. You may regain your character if the party is willing to go through the necessary steps to do so, this process often requiring a wish spell to remove the template or give the Blood Reaver Prime their soul back, or even as simple as somehow convincing the Blood Reaver Prime's mentor (once found of course) for a retrial.

Ex-Blood Reaver Primes[edit]

There is no such thing as an Ex-Blood Reaver Prime. Just Dormant. When a Blood Reaver Prime ceases drinking blood for more then 3 months, they lose all Blood Rage benefits or Blood Reaver Techniques. Until you drink blood again (regardless of how as long as it is not your own), you may not have access to either of these abilities and you may not take additional levels in Blood Reaver Prime.

Campaign Information[edit]

Playing a Blood Reaver Prime[edit]

Religion: There is no specific god they follow, though they tend to have patrons (if any) of war or domination.

Other Classes: With them being demonic trained blood warriors, it should come as no surprise they find themselves thinking in a superior mind set, though the reasons they set on their path may differ.

Combat: A tank or heavy melee dps are the most common roles for a Blood Reaver Prime.

Advancement: The Blood Reaver prestige class is a good one as it has synergy with this class. This class may automatically become that prestige class as long as at least 10 levels have been invested in this one first.

Blood Reaver Primes in the World[edit]

An eye for an eye, a tooth for a tooth... Blood sacrificed to vanquish evil; on this day none shall live!
—Evinyth, Elf Blood Reaver Prime

Some characters start down the path as a Blood Reaver Prime because they have no other option. Others, do it as self sacrifice to learn their enemies' power or take power that will accept them and use it as they need to accomplish certain goals.

Daily Life: Daily life varies, but most Blood Reavers practice their techniques at some point and others collect blood, living off of it in a sense.

Notables: Evinyth Duskwither- A elf Blood Reaver Prime, whose later years are unknown, whether he was ever one to fall to darkness or not. His earlier years, it is known that he is a hero having saved dozens of thousands of people from demons and other dark creatures, using the very powers he learned from them, against them.

NPC Reactions: These fighters use demonic blood powered abilities. Most NPCs will either fear them or outright use violence against their very presence if they are found out.

Blood Reaver Prime Lore[edit]

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

Knowledge (Arcana)
DC Result
15 Their power is dark and based on blood magic.
20 Every one of them has some form of direct mentor ship.
25 They devour the blood of the fallen to increase their own strength and prowess to seemingly limitless heights to achieve what they desire.
30 Information on Evinyth and information available by choice.

Back to Main Page3.5e HomebrewClassesBase Classes -->

Home of user-generated,
homebrew pages!