The Black-Blooded (3.5e Prestige Class)

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The Black Blooded[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->
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<-fluff about this prestige class->

Becoming a Black Blooded[edit]

<-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Alignment: Any Chaotic.
Base Attack Bonus: +5.
Race: Must Be Human.
Feats: Iron Will, Toughness.
Special: Must have ability to take fighter only feats.

Table: The Black Blooded

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Black Blood, Absorb Soul
2nd +1 +3 +0 +3 Mental Strength, Bonus Feat
3rd +2 +3 +1 +3 Scream Resonance (2/Enc)
4th +3 +4 +1 +4 Bloody Slicer, Screech Beta, Bonus Feat
5th +3 +4 +1 +4 Screech Alpha
6th +4 +5 +2 +5 Scream Resonance (4/Enc),Bonus Feat
7th +5 +5 +2 +5 Bloody Needle
8th +6/+1 +6 +2 +6 Bonus Feat
9th +6/+1 +6 +3 +6 Scream Resonance (6/Enc)
10th +7/+2 +7 +3 +7 Mad Blood, Bonus Feat

Class Skills 6 + Int modifier per level)
Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha),Jump (Str), Listen Lis), (Move Silently Dex), Search (Wis), [[SRD:Spot Skill|Spot][ (Wis), Tumble (Dex). ..


Class Features[edit]

 All of the following are class features of the Black Blooded.


Black Blood: +4 Con,-4 Wis, +4 Str. 2 Fast Healing at class level. Add's Con to AC. +2 DR every other level. Bonus Hp 9Hp every odd level. Grants ability to use the Demon Sword, a longsword made of the black blood with a crit multiplier of 3, crit range stays the same. Per encounter, make a Will save or lose control of your character as the black blood takes over. (DC 10+Black Blooded level)

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 even level ater (Ex, 2,4,6,8,10)

Absorb Soul: The black Blooded has the ability to absorb the souls of the recently dead,. He may not perceive the souls but rather senses them within a 25' radius (also max range souls can be absorbed from). gaining temporary HP at a total of +1 per enemy HD that lasts until the end of the encounter. Aborbing souls only provides temporary HP that lasts until the end of the encounter and adds to a counter. After consuming 100 souls, double that stat bonuses/negatives add 1 extra die to all abilities as your strength and durabilty greatly increases while you fall deeper into madness. Standard action.

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 to sync his soul with the Symbiode's. Deals 1d8 sonic damage(add 1 die per level) to everyone within 40' of the screaming while Scream Resonance is active. 1d8/per 3 levels that effects weapons and armor, bypassing hardness. Magically enhanced weapons get a Fort save to half damage. Gain Keen at 6th and Vorpal at 9th. 1d4 rounds before Scream Resonance can be used again.

Screech-Beta: Must use Scream Resonance to use this attack. The Screech assumes the form of a mouth, but it is instead connected to the Symbiode's weapon form movements. The attack itself is a frontal slash that extends forward in a line, taking the form of a large mouth that follows the arc of the preceeding 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.

Bloody Slicer: To initiate this attack, the Black Blooded 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's arm, allowing for numerous subsequent attacks. However, the real advantage of this variant is in it's 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.

Screech-Alpha: 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.

Bloody Needle: Any creature making a succesfull melee attack on the Black Blooded most make a reflex save. If saves fails, Bloody Needles 1/3 damage dealt back to attacker.

Mad Blood: When hit, Black Blooded's blood engulfs the attacker (Reflex negate DC 10+Class level) and takes 1 point of Wis damage per round (Will to negate Dc 10+Class level) and may make a Fort save to try and break free (DC 10+class level)

Epic Levels[edit]

Table: The Black Blooded

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +8/+3 +7 +3 +7 Create Black Clown, Scream Resonance (8/Enc)
2nd +9/+4 +8 +4 +8 Madness Fusion, Screech Delta, Bonus Feat
3rd +9/+4 +8 +4 +8 Black Coat
4th +10/+5 +9 +4 +9 Black Lance, Sceam Resonance (10/Enc) Bonus Feat
5th +11/+6 +9 +5 +9 Black Dragon

Class Skills (6+ Int modifier per level)
Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha),Jump (Str), Listen Lis), (Move Silently Dex), Search (Wis), [[SRD:Spot Skill|Spot][ (Wis), Tumble (Dex). .


Black Clown: From 5th level on, a Black Blooded Terror can use his blood to give life to a new companion creature—a Black Clown (see page 154 of the Monster Manual). A Black Blooded Terror need not meet any of the given prerequisites to create the Black Clown; however, a Black Blooded Terror must permanently sacrifice 1 hit point as part of the creation process. The process requires 1 hour. A Black Blooded Terror enjoys a stronger than normal link with his Black Clown. By touching the Black Clown, a Black Blooded Terror can transfer his wounds to the creature (up to 1 hp per level with each touch). This is a standard action that provokes attacks of opportunity. Each time a Black Blooded Terror gains a class level, his Black Clown advances 3 Hit Die, as described on page 290 of the Monster Manual, and it gains all the normal benefits of its increased Hit Dice (increased base attack bonus, saves, and so on). The Black Clown advances to a maximum of 6 Hit Dice when the Black Blooded Terror reaches 12th level. If his Black Clown is destroyed, a Black Blooded Terror takes 2d10 points of damage, as noted in the Monster Manual. A Black Blooded Terror’s death results in the death of his Black Clown. A Black Blooded Terror can have only one Black Clown at any given time.

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 weilding multiple weapons, take a -2 to all attack rolls. Able to use madness Fusion once per day as a Full-Round 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.

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 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.

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 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.




Bonus Feats:

The epic Black Blooded gains a bonus feat (selected from the list of epic <-class name-> feats) every odd level after 20.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->[edit]

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