Vitamancer (3.5e Class)

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Vitamancer[edit]

Life moves through all natural beings, like water down a river. Some are still and silent streams, offering reverence and health; or it can crash like a wave, crumbling shoreside stone. Many a person can feel an intimate form of this energy, and sense its ebb and flow; ironically, however, the means of which this condition manifests is not often natural.

In the most shy of shrouded places, in even the most humble sanctuaries, the defilers of all things right converge, anxious to begin experimentation. A handful of subjects stand out from the others: paling skin, bloodshot eyes and marked with heinous scars inflicted through a series of terrible rituals. These chosen few are 'blessed' with Blood Artistry, the ability to manipulate one's blood and that of others according to their desired purpose. The applications are varied, but most do not hesitate to bend lifepulse against its own keepers. These gifted artisans are known as Vitamancers.

Making a Vitamancer[edit]

A Vitamancer does not size-up others in a fight, but rather considers intently the pool of collective blood that they can exchange from person to person using their own bodies as a conduit.

Abilities: Constitution is arguably the most important, as it gives them a larger pool of blood to work with, followed closely by Strength to inflict the highest possible damage to their foes. Intelligence helps bolster the Vitamancer's skills and Dexterity can also be considered for the extra AC. Wisdom and Charisma are scarcely needed for a Vitamancer.

Races: Typically Vitamancers come from less studious races, more commonly Half-Orcs, Dwarves, Humans, and Drow, but other races have shown prowess in the Blood Arts.

Alignment: Vitamancers can be of any alignment. While the more pious and paranoid may shy away from becoming a Vitamancer, the Blood Arts do not discriminate between the saint and the serpent. That said, some practitioners choose to hone their Artistry using alternative styles, according to their respective morals.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: As Barbarian.

Table: The Vitamancer

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +1 +0 Blood Boil, Redemption, Trauma +1
2nd +1 +3 +1 +0 Waning Heartbeat
3rd +2 +3 +2 +1
4th +3 +4 +2 +1 Cleave, Trauma +2
5th +3 +4 +3 +1 Reconstruction
6th +4 +5 +3 +2
7th +5 +5 +4 +2
8th +6/+1 +6 +4 +2 Trauma +3
9th +6/+1 +6 +5 +3 Transferal, Anemia
10th +7/+2 +7 +5 +3 Blood Manipulation
11th +8/+3 +7 +6 +3
12th +9/+4 +8 +6 +4 Trauma +4
13th +9/+4 +8 +7 +4
14th +10/+5 +9 +7 +4
15th +11/+6/+1 +9 +8 +5
16th +12/+7/+2 +10 +8 +5 Trauma +5
17th +12/+7/+2 +10 +9 +5
18th +13/+8/+3 +11 +9 +6
19th +14/+9/+4 +11 +10 +6
20th +15/+10/+5 +12 +10 +6 Trauma +6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Vitamancer. Blood Arts will only work on creatures with solid physical forms and/or the ability to bleed. Blood Arts can only be used while Blood Boil is active unless specified otherwise.

Weapon and Armor Proficiency: Vitamancers are proficient with light armor and all simple and martial weapons.

Blood Boil (Ex): The keystone of their unnatural combat prowess, Vitamancer invigorates himself with heated, rapidly flowing blood. While Blood Boil is active, he gains access to all of the feats listed below. Blood Boil can be used a number of times per day equal to half your Vitamancer level (rounded up) and lasts for 10 minutes or until the end of battle. While Blood Boil is active, you cannot receive healing from any source other than your Blood Arts and other class abilities.

Transfusion (Su): As a master of the red waters, siphoning blood is not the only useful skill in your arsenal; many medical practices go hand-in-hand with your traditional work. The Vitamancer may spend a full round action to give up to their Constitution modifier's worth of healing from their own health pool to an adjacent ally.

Trauma: The gaping wounds of your foes only serve to invigorate you. Every time the Vitamancer successfully deals melee damage to a creature he regains 1 HP up to their maximum health. This increases by 1 HP every 4th level after level first (+2 at level 4, +3 at level 8, etc). Melee weapons also gain this effect.

Waning Heartbeat(Ex): The song of life adds the faint sound of drums to its chorus, and through this addition the Vitamancer develops an ominous instinct; he now knows the remaining HP of all living creatures up to 30 feet. This ability is always active, though may be turned off at will, and does not require the use of Blood Boil.

Cleave: (Ex) At level 4, the Vitamancer gains Cleave as a feat, even if he does not meet the prerequisites for that feat.

Reconstruction: At level 5, whenever the Vitamancer lands a critical hit with a melee weapon, the effects of Trauma are doubled for that attack. Additionally, the Vitamancer may add their Strength modifier to these bonuses if they roll within the weapon's standard critical threat range. The added Strength modifier does not apply if the critical strike was made beyond the weapon's original threat range.

Transferal (Su): Starting at level 9, whenever the Vitamancer uses Cleave, he may choose to halve the overall damage to the Cleave target and heal an adjacent ally for the same number.

Anemia: At level 9, any time the Vitamancer removes more than 10 HP from an opponent using Blood Arts (e.g., Trauma, Reconstruction) in a single attack, the target is fatigued for the duration of the battle. If the Vitamancer removes 10 HP from a fatigued opponent, they become exhausted (Fort save DC 10 + half your Vitamancer level for both).

Blood Manipulation (Su): At level 10, the Vitamancer has keened into the intracacies of lifeblood to such an extent that he may control a person's vitals. The abilities listed can only be used once per day + half your total Constitution bonus (round up).

Human Vitamancer Starting Package[edit]

Weapons: Battleaxe.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-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 "—"->
<-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 "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

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. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Vitamancer[edit]

Religion: Most Vitamancers scoff at religion, choosing instead to believe in their own strength and actions. Those who do choose a deity usually worship Kord, seeing strength and courage as the penultimate qualities that everyone should possess. Those who choose a darker route usually worship Gruumsh, seeing each fight as a conquest and retreat as a weakness.

Other Classes: VItamancers value independence above all else, regardless of class. If you cannot prove yourself capable of winning your own fights, they scoff at you.

Combat: Vitamancers are always at the front lines, using their Blood Arts to protect themselves and eschew life from their opponents while maintaining their team's well-being by acting as a sub-healer.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Vitamancers in the World[edit]

They say you can't squeeze blood from a stone, but I bet I could get some out of you!
—Val'Goth "The Ghoul", Orc Vitamancer

Vitamancers are self-sufficient nomads, only joining with those who can handle themselves and having a distaste for anyone who asks for help.

Daily Life: Vitamancers are usually traveling, preferring to sleep outdoors than suffer through dealing with people.

Organizations: Vitamancers prefer to travel alone.

NPC Reactions: Most NPCs will simply see them as normal Barbarians, but people tend to be a little apprehensive when the blood magic comes out.

Vitamancer Lore[edit]

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

<-the appropriate skills->
DC Result
5 Vitamancers are rumored to be Blood Magic practitioners.
10 Vitamancers don't truly know Blood Magic: most were gifted it (willing or otherwise) by dark forces.
15 Most others who practice similar dark arts have an extreme distaste for Vitamancers, seeing them as artificial fakes who make a mockery of the fundamentals of their practices. Morally ambiguous figures like Necromancers and ritualists, however, do admire the quality of their abilities.
20 The original source of all Vitamancers' powers is the; it was discovered by a tribe of barbarians that didn't understand the book or its powers.

Vitamancers in the Game[edit]

Vitamancers are basically anti-melee characters who will always dominate a 1-on-1 fight. Think of them as Barbarians who have dabbled in necromancy or some other black art that they couldn't wholly grasp.

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: Most Vitamancers will try to solo out a party member and ruthlessly attack them, killing one player at a time in this fashion.

EL : <-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.->.



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