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Sangromancer

The sangromancer takes the art of arcane magic a step further than most wizards and sorcerers would risk. These mages practice an art that is commonly known as “Blood Magic”. The art is as gruesome as it is powerful, and although not inherently evil, many people are suspicious of the bloody nature of sangromancers.

Role: With their mastery of magic, sangromancers realize that blood is just another source of power from which they may draw upon. They may spend their own life force to enhance their spellcasting, draw life from the blood of their enemies (or allies if needed), and use another creature’s own blood as a weapon against them.

Alignment: Sangromancers can be of any alignment, but due to the violent and often gory nature of blood magic, few sangromancers are good.

Hit Die: d12

Requirements

  • Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
  • Feats: Toughness, Great Fortitude, Endurance

Class Skills

Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), and Spellcraft (Int).

Skill Points at Each Level
: 2 + Int modifier.

Level Base Attack Fort Ref Will Special AbilitiesSpells Per Day
1st +0 +2 +0 +2 Sanguine Syphon, Stanch +1 level of existing class
2nd +1 +3 +0 +3 Constitution Bonus +1 level of existing class
3rd +1 +3 +1 +3 Metablood Magic
+1 level of existing class
4th +2 +4 +1 +4
+1 level of existing class
5th +2 +4 +1 +4 Constitution Bonus
+1 level of existing class
6th +3 +5 +2 +5
+1 level of existing class
7th +3 +5 +2 +5 Awaken the Blood
+1 level of existing class
8th +4 +6 +2 +6
+1 level of existing class
9th +4 +6 +3 +6
+1 level of existing class
10th +5 +7 +3 +7 Blood Fountain
+1 level of existing class

Class Features

Weapon and Armor Proficiency: The sangromancer gains no proficiency with any weapons or armor.

Spells Per Day: When a new sangromancer level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a sangromancer, he must decide to which class he adds the new level for purposes of determining spells per day.

Sanguine Syphon (Sp): The sangromancer learns at 1st level that life force can be stripped from another living creature and be used to bolster his own. The sangromancer can, as a standard action, make a ranged touch attack against another living target within 30 feet that deals 1d6 damage per two sangromancer levels.

Damage dealt this way is gained by the sangromancer as temporary hit points that last for one hour or until depleted.

A sangromancer may use this ability a number of times per day equal to 3 + his charisma modifier.

Stanch (Ex): A sangromancer automatically becomes stable if his hit points drop below 0.

Constitution Bonus: At 2nd level, and again at 5th level, the sangromancer gains permanent +2 to his Constitution.

Metablood Magic (Su): Beginning at 3rd level, a sangromancer can infuse his spells with metamagic feats at a bloody price. When applying a metamagic feat to a spell, the sangromancer may instead pay ten hit points per spell level the metamagic feat would alter the spell level. A sangromancer cannot pay a portion of this amount, it is all or nothing.
If a sangromancer chooses, and is able, to pay the proper amount, neither the spell’s level nor casting time is altered.

Sangromancers who spontaneously cast spells pay this cost when the spell is cast. Damage reduction cannot reduce or prevent this damage.

Sangromancers who prepare spells choose to pay this cost when preparing their spells. Again, damage reduction cannot reduce or prevent this damage. In addition, this damage cannot be cured until the spell is cast.

Temporary hit points cannot be spent in order to pay for this cost.

Awaken the Blood (Sp): Beginning at 7th level, a sangromancer can give the blood in a creature sentient thought. Once per day, the sangromancer can make a melee touch attack against a creature. If successful, he causes the blood within the creature’s body to have a mind of its own, seeking to escape the body at any and every available exit. The pressure disrupts the victim’s tissue, dealing 1d10 damage per sangromancer level. This ability must be declared before the attack is made, and a failed attack ruins the attempt for that day. At 10th level, a sangromancer may use this ability twice per day.

Constructs, elementals, oozes, undead, and any creatures without blood or a similar substance are immune to this effect.

Blood Fountain (Su): At 10th level, the sangromancer becomes the true icon of blood magic. The sangromancer’s vital fluids are under his complete control, granting him damage reduction 10/bludgeoning as his blood withdraws from wounds avoiding most damage he would otherwise take. He also becomes immune to any effect that would either drain or damage his constitution score.

Additional Ratings
Balance:
( 4 Votes )
Utility:
( 4 Votes )
Clarity:
( 4 Votes )


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