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You deceived me. You've got gall. Too bad for you. -- Aeron Megaera, retributive bloodseeker '''Hit Die:''' d10. '''Requirements'''<br> To qualify to become a bloodseeker, a character must fulfill all of the following criteria.<br> '''Alignment:''' Any nongood.<br> '''Skills:''' Gather Information 8 ranks, Listen 4 ranks, Spot 5 ranks<br> '''Feats:''' Track<br> '''Special:''' The character must have killed an opponent with Constitution damage. '''Class Skills''' The bloodseeker’s class skills (and the key ability for each skill) are Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Survival (Wis). '''Skill Points at 1st Level:''' (2 + Int modifier) x 4<br> '''Skill Points at Each Additional Level:''' 2 + Int modifier '''BLOODSEEKER''' {|border=1px !Level !!Base Attack Bonus !!Fort Save !!Ref Save !!Will Save !!Special |- |1st || +1 || +2 || +0 || +0 || Fearless, retribution, bloodseek |- |2nd || +2 || +3 || +0 || +0 || Blood focus, fast healing 1 |- |3rd || +3 || +3 || +1 || +1 || Styptic body, bloodied and still going |- |4th || +4 || +4 || +1 || +1 || Fast healing 2 |- |5th || +5 || +4 || +1 || +1 || Bloodied and angry |- |6th || +6/+1 || +5 || +2 || +2 || Blood focus, fast healing 3 |- |7th || +7/+2 || +5 || +2 || +2 || Bloodied and crazy |- |8th || +8/+3 || +6 || +2 || +2 || Fast healing 4 |- |9th || +9/+4 || +6 || +3 || +3 || Bloodied and returning |- |10th || +10/+5 || +7 || +3 || +3 || Blood focus, fast healing 5 |} '''Class Features''' All of the following are class features of the bloodseeker. '''Weapon and Armor Proficiency:''' Bloodseekers are proficient with all simple and martial weapons and with all armor (light, medium, and heavy) and shields (not including tower shields). '''Fearless (Ex):''' The bloodseeker is immune to fear effects. '''Retribution (Ex):''' Every time the bloodseeker is attacked, they are allowed to return one of those attacks on their next turn as long as it causes hit point or ability damage. All such effects are returned as if the bloodseeker had initiated them. For example, if Aeron was hit by a tarrasque's bite attack, Aeron would bite back as if he had a natural bite attack with his own attack bonus, dealing damage appropriate for his size. Bloodseekers may not deal more than five times their class levels damage with retribution in a single round. Spells that are affected by retribution are considered supernatural effects. Attacks returned through retribution are free actions. '''Bloodseek (Su):''' The namesake of the bloodseeker is derived from their ability to find any living thing. They gain lifesense out to 15 feet, increasing by 5 feet at every level. In addition, once per day per class level, the bloodseeker may "feel" where their target is, discerning their direction as the ''locate creature'' spell, except the bloodseeker need not have seen the creature within 30 feet. If they haven't seen them within 30 feet, they must have some other connection--a picture, a scrying image, or a belonging all are enough to allow this use of bloodseek. "Feeling" that creature's blood also grants knowledge of the general location the target is at. For example, if a creature was in the Great Forest, the bloodseeker would know they are in a forest. '''Blood Focus:''' Starting at 2nd level, a bloodseeker chooses a path of blood, each path with a distinct style of bloodseeking and combat. :''Bloodletter:'' The ''bloodletter'' style focuses on releasing the blood from a target, often causing a slow death. At 2nd level, a ''bloodletter'' may elect to deal 2 Constitution damage when returning an attack via retribution. In addition, if they land at least three hits in one round (including retribution returns), the ''bloodletter'' may deal 1d4 Strength damage. :At 6th level, Constitution damage improves to 3 and Strength damage improves to 1d6. In addition, the ''bloodletter'' can coup de grace an opponent with 0 or less hit points as a swift action, also dealing Strength damage appropriate to the ''bloodletter'''s level. :At 10th level, Constitution damage improves to 4 and Strength damage improves to 1d8. The ''bloodletter'' can now release their own blood to fuel a merciless strike. As a standard action, the ''bloodletter'' cuts or pierces their own body, dealing 1d2 damage. By dripping this blood onto their weapon or fists, the ''bloodletter'' applies a death effect, with a successful Fortitude save of DC 20 + Con modifier negating it, but not the normal damage (including Strength damage, if three or more hits connect). :''Brander:'' The ''brander'' style focuses on leaving scars with various effects. At 2nd level, a ''brander'' may leave a variety of scars on a target whenever they deal damage with retribution. They also gain Forgery as a class skill, except its key ability is Dexterity instead of Intelligence. :''Scars:'' :''Pain'' -- This scar is particularly painful as it is etched into a target's skin, causing the target to take a -4 penalty on attack rolls, skill checks, and ability checks for 1 + Dex modifier rounds. This scar is available at level 2. :''Confusion'' -- Putting this scar on a target causes them to be confused for Dex modifier rounds. This scar is available at level 2. :''Explode'' -- Etching an exploding scar into a target deals 6d6 damage the next round to everything within 10 feet. A successful Reflex save of DC 13 + Dex modifier halves damage. This scar is available at level 2. :''Dominate'' -- Making a dominating scar on a creature causes that target to become dominated by the ''brander'' for one round. This scar is available at level 2. :''Reduce'' -- The target is reduced for 1 + Dex modifier rounds, as the spell ''reduce person'', except it works on any type of creature. This scar is available at level 2. :''Sleep'' -- Targets subject to the ''sleep'' scar fall into a deep slumber, as the ''sleep'' spell, for 1d6 minutes. However, sleeping creatures cannot be awakened by nonmagical means. A successful Will save of DC 17 + Dex modifier negates the ''sleep'' effect. This scar is available at level 6. :''Stun'' -- Etching this scar into the skin of the target causes the target to be stunned for 1d4 rounds. A successful Fortitude save of DC 17 + Dex modifier negates the stun effect. This scar is available at level 6. :''Spell Drain'' -- For every five points of damage dealt to the target, one of their spell slots is lost, starting with the highest-level spell slots in the spellcaster's repertoire. A successful Will save of DC 20 + Dex modifier negates the spell slot loss. This scar is available at level 10. :''Blood Spray'' -- The ''brander'' swings or strikes forward, leaving a blood-spraying scar that permanently blinds targets within 15 feet of the target of the scar. A successful Reflex save of DC 20 + Dex modifier negates the blinding. This scar is available at level 10. :''Hunter:'' The ''hunter'' style focuses on seeking out hidden, incorporeal, and other difficult opponents. At 2nd level, a ''hunter'''s bloodseek lifesense range is improved by 5 feet. In addition, once per encounter as a swift action, the ''hunter'' may reveal all hidden opponents without at least total cover by extracting blood from them, as long as they are within range of their lifesense. This attack deals 1d8 damage, and all creatures in range take a -20 penalty to Hide checks and are revealed if invisible. The extracted blood sticks to targets, not washing off for class levels rounds. :At 6th level, the ''hunter'''s lifesense range improves again by 10 feet. The penalty on Hide checks from extracting blood is now -30, and it deals 1d10 damage. The ''hunter'' also gains scent with a normal range of twice their lifesense range. :At 10th level, the ''hunter'''s lifesense range once again improves by 15 feet. The penalty on Hide checks from extracting blood is now -40, and it deals 1d12 damage. Lastly, the ''hunter'' may enter a state of enlightened bloodseeking as a free action for a number of rounds equal to 3 + Con modifier, once per day. In this state, the ''hunter'' gains a +10 bonus to Gather Information, Listen, and Spot checks, and the range of their lifesense doubles. They also gain a +60-foot bonus to speed, the benefits of the Run feat, and a ''freedom of movement'' effect for the duration of their enlightened bloodseeking. '''Fast Healing (Ex):''' The bloodseeker gains fast healing 1. At 4th level and every other level after (4th, 6th, 8th, 10th), the fast healing improves by 1. '''Styptic Body (Su):''' At 3rd level, the bloodseeker is immune to blood loss effects and has a 50% chance to be unaffected by Constitution-damaging and Constitution-draining effects. At 7th level, the bloodseeker becomes immune to Constitution damage and drain. '''Bloodied and Still Going (Ex):''' The bloodseeker is no longer affected by being dropped to 0 or less hit points. Death still occurs at -10 hit points. '''Bloodied and Angry (Ex):''' At 5th level, angered by the loss of their own blood, the bloodseeker may enter a sort of rage while their current hit points are below 50% of the total. While in this state, the bloodseeker gains a +4 bonus to Strength. '''Bloodied and Crazy (Ex):''' At 7th level, the bloodseeker becomes immune to mind-affecting effects while their current hit points are below 50% of the total. In addition, bloodied and angry now grants a +6 bonus to Strength. '''Bloodied and Returning (Ex):''' At 9th level, the bloodseeker's retribution becomes more powerful when their current hit points are below 50% of their total. Whenever retribution is used to return an attack, that attack gains a damage bonus equal to 5 + class levels. In addition, the bloodseeker now dies at -10 - Con modifier hit points instead of -10 hit points. Lastly, bloodied and angry now grants a +8 bonus to Strength. *While scarred, a creature takes a -4 penalty to Disguise checks and Bluff checks involving staying in character while disguised. The scarred creature's mark has a hit point value equal to the number of ranks in Forgery the user possesses. If the user does not have any ranks in Forgery, they instead use their Dexterity modifier. Every point of magical healing removes one hit point from the scar, and at 0 Hit Points it fades completely. If the scar is not cured within 12 hours of being created, however, it becomes permanent. A ''limited wish'', ''wish'', or ''miracle'' spell can remove the scar, and a creature that returns to life from the grave has a new body created for their soul, so no scar is present. The scarring mechanic was taken from Golden-Esque's sanguine brand discipline. It has been changed slightly for the purpose of this class.
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