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Cruomancy Archetypes, part III

November 4th, 2013

Joshua Zaback

Best in Class Archive

            Today I intend to cut straight to the chase: I promised vampiric archetypes for every base class, and I fully intend to deliver. So get ready for the next set of class archetypes able to use the exceptionally fantastic rules found in our recently updated (and completely free) book, Liber Vampyr.

 

 

New Inquisitor Archetype
Seeker of the Blood

            A seeker of the blood is an inquisitor who relies on powers of the blood to accomplish her goals. Additionally, seekers of the blood possess an innate and potent power to detect the truth through consumption of the vital essence of living creatures.

            Novice Cruomancer: At 1st level, a seeker of the blood gains Novice Cruomancer and Vampire Bite as bonus feats. Additionally, the maximum number of blood points that she can have in her blood point pool at any given time is increased by +1. At 4th level, and every 3 levels thereafter, the maximum number of blood points that she can have in her blood point pool increases by an additional +1.

            This ability replaces the domain class feature.

            Blood Lore (Su): A seeker of the blood gains great insight into the creatures whose blood she has consumed. Whenever she makes a Knowledge check to identify a creature whose blood she has consumed, she may take 20 on the check and add her Wisdom modifier as a bonus to the result.

            This ability replaces the monster lore class feature.

 

 

New Magus Archetype
Sanguine Warrior

            A sanguine warrior is a fighter who has learned to meld the powers of the blade, blood, and spell into a new and deadly fighting style. He relies on his own vital essence rather than abstract arcane energies to fuel his powers and boasts unusual abilities for a magus.

            Blood Arcana (Su): At 1st level, a sanguine warrior gains Novice Cruomancer as a bonus feat. Additionally, as a swift action, he can expend 1 blood point to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four magus levels he possesses beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses stack with any existing enhancement bonus the weapon may possess, to a maximum of +5. Multiple uses of this ability do not stack.

            Beginning at 5th level, these bonuses can instead be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding one of these properties uses up an amount of enhancement bonus equal to the property’s enhancement bonus equivalent. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the blood point is spent and cannot be changed until the next time the sanguine warrior uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the sanguine warrior.

            A sanguine warrior can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

            A sanguine warrior does not gain an arcane pool, however whenever a magus class ability would require him to spend a point from his arcane pool, he may spend an equivalent number of points from his blood pool instead.

            This ability replaces the arcane pool class feature.

            Vampire Feat: At 3rd level, and every 3 levels thereafter, a sanguine warrior gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as vampire feats.

            This ability replaces the magus arcana class feature.

 

 

New Monk Archetype
Sanguine Spiritualist

            A sanguine spiritualist is a monk who has undergone special training in order to unlock the potential of his own blood. He blends body and mind to become a deadly warrior capable of extreme feats powered by his own vital essence.

            Novice Cruomancer: At 1st level, a sanguine spiritualist gains Novice Cruomancer as a bonus feat.

            This ability replaces the bonus feat gained at 1st level.

            Vital Mind (Su): At 3rd level, a sanguine spiritualist may spend a single blood point as an immediate action in order to become immune to mind-affecting effects for a number of rounds equal to his Wisdom modifier (minimum 1).

            This ability replaces still mind class feature.

            Vital Body (Su): At 7th level, a sanguine spiritualist can use his blood to heal himself at a supernatural rate. By spending a single blood point as a swift action, a sanguine spiritualist can regain a number of hit points equal to his monk level. Each time he does this, he is also healed of up to one point of ability score damage.

            This ability replaces the wholeness of body class feature.

 

 

New Paladin Archetype
Bloodbound Crusader

            Often conflicted individuals, bloodbound crusaders are holy warriors who have delved into the power of blood in order to accomplish their lofty goals. Many bloodbound crusaders undertake oaths to only drink the blood of non-sentient or willing creatures.

            Novice Cruomancer: At 1st level, a bloodbound crusader gains Novice Cruomancer as a bonus feat.

            This ability replaces the detect evil class feature.

            Bloody Smite (Su): Beginning at 2nd level, a bloodbound crusader can expend a single blood point whenever he uses his smite evil ability.  If he does, he gains an additional +2 bonus to attack and damage against the target of his smite for as long as his smite evil ability lasts. At 5th level, and every 3 levels thereafter, the bonus to attack and damage granted by this ability increases by an additional +1.

            This ability replaces the divine grace class feature.