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BLOODLETTER

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BLOODLETTER

Post by The Hive Mind on Sun May 18, 2014 1:35 pm

There are those in this world who have nothing left. They have been scarred by the Shadow so deep that nothing can save them from the despair they live in. There is no more joy in life for them, and so, they live to bleed. As their life drains from their bodies, they become stronger, bolder, and near euphoric. Nothing can bring to them what bleeding does. These are the Bloodletter. They are not suicidal, for they enjoy nothing more than the rush of battle and the mixing of their blood with their enemies, but the rest of the world is pale and dry to them in comparison, and offers them nothing. Some Bloodletters have taken this to a level of near spirituality, and see the spilling of their own blood as a form of praise. They are more often than not loners, and when forced into a unit, they distance themselves as much as possible.

1. Blood Rise, Blood Draw
2. Battle Hardened
3. Blood Daze
4. Fast Healing (x1)
5. Blood Sight
6. Battle Hardened
7. Double-Edged Sword
8. Fast Healing (x2)
9. Blood Debt
10. Battle Hardened
11. Dance of the Red Knife
12. Fast Healing (x3)
13. Blood Rise, Greater
14. Battle Hardened
15. Blood Daze, Greater
16. Fast Healing (x4)
17. Blood Sight, Greater
18. Battle Hardened
19. Bloody Retaliation
20. Fast Healing (x5)

Blood Draw (Ex): Whenever wielding a piercing or slashing weapon, the character may do damage to himself with it as a free action. He may do up to the weapon's maximum damage (after modifiers) each round. The character must self-inflict a minimum amount of damage equal to their character level before each battle, or lose all abilities from Bloodletter for that encounter.
Battle Hardened (Ex): The character is so used to battle that they can tolerate more pain than they normally would be able to. The character gains 6 hit points. This effect stacks with itself, and other similar effects, such as the Toughness Feat.
Blood Rise (Su): As they lose blood, the Bloodletter revels in it, and awaken to the world around them, and become more difficult to hit as their adrenaline rises. For every 10 points of damage inflicted upon the charater since the beginning of battle, their Dodge bonus to AC is increased by 1. Self-inflicted damage is counted for this effect, but subdual is not. At level 13, the increase becomes 1 for every 5 points of damage. This effect lasts until five minutes after the end of battle.
Blood Daze (Su): As they lose blood, the Bloodletter enters into a near-spiritual daze, allowing them to attack their enemies without holding back. For every 10 points of damage inflicted upon him since the beginning of battle, his melee damage may be increased by 1, instead of his Dodge bonus (from Blood Rise). Self-inflicted damage is counted for this effect, but subdual is not. The character may use any combination bonuses from Blood Rise and Blood Haze. Bonuses may be transferred at the beginning of the character's turn, as a free action. At level 15, the increase becomes 1 for every 5 points of damage. This effect lasts until five minutes after the end of battle.
Blood Sight (Su): As they lose blood, the Bloodletter focuses more intently on the enemy before him, and is able to strike at them more accurately. For every 10 points of damage inflicted upon the charater since the beginning of battle, his melee base attack bonuses may be increased by 1, instead of his Dodge bonus (from Blood Rise). Self-inflicted damage is counted for this effect, but subdual is not. The character may use any combination bonuses from Blood Sight, Blood Rise and Blood Haze. Bonuses may be transferred at the beginning of the character's turn, as a free action. At level 17, the increase becomes 1 for every 5 points of damage. This effect lasts until five minutes after the end of battle.
Example: Dret is a 6th level Bloodletter Fighter, who has 70 hit points. He receives 30 damage from a cave troll he is fighting, and decides to increase his AC, melee Attack Bonus, and melee damage by +1 each. He receives 20 more damage, and on his next turn gives himself AC +4, Damage +1. He avoids the next blow, and on his final turn, gives himself Base Attack +5, allowing him to hit and finally kill the troll. At 13th level, Dret receives 20 damage, and can either give himself AC +4, Base Attack +1 and AC +2, or Damage +1 and Base Attack +1 (or any other combination).
Fast Healing (Su): As their body becomes more used to bleeding, it is able to heal faster than normal, as well. The character now recovers his character level plus his Con modifier every night. At 8th level, this bonus increases to (Con modifier)x2. It further increases to x3 at 12th level, x4 at 16th level, and finally (Con modifier)x5 at 20th level.
Double-Edged Sword (Ex): During an attack, after hit success is determined but before damage is rolled, the Bloodletter may sacrifice a number of hit points up to his level to add that number to his damage roll. This damage is applied to the character after it is applied to his enemy.
Blood Debt (Ex): The character holds personal grudges against those who bled him, and makes them pay for it. The character may make one extra attack of opportunity for each time they were damaged last round. This effect stacks with feats like "Combat Expertise".
Dance of the Red Knife (Su): With every wound dealt, the character falls deeper into his blood frenzy, and his enemies sense this and begin to fear him. Any enemy who has previously damaged the Bloodletter must make a Will save (DC=character level) in order to attack again. Once an enemy succeeds this save, he need not make it again. This ability does not affect creatures immune to fear.
Bloody Retaliation (Ex): The character's senses are so heighted by battle that they can respond to attacks with blinding speed. Any time the character takes non-magical melee damage from an enemy, he may immeadiately make one standard attack against that enemy. There is no limit to the number of enemies he may apply this to, but he may only attack each enemy once per round with this ability.
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