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<blockquote data-quote="Obly99" data-source="post: 8922732" data-attributes="member: 7035194"><p>The blood-manipulating kineticist archetype really disappointed me, so here's my version as a class (with some Mohg-inspired abilities from Elden Ring).</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Lord of Blood</span></strong></p><p><strong>Hit Die:</strong> d8.</p><p></p><p><strong>Starting Wealth:</strong> 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.</p><p></p><p><strong>Starting Age:</strong> Intuitive.</p><p></p><p><strong>Class Skills</strong></p><p></p><p>The Lord of Blood’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Use Magic Device (Cha).</p><p></p><p><strong>Skill Ranks per Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Table: Lord of Blood</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Base Attack Bonus</strong></p> </td><td><p style="text-align: center"><strong>Fort Save</strong></p> </td><td><p style="text-align: center"><strong>Ref Save</strong></p> </td><td><p style="text-align: center"><strong>Will Save</strong></p> </td><td><p style="text-align: center"><strong>Special</strong></p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Blood focus, blood gather power, blood infusion, blood lord, burn (1 round), infusion, kinetic blast, wrack</p> </td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Blood defense, utility wild talent</p> </td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Elemental overflow +1</p> </td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">Infusion</p> </td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">Bleeding infusion, infusion specialization 1, metakinesis (empower), utility wild talent</p> </td></tr><tr><td><p style="text-align: center">6th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">Blood tell, burn (2 round), elemental overflow +2, internal buffer 1</p> </td></tr><tr><td><p style="text-align: center">7th</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">Bloody blast, blood healer</p> </td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">Blood throw, infusion specialization 2, utility wild talent</p> </td></tr><tr><td><p style="text-align: center">9th</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">Burn (3 round), elemental overflow +3, gut-wrenching infusion, metakinesis (maximize)</p> </td></tr><tr><td><p style="text-align: center">10th</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">Infusion</p> </td></tr><tr><td><p style="text-align: center">11th</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">Blood rain, infusion specialization 3, internal buffer 2, speak with blood, supercharge, utility wild talent, vampiric infusion</p> </td></tr><tr><td><p style="text-align: center">12th</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">Burn (4 round), elemental overflow +4</p> </td></tr><tr><td><p style="text-align: center">13th</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">Infusion, metakinesis (quicken), pool of blood</p> </td></tr><tr><td><p style="text-align: center">14th</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">Infusion, infusion specialization 4</p> </td></tr><tr><td><p style="text-align: center">15th</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">Burn (5 round), elemental overflow +5, utility wild talent</p> </td></tr><tr><td><p style="text-align: center">16th</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">Blood revivification, composite specialization, internal buffer 3</p> </td></tr><tr><td><p style="text-align: center">17th</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">Infusion specialization 5, metakinesis (twice)</p> </td></tr><tr><td><p style="text-align: center">18th</p> </td><td><p style="text-align: center">+13</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">Blood Mist, burn (6 round), elemental overflow +6, infusion, utility wild talent</p> </td></tr><tr><td><p style="text-align: center">19th</p> </td><td><p style="text-align: center">+14</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">Blood mastery</p> </td></tr><tr><td><p style="text-align: center">20th</p> </td><td><p style="text-align: center">+15</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">Blood ritual: nihil, infusion specialization 6</p> </td></tr></table><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Lord of Blood.</p><p></p><p><strong>Weapon and Armor Proficiency</strong></p><p>Lords of Blood are proficient with all simple weapons, the trident and light armor, but not shields.</p><p></p><p><strong>Blood Focus (Su)</strong></p><p>At 1st level, a lord of blood gains Elemental Focus (water) using his lord of blood as his kineticist level and must choose water blast as his first simple blast. All of this infusions granted by this class work only on targets with blood. Unlike a normal kineticist, a lord of blood obtain his power from inside of him, not from the Ethereal Plane.</p><p></p><p><strong>Blood Gather Power (Su)</strong></p><p>At 1st level, a lord of blood gains the gather power ability using his lord of blood as his kineticist level but with the difference that he does not need to having both his hands free for using it, unlike a normal kineticist.</p><p></p><p><strong>Blood Infusion (Su)</strong></p><p>The save DC of the Infusion for the lord of blood are Constitution-based instead of Dexterity-based.</p><p></p><p><strong>Blood Lord (Ex)</strong></p><p>At 1st level, a lord of blood ignore racial immunity to bleed damage and Fortitude save of creatures with blood (like most living creatures, some corporeal undead, blood golem, etc.) but only for abilities of this class. Because of the control over his own blood, a lord of blood is immune to bleed damage and gains a bonus equal to his lord of blood level on saves against disease, nausea, poison, and sickened. Lord of blood levels count as kineticist levels for meet prerequisites (like the Extra Wild Talent feat).</p><p></p><p><strong>Burn (Ex)</strong></p><p>At 1st level, a lord of blood gains the burn ability using his lord of blood as his kineticist level.</p><p></p><p><strong>Kinetic Blast (Sp)</strong></p><p>At 1st level, a lord of blood gains the kinetic blast ability using his lord of blood as his kineticist level.</p><p></p><p><strong>Infusion (Su)</strong></p><p>At 1st level, a lord of blood gains the infusion ability as a kineticist of the same level with the difference that he gains infusions at 1st, 4th, 10th and every four levels thereafter. At 5th, 11th, and 17th levels, a lord of blood can replace one of his infusions with another infusion of the same effective spell level or lower. He can’t replace an infusion that he used to qualify for another of his wild talents.</p><p></p><p><strong>Wrack (Su)</strong></p><p>At 1st level, a lord of blood gains wrack as a bonus infusion.</p><p></p><p><em>Wrack</em></p><p><strong>Element(s):</strong> water; <strong>Type</strong> form infusion; <strong>Level</strong> 1; <strong>Burn</strong> 0</p><p></p><p><strong>Prerequisite(s):</strong> lord of blood 1st</p><p></p><p><strong>Associated Blasts:</strong> blood, bloody ice, bloody murder, bloody steam, water</p><p></p><p><strong>Saving Throw</strong> Fort halves</p><p></p><p>You can use your abilities to wrack a target within 30 feet, harming the target by manipulating its blood from the inside. The target takes half the normal damage from this blast, and can attempt a Fortitude save to reduce that amount to ¼ normal damage, but the damage is untyped and ignores damage reduction.</p><p></p><p><strong>Blood Defense (Su)</strong></p><p>At 2nd level, a lord of blood gains the shroud of water defensive wild talent, using his lord of blood as his kineticist level.</p><p></p><p><strong>Utility Wild Talent</strong></p><p>At 2nd level, a lord of blood gains the wild talent ability as a kineticist of the same level with the difference that he gains infusions at 2nd, 5th, 8th, and every three levels thereafter. At 6th, 12th, and 18th levels, a lord of blood can replace one of his wild talent with another wild talent of the same effective spell level or lower. He can’t replace a wild talent that he used to qualify for another of his wild talents.</p><p></p><p><strong>Elemental Overflow (Su)</strong></p><p>At 3rd level, a lord of blood gains the elemental overflow ability using his lord of blood as his kineticist level.</p><p></p><p><strong>Bleeding Infusion (Su)</strong></p><p>At 5th level, a lord of blood gains bleeding infusion as a bonus infusion.</p><p></p><p><em>Bleeding Infusion</em></p><p><strong>Element(s):</strong> water; <strong>Type</strong> substance infusion; <strong>Level</strong> 2; <strong>Burn</strong> 2</p><p></p><p><strong>Prerequisite(s):</strong> lord of blood 5th</p><p></p><p><strong>Associated Blasts:</strong> blood, bloody ice, bloody murder, bloody steam, water</p><p></p><p><strong>Saving Throw</strong> Fort negates</p><p></p><p>You can infuse your blasts with a vicious power that causes internal or external bleeding. The target takes 1 point of bleed damage for every die of this blast’s damage. Bleed from this infusion stacks with bleed caused by bloody and greater bloody infusions, but not with itself. A target that fails its saving throw against the wrack form infusion does not receive a saving throw to avoid the bleed damage from bleeding infusion on the same blast.</p><p></p><p><strong>Infusion Specialization (Ex)</strong></p><p>At 5th level, a lord of blood gains the infusion specialization ability using his lord of blood as his kineticist level.</p><p></p><p><strong>Metakinesis (Su)</strong></p><p>At 5th level, a lord of blood gains the metakinesis ability using his lord of blood as his kineticist level.</p><p></p><p><strong>Internal Buffer (Su)</strong></p><p>At 6th level, a lord of blood gains the internal buffer ability using his lord of blood as his kineticist level.</p><p></p><p><strong>Blood Tell (Sp)</strong></p><p>At 6th level, a lord of blood gains blood tell as a bonus utility wild talent.</p><p></p><p><em>Blood Tell</em></p><p><strong>Element(s):</strong> water; <strong>Type</strong> utility (Sp); <strong>Level</strong> 3; <strong>Burn</strong> 0</p><p></p><p><strong>Prerequisite(s):</strong> lord of blood 6th</p><p></p><p>Your connection to blood allows you to learn much from the blood of another. This works as blood biography, except you suddenly know the information, rather than having it appear on a parchment. You can accept 1 point of burn to reduce the casting time to a standard action instead of 1 minute.</p><p></p><p><strong>Bloody Blast (Sp)</strong></p><p>At 7th level, a lord of blood gains the following composite blast without the need to meet their prerequisites:</p><p></p><p><strong>Blood Blast</strong></p><p><strong>Element(s):</strong> water; <strong>Type</strong> composite blast (Sp); <strong>Level</strong> –; <strong>Burn</strong> 2; <strong>Aura</strong> necromancy and transmutation</p><p></p><p><strong>Blast Type</strong> physical; <strong>Damage</strong> bludgeoning</p><p></p><p>You batter the foe with a burst of blood. This is associated with the same infusions as water blast.</p><p></p><p><strong>Bloody Icy Blast</strong></p><p><strong>Element(s):</strong> water; <strong>Type</strong> composite blast (Sp); <strong>Level</strong> –; <strong>Burn</strong> 2</p><p></p><p><strong>Blast Type</strong> physical; <strong>Damage</strong> half piercing, half cold</p><p></p><p>You shoot a bloody icicle to stab a single foe. This is associated with the same infusions as water blast.</p><p></p><p><strong>Bloody Murder Blast</strong></p><p><strong>Element(s):</strong> viscera and water; <strong>Type</strong> composite blast (Sp); <strong>Level</strong> –; <strong>Burn</strong> 3; <strong>Aura</strong> necromancy and transmutation</p><p></p><p><strong>Blast Type</strong> physical; <strong>Damage</strong> bludgeoning, piercing, and slashing</p><p></p><p>You launch a blood soaked skull at a target. This blast deals an additional 2 damage for each of its damage dice, and is associated with the same infusions as gore and water blasts.</p><p></p><p><strong>Bloody Steam Blast</strong></p><p><strong>Element(s):</strong> fire and water; <strong>Type</strong> composite blast (Sp); <strong>Level</strong> –; <strong>Burn</strong> 2</p><p></p><p><strong>Blast Type</strong> physical; <strong>Damage</strong> half bludgeoning, half fire</p><p></p><p>You use to superheat blood into steam just as it strikes. This is associated with the same infusions as steam blast.</p><p></p><p><strong>Blood Healer (Su)</strong></p><p>At 7th level, a lord of blood gains kinetic healer as a bonus infusion with the difference that he can use it to cure any creature with blood, not only living creatures.</p><p></p><p><strong>Blood Throw (Su)</strong></p><p>At 8th level, a lord of blood gains the foe throw infusion as a bonus infusion, and can use it with the water element on water, blood, and bloody murder blasts instead of its normal associated element and blasts.</p><p></p><p><strong>Gut-Wrenching Infusion (Su)</strong></p><p>At 9th level, a lord of blood gains gut-wrenching infusion as a bonus infusion.</p><p></p><p><em>Gut-wrenching Infusion</em></p><p><strong>Element(s):</strong> water; <strong>Type</strong> substance infusion; <strong>Level</strong> 4; <strong>Burn</strong> 3</p><p></p><p><strong>Associated Blasts:</strong> blood, bloody ice, bloody murder, bloody steam, water</p><p></p><p><strong>Saving Throw</strong> Fort negates</p><p></p><p>You can infuse your blasts with the ability to manipulate your opponent’s insides to the point of impairing their function. The target of this blast is sickened for 1 minute.</p><p>A target that fails its saving throw against the wrack form infusion does not receive a saving throw to avoid the sickened condition from this infusion on the same blast.</p><p></p><p><strong>Blood Rain (Su)</strong></p><p>At 11th level, as a standard action, the lord of blood can generate within 20 ft. of himself a cylinder area 20 ft. high with a radius of 10 ft. in which all creatures take 1d6 damage per 3 lord of blood level while blood fall from the apex. All creatures in the area must make a Fortitude save DC 10 + ½ the blood lord level + the blood lord Con modifier or become staggered from the blood for 1 round per 3 lord of blood levels. The area remain until the start of the lord of blood next round and count as continuous damage for all the effects (like roll concentration for casting a spell). A creature take damage and only need to make a Fortitude save once for every use of blood rain, even if he exit the area and subsequently reenter it. The lord of blood can use this ability a number of time per day equal to 3 + his Constitution modifier.</p><p></p><p><strong>Speak With Blood (Su)</strong></p><p>At 11th level, the lord of blood's mastery over blood allows him to speak with blood. This work like Speak with Dead except he can only speak with blood, but it can be blood of a still living creature too and the save DC is 10 + ½ lord of blood level + lord of blood’s Con modifier (use the creature Will save with only permanent bonus like the base Will save, his base Wisdom modifier or feat like Iron Will, not object or temporary bonus like cloak of resistance, headband of inspired wisdom or heroism).</p><p></p><p><strong>Vampiric Infusion (Su)</strong></p><p>At 11th level, a lord of blood gains vampiric infusion as a bonus infusion, ignoring its prerequisites. He treat it as a water infusion associated with blood, bloody ice, bloody murder, bloody steam and water blasts. It heals using his kinetic healer instead of void healer.</p><p></p><p><strong>Supercharge (Su)</strong></p><p>At 11th level, a lord of blood gains the supercharge ability using his lord of blood as his kineticist level.</p><p></p><p><strong>Pool of Blood (Su)</strong></p><p></p><p>At 13th level, the lord of blood's mastery over blood allows him to transform himself and all of his worn and carried items into a pool of blood with a radius of 5 feet per 3 lord of blood levels. He can change into his pool form or revert to his natural form as a swift action. When the lord of blood reverts to his natural form, he appear in any space that his pool form occupied (this is not a teleportation effect; he re-forms in the chosen space). The lord of blood can remain in the pool form a number of minutes each day equal to his level. This minutes does not require to be consecutive but are expende in 1 minute-increment. While in his pool form, he gains a the following benefits and drawbacks:</p><ul> <li data-xf-list-type="ul">The lord of blood and other creatures can share a space freely. Neither the lord of blood nor these creatures gain any benefit or suffer ill effects from sharing the same space.</li> <li data-xf-list-type="ul">The lord of blood becomes immune to bull rush, dirty trick, disarm, drag, grapple, reposition, steal, sunder, and trip combat maneuvers.</li> <li data-xf-list-type="ul">The lord of blood does not threaten spaces and cannot make attacks of opportunity.</li> <li data-xf-list-type="ul">The lord of blood cannot make kinetic blast, melee, ranged, or gaze attacks, or cast spells, spell-like abilities, manifest psionic powers or psi-like abilities.</li> <li data-xf-list-type="ul">The lord of blood becomes immune to bludgeoning, piercing, and slashing damage of nonmagical effects or weapons (bludgeoning, piercing, and slashing damage of magic effects or weapons instead deals ½ the damage).</li> <li data-xf-list-type="ul">The lord of blood lose any fly speed (if any) and gains a swim speed 30 ft. and a climb speed of 10 feet.</li> <li data-xf-list-type="ul">The lord of blood can pass through small holes or narrow openings, even mere cracks.</li> </ul><p></p><p><strong>Blood Revivification (Su)</strong></p><p>At 16th level, a lord of blood gains kinetic revivification as a bonus infusion with the difference that he count has having the metahealer ability for having access to the augmented version and he can use it on himself as an immediate action when reduced to 0 or less hit points.</p><p></p><p><strong>Composite Specialization (Su)</strong></p><p>At 16th level, a lord of blood gains the composite specialization ability using his lord of blood as his kineticist level.</p><p></p><p><strong>Blood Mist (Su)</strong></p><p>At 18th level, a lord of blood gains the ability to turn into a bloody mist in addition to his pool form. While in mist form, he gains all the benefits and drawbacks of his pool form, except that the mist is a sphere with a radius equal to that of his blood pool form, and he gains a fly speed equal to his land speed with perfect maneuverability instead of swim and climb speed. In addition, while transformed, opponents treat spaces occupied by the lord of blood pool or mist forms as difficult terrain.</p><p></p><p><strong>Blood Mastery (Ex)</strong></p><p>At 19th level, a lord of blood no longer ages and can’t be magically aged. He doesn’t take penalties to his ability scores for aging and remove any such penalties he already possess. He still accrue age bonuses as normal, but he doesn’t die of old age when his time would be up. Because of his utter control over his own blood, he is immune to disease, nausea, poison, and sickened unless he choose to be affected.</p><p></p><p><strong>Blood Ritual: Nihil (Su)</strong></p><p>At 20th level, a lord of blood can destroy opponents around himself for heal himself. As a full-round action that provoke attack of opportunity, the lord of blood destroys the blood of the creatures around him. All creatures within 30 ft. of the blood lord (with the exception of the lord of blood himself) suffer 1d8 damage per lord of blood level. A Fortitude save DC 10 + ½ the blood lord level + the blood lord Con modifier half the damage. The lord of blood heal the same damage he inflict with this ability. The lord of blood can exclude a number of creatures from this effect equal to his Con modifier. The lord of blood can use this ability a number of time per day equal to his Constitution modifier (minimum 3).</p></blockquote><p></p>
[QUOTE="Obly99, post: 8922732, member: 7035194"] The blood-manipulating kineticist archetype really disappointed me, so here's my version as a class (with some Mohg-inspired abilities from Elden Ring). [CENTER][B][SIZE=7]Lord of Blood[/SIZE][/B][/CENTER] [B]Hit Die:[/B] d8. [B]Starting Wealth:[/B] 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less. [B]Starting Age:[/B] Intuitive. [B]Class Skills[/B] The Lord of Blood’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Use Magic Device (Cha). [B]Skill Ranks per Level:[/B] 4 + Int modifier. [B]Table: Lord of Blood[/B] [TABLE] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Base Attack Bonus[/B][/CENTER][/TD] [TD][CENTER][B]Fort Save[/B][/CENTER][/TD] [TD][CENTER][B]Ref Save[/B][/CENTER][/TD] [TD][CENTER][B]Will Save[/B][/CENTER][/TD] [TD][CENTER][B]Special[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Blood focus, blood gather power, blood infusion, blood lord, burn (1 round), infusion, kinetic blast, wrack[/CENTER][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Blood defense, utility wild talent[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Elemental overflow +1[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]Infusion[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]Bleeding infusion, infusion specialization 1, metakinesis (empower), utility wild talent[/CENTER][/TD] [/TR] [TR] [TD][CENTER]6th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]Blood tell, burn (2 round), elemental overflow +2, internal buffer 1[/CENTER][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]Bloody blast, blood healer[/CENTER][/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]Blood throw, infusion specialization 2, utility wild talent[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]Burn (3 round), elemental overflow +3, gut-wrenching infusion, metakinesis (maximize)[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10th[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]Infusion[/CENTER][/TD] [/TR] [TR] [TD][CENTER]11th[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]Blood rain, infusion specialization 3, internal buffer 2, speak with blood, supercharge, utility wild talent, vampiric infusion[/CENTER][/TD] [/TR] [TR] [TD][CENTER]12th[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]Burn (4 round), elemental overflow +4[/CENTER][/TD] [/TR] [TR] [TD][CENTER]13th[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]Infusion, metakinesis (quicken), pool of blood[/CENTER][/TD] [/TR] [TR] [TD][CENTER]14th[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]Infusion, infusion specialization 4[/CENTER][/TD] [/TR] [TR] [TD][CENTER]15th[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]Burn (5 round), elemental overflow +5, utility wild talent[/CENTER][/TD] [/TR] [TR] [TD][CENTER]16th[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]Blood revivification, composite specialization, internal buffer 3[/CENTER][/TD] [/TR] [TR] [TD][CENTER]17th[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]Infusion specialization 5, metakinesis (twice)[/CENTER][/TD] [/TR] [TR] [TD][CENTER]18th[/CENTER][/TD] [TD][CENTER]+13[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]Blood Mist, burn (6 round), elemental overflow +6, infusion, utility wild talent[/CENTER][/TD] [/TR] [TR] [TD][CENTER]19th[/CENTER][/TD] [TD][CENTER]+14[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]Blood mastery[/CENTER][/TD] [/TR] [TR] [TD][CENTER]20th[/CENTER][/TD] [TD][CENTER]+15[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]Blood ritual: nihil, infusion specialization 6[/CENTER][/TD] [/TR] [/TABLE] [B]Class Features[/B] All of the following are class features of the Lord of Blood. [B]Weapon and Armor Proficiency[/B] Lords of Blood are proficient with all simple weapons, the trident and light armor, but not shields. [B]Blood Focus (Su)[/B] At 1st level, a lord of blood gains Elemental Focus (water) using his lord of blood as his kineticist level and must choose water blast as his first simple blast. All of this infusions granted by this class work only on targets with blood. Unlike a normal kineticist, a lord of blood obtain his power from inside of him, not from the Ethereal Plane. [B]Blood Gather Power (Su)[/B] At 1st level, a lord of blood gains the gather power ability using his lord of blood as his kineticist level but with the difference that he does not need to having both his hands free for using it, unlike a normal kineticist. [B]Blood Infusion (Su)[/B] The save DC of the Infusion for the lord of blood are Constitution-based instead of Dexterity-based. [B]Blood Lord (Ex)[/B] At 1st level, a lord of blood ignore racial immunity to bleed damage and Fortitude save of creatures with blood (like most living creatures, some corporeal undead, blood golem, etc.) but only for abilities of this class. Because of the control over his own blood, a lord of blood is immune to bleed damage and gains a bonus equal to his lord of blood level on saves against disease, nausea, poison, and sickened. Lord of blood levels count as kineticist levels for meet prerequisites (like the Extra Wild Talent feat). [B]Burn (Ex)[/B] At 1st level, a lord of blood gains the burn ability using his lord of blood as his kineticist level. [B]Kinetic Blast (Sp)[/B] At 1st level, a lord of blood gains the kinetic blast ability using his lord of blood as his kineticist level. [B]Infusion (Su)[/B] At 1st level, a lord of blood gains the infusion ability as a kineticist of the same level with the difference that he gains infusions at 1st, 4th, 10th and every four levels thereafter. At 5th, 11th, and 17th levels, a lord of blood can replace one of his infusions with another infusion of the same effective spell level or lower. He can’t replace an infusion that he used to qualify for another of his wild talents. [B]Wrack (Su)[/B] At 1st level, a lord of blood gains wrack as a bonus infusion. [I]Wrack[/I] [B]Element(s):[/B] water; [B]Type[/B] form infusion; [B]Level[/B] 1; [B]Burn[/B] 0 [B]Prerequisite(s):[/B] lord of blood 1st [B]Associated Blasts:[/B] blood, bloody ice, bloody murder, bloody steam, water [B]Saving Throw[/B] Fort halves You can use your abilities to wrack a target within 30 feet, harming the target by manipulating its blood from the inside. The target takes half the normal damage from this blast, and can attempt a Fortitude save to reduce that amount to ¼ normal damage, but the damage is untyped and ignores damage reduction. [B]Blood Defense (Su)[/B] At 2nd level, a lord of blood gains the shroud of water defensive wild talent, using his lord of blood as his kineticist level. [B]Utility Wild Talent[/B] At 2nd level, a lord of blood gains the wild talent ability as a kineticist of the same level with the difference that he gains infusions at 2nd, 5th, 8th, and every three levels thereafter. At 6th, 12th, and 18th levels, a lord of blood can replace one of his wild talent with another wild talent of the same effective spell level or lower. He can’t replace a wild talent that he used to qualify for another of his wild talents. [B]Elemental Overflow (Su)[/B] At 3rd level, a lord of blood gains the elemental overflow ability using his lord of blood as his kineticist level. [B]Bleeding Infusion (Su)[/B] At 5th level, a lord of blood gains bleeding infusion as a bonus infusion. [I]Bleeding Infusion[/I] [B]Element(s):[/B] water; [B]Type[/B] substance infusion; [B]Level[/B] 2; [B]Burn[/B] 2 [B]Prerequisite(s):[/B] lord of blood 5th [B]Associated Blasts:[/B] blood, bloody ice, bloody murder, bloody steam, water [B]Saving Throw[/B] Fort negates You can infuse your blasts with a vicious power that causes internal or external bleeding. The target takes 1 point of bleed damage for every die of this blast’s damage. Bleed from this infusion stacks with bleed caused by bloody and greater bloody infusions, but not with itself. A target that fails its saving throw against the wrack form infusion does not receive a saving throw to avoid the bleed damage from bleeding infusion on the same blast. [B]Infusion Specialization (Ex)[/B] At 5th level, a lord of blood gains the infusion specialization ability using his lord of blood as his kineticist level. [B]Metakinesis (Su)[/B] At 5th level, a lord of blood gains the metakinesis ability using his lord of blood as his kineticist level. [B]Internal Buffer (Su)[/B] At 6th level, a lord of blood gains the internal buffer ability using his lord of blood as his kineticist level. [B]Blood Tell (Sp)[/B] At 6th level, a lord of blood gains blood tell as a bonus utility wild talent. [I]Blood Tell[/I] [B]Element(s):[/B] water; [B]Type[/B] utility (Sp); [B]Level[/B] 3; [B]Burn[/B] 0 [B]Prerequisite(s):[/B] lord of blood 6th Your connection to blood allows you to learn much from the blood of another. This works as blood biography, except you suddenly know the information, rather than having it appear on a parchment. You can accept 1 point of burn to reduce the casting time to a standard action instead of 1 minute. [B]Bloody Blast (Sp)[/B] At 7th level, a lord of blood gains the following composite blast without the need to meet their prerequisites: [B]Blood Blast Element(s):[/B] water; [B]Type[/B] composite blast (Sp); [B]Level[/B] –; [B]Burn[/B] 2; [B]Aura[/B] necromancy and transmutation [B]Blast Type[/B] physical; [B]Damage[/B] bludgeoning You batter the foe with a burst of blood. This is associated with the same infusions as water blast. [B]Bloody Icy Blast Element(s):[/B] water; [B]Type[/B] composite blast (Sp); [B]Level[/B] –; [B]Burn[/B] 2 [B]Blast Type[/B] physical; [B]Damage[/B] half piercing, half cold You shoot a bloody icicle to stab a single foe. This is associated with the same infusions as water blast. [B]Bloody Murder Blast Element(s):[/B] viscera and water; [B]Type[/B] composite blast (Sp); [B]Level[/B] –; [B]Burn[/B] 3; [B]Aura[/B] necromancy and transmutation [B]Blast Type[/B] physical; [B]Damage[/B] bludgeoning, piercing, and slashing You launch a blood soaked skull at a target. This blast deals an additional 2 damage for each of its damage dice, and is associated with the same infusions as gore and water blasts. [B]Bloody Steam Blast Element(s):[/B] fire and water; [B]Type[/B] composite blast (Sp); [B]Level[/B] –; [B]Burn[/B] 2 [B]Blast Type[/B] physical; [B]Damage[/B] half bludgeoning, half fire You use to superheat blood into steam just as it strikes. This is associated with the same infusions as steam blast. [B]Blood Healer (Su)[/B] At 7th level, a lord of blood gains kinetic healer as a bonus infusion with the difference that he can use it to cure any creature with blood, not only living creatures. [B]Blood Throw (Su)[/B] At 8th level, a lord of blood gains the foe throw infusion as a bonus infusion, and can use it with the water element on water, blood, and bloody murder blasts instead of its normal associated element and blasts. [B]Gut-Wrenching Infusion (Su)[/B] At 9th level, a lord of blood gains gut-wrenching infusion as a bonus infusion. [I]Gut-wrenching Infusion[/I] [B]Element(s):[/B] water; [B]Type[/B] substance infusion; [B]Level[/B] 4; [B]Burn[/B] 3 [B]Associated Blasts:[/B] blood, bloody ice, bloody murder, bloody steam, water [B]Saving Throw[/B] Fort negates You can infuse your blasts with the ability to manipulate your opponent’s insides to the point of impairing their function. The target of this blast is sickened for 1 minute. A target that fails its saving throw against the wrack form infusion does not receive a saving throw to avoid the sickened condition from this infusion on the same blast. [B]Blood Rain (Su)[/B] At 11th level, as a standard action, the lord of blood can generate within 20 ft. of himself a cylinder area 20 ft. high with a radius of 10 ft. in which all creatures take 1d6 damage per 3 lord of blood level while blood fall from the apex. All creatures in the area must make a Fortitude save DC 10 + ½ the blood lord level + the blood lord Con modifier or become staggered from the blood for 1 round per 3 lord of blood levels. The area remain until the start of the lord of blood next round and count as continuous damage for all the effects (like roll concentration for casting a spell). A creature take damage and only need to make a Fortitude save once for every use of blood rain, even if he exit the area and subsequently reenter it. The lord of blood can use this ability a number of time per day equal to 3 + his Constitution modifier. [B]Speak With Blood (Su)[/B] At 11th level, the lord of blood's mastery over blood allows him to speak with blood. This work like Speak with Dead except he can only speak with blood, but it can be blood of a still living creature too and the save DC is 10 + ½ lord of blood level + lord of blood’s Con modifier (use the creature Will save with only permanent bonus like the base Will save, his base Wisdom modifier or feat like Iron Will, not object or temporary bonus like cloak of resistance, headband of inspired wisdom or heroism). [B]Vampiric Infusion (Su)[/B] At 11th level, a lord of blood gains vampiric infusion as a bonus infusion, ignoring its prerequisites. He treat it as a water infusion associated with blood, bloody ice, bloody murder, bloody steam and water blasts. It heals using his kinetic healer instead of void healer. [B]Supercharge (Su)[/B] At 11th level, a lord of blood gains the supercharge ability using his lord of blood as his kineticist level. [B]Pool of Blood (Su)[/B] At 13th level, the lord of blood's mastery over blood allows him to transform himself and all of his worn and carried items into a pool of blood with a radius of 5 feet per 3 lord of blood levels. He can change into his pool form or revert to his natural form as a swift action. When the lord of blood reverts to his natural form, he appear in any space that his pool form occupied (this is not a teleportation effect; he re-forms in the chosen space). The lord of blood can remain in the pool form a number of minutes each day equal to his level. This minutes does not require to be consecutive but are expende in 1 minute-increment. While in his pool form, he gains a the following benefits and drawbacks: [LIST] [*]The lord of blood and other creatures can share a space freely. Neither the lord of blood nor these creatures gain any benefit or suffer ill effects from sharing the same space. [*]The lord of blood becomes immune to bull rush, dirty trick, disarm, drag, grapple, reposition, steal, sunder, and trip combat maneuvers. [*]The lord of blood does not threaten spaces and cannot make attacks of opportunity. [*]The lord of blood cannot make kinetic blast, melee, ranged, or gaze attacks, or cast spells, spell-like abilities, manifest psionic powers or psi-like abilities. [*]The lord of blood becomes immune to bludgeoning, piercing, and slashing damage of nonmagical effects or weapons (bludgeoning, piercing, and slashing damage of magic effects or weapons instead deals ½ the damage). [*]The lord of blood lose any fly speed (if any) and gains a swim speed 30 ft. and a climb speed of 10 feet. [*]The lord of blood can pass through small holes or narrow openings, even mere cracks. [/LIST] [B]Blood Revivification (Su)[/B] At 16th level, a lord of blood gains kinetic revivification as a bonus infusion with the difference that he count has having the metahealer ability for having access to the augmented version and he can use it on himself as an immediate action when reduced to 0 or less hit points. [B]Composite Specialization (Su)[/B] At 16th level, a lord of blood gains the composite specialization ability using his lord of blood as his kineticist level. [B]Blood Mist (Su)[/B] At 18th level, a lord of blood gains the ability to turn into a bloody mist in addition to his pool form. While in mist form, he gains all the benefits and drawbacks of his pool form, except that the mist is a sphere with a radius equal to that of his blood pool form, and he gains a fly speed equal to his land speed with perfect maneuverability instead of swim and climb speed. In addition, while transformed, opponents treat spaces occupied by the lord of blood pool or mist forms as difficult terrain. [B]Blood Mastery (Ex)[/B] At 19th level, a lord of blood no longer ages and can’t be magically aged. He doesn’t take penalties to his ability scores for aging and remove any such penalties he already possess. He still accrue age bonuses as normal, but he doesn’t die of old age when his time would be up. Because of his utter control over his own blood, he is immune to disease, nausea, poison, and sickened unless he choose to be affected. [B]Blood Ritual: Nihil (Su)[/B] At 20th level, a lord of blood can destroy opponents around himself for heal himself. As a full-round action that provoke attack of opportunity, the lord of blood destroys the blood of the creatures around him. All creatures within 30 ft. of the blood lord (with the exception of the lord of blood himself) suffer 1d8 damage per lord of blood level. A Fortitude save DC 10 + ½ the blood lord level + the blood lord Con modifier half the damage. The lord of blood heal the same damage he inflict with this ability. The lord of blood can exclude a number of creatures from this effect equal to his Con modifier. The lord of blood can use this ability a number of time per day equal to his Constitution modifier (minimum 3). [/QUOTE]
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