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Revision as of 19:27, 1 November 2021

(( Class is in early beta and subject to change.))


The Blood Apostle has endured dark rites to access vile thaumaturgy that grants mastery over the manipulation of blood. Their abilities are tied to their life force and using one will require the sacrifice of their health or the health of others.

Requirements

Alignment: Any Evil

Feats: Toughness, Willing Deformity, Awaken Blood

Special: The character must have a background involving a ritual to learn blood thaumaturgy.

DM Unlock: This Prestige Class is locked by default. DMs can unlock it for characters who meet all of the requirements. A DM may ask you a few questions before granting this PrC to you.


Hit Die: d12

Proficiencies: None

Skill Points: 2 + INT

Class Skills: Concentration, Craft (all), Discipline, Heal, Intimidate, Knowledge (all), Lore, Parry, Persuade, Profession (all), Sense Motive, Taunt

Level Progression

Lvl BAB Fort Ref Will Class Features Available Abilities
1st +0 +2 +0 +0 Choose Ability Blood Lance, Leech, Rejuvenate
2nd +1 +3 +0 +0 Choose Ability, Choose Previous Ability Rend, Cannibalize, Miasma
3rd +2 +3 +1 +1 Choose Ability, Choose Previous Ability Scarification, Consume, Wither
4th +3 +4 +1 +1 Choose Ability, Choose Previous Ability Homunculus, Blood Cavity, Immobilize
5th +3 +4 +2 +1 Choose Ability, Choose Previous Ability Impale, Hemorrhage, Blood Bond, Freeze Blood
6th +4 +5 +2 +2 Choose Ability, Choose Previous Ability Siphon Life, Bloodrind, Contagion
7th +5 +5 +2 +2 Choose Ability, Choose Previous Ability Blood Burst, Living Puppet, Become Dust
8th +6/+1 +6 +2 +2 Choose Ability, Choose Previous Ability Devour, Bloodletter, Blood Boil
9th +6/+1 +6 +3 +3 Choose Ability, Choose Previous Ability Rejuvenate Legion, Crimson Chrysalis, Resuscitate Self, Deadlock
10th +7/+2 +7 +3 +3 Choose Two Abilities, Choose Previous Ability Rites of Blood, Freeze Horde, Virulent Plague, Gorge, Scorched Earth


Awaken Blood: The Blood Apostle has endured dark rites to access vile thaumaturgy that grants mastery over the manipulation of blood. Their abilities are tied to their life force and using one will require the sacrifice of their health or the health of others. However, so long as the Apostle has health remaining, abilities will have unlimited uses and their DCs will scale with their constitution modifier.

Remaining above 50% of their max health will increase the Apostle's normal damage abilities by 50%. Conversely, if they are below 50% of their max health, abilities that sap blood from enemies have their damage and healing increased by 50%. Using an ability that costs more health than the Apostle has will kill them. All self-harming abilities are unmitigable while all offensive abilities are physical damage and mitigated by DR/DI. Creatures without blood are immune to attacks that directly target a creature's blood.


Level 1 Options: Choose one

Blood Lance: The Blood Apostle draws forth and hardens their blood into a spike projectile that deals d8 physical damage per Apostle level to an enemy.
DC: 13 + con mod
Save: Reflex 1/2
Cost: 15 HP


Leech: The Blood Apostle makes a quick ranged touch attack to deal d4 physical damage per Apostle level to a single target and returns that much health.


Rejuvenate: The Blood Apostle is able to purge maladies from their blood or the blood of an ally, removing ability decrease, attack decrease, damage decrease, saving throw decrease, skill decrease, blindness, deafness, disease, poison, and negative level. The target also undergoes an adrenaline rush, granting them haste for 1 minute plus two rounds per Apostle level.
Cost: 25 HP


Level 2 Options: Choose one. Choose additional level 1 ability

Rend: The Blood Apostle draws forth and hardens their blood into spike projectiles that deal d8 physical damage per Apostle level to all nearby enemies.
Radius: Large
DC: 13 + con mod
Save: Reflex 1/2
Cost: 50 HP


Cannibalize: The Blood Apostle may borrow life from a nearby willing ally, sapping 50% of their current health as temp HP that lasts for 5 minutes.
Cooldown: 5 minutes


Miasma: The Blood Apostle inflicts an enemy's blood with a pestilence, causing them to take 25% increased physical damage. As a result, abilities that heal based on damage dealt heal 25% more against afflicted targets. This ability lasts 5 rounds plus 1 additional round per Apostle level. This effect cannot be removed before the duration ends.
DC: 13 + con mod
Save: Fort vs Disease/Spell
Cost: 50 HP


Level 3 Options: Choose one. Choose additional level 2 ability

Scarification: The Blood Apostle has learned to carve runes of power into their flesh. The scars grant 5/+5 DR and absorb damage equal to 5 plus Apostle level and then multiplied by their con mod. The runes upgrade at level 7 to 15/+5 DR and again at level 10 for 20/+5 DR. This ability cannot be dispelled.
Cost: 75 HP


Consume: Passive. Every enemy with blood that the Blood Apostle kills with an ability restores 15 health. This increases to 30 at level 10.


Wither: The Blood Apostle drains their target of vitality, causing them to slow and weaken. They suffer 2d3 str/dex/con ability drain, -3 to level, slow, and -3 AB for 5 rounds plus 1 additional round per Apostle level.
DC: 13 + con mod
Save: Fort vs Spell
Cost: 50 HP


Level 4 Options: Choose one. Choose additional level 3 ability

Homunculus: The Blood Apostle creates a minion made from their own flesh and blood to do their bidding. The homunculus becomes stronger at level 7 and then again at level 10. The Apostle can have up to two homunculi at a time.
Cost: 50% max health
Cooldown: 2 minutes


Blood Cavity: The Blood Apostle has learned to store blood inside pockets within their body. After doing so, their next ability costs no health. Additional uses are granted at levels 7 and 10 for a maximum of 3.
Cost: 50% max health


Immobilize: The Blood Apostle paralyzes an enemy by controlling their blood. They are unable to act for 5 rounds plus 1 additional round per Apostle level.
DC: 14 + con mod
Save: Fort vs Spell
Cost: 75 HP


Level 5 Options: Choose one. Choose additional level 4 ability

Impale: The Blood Apostle draws forth a large portion of their blood to gore a single enemy with a powerful blow. This ability does 25% of the Apostle's current health as physical damage.
Prerequisite: Blood Lance
DC: 14 + con mod
Save: Reflex 1/2
Cost: 10% current HP
Cooldown: 1 minute


Hemorrhage: The Blood Apostle causes an enemy to begin bleeding excessively, taking 3d6 physical damage every round for the duration. While the target hemorrhages, further single target abilities against them cost no health, deal 20% increased damage, and increase the DC by 4. This ability lasts 5 rounds plus 1 additional round per Apostle level.
DC: 14 + con mod
Save: Fort vs Spell
Cost: 75 HP


Blood Bond: The Blood Apostle is able to bond themselves to a nearby willing ally. While the link persists, the ally takes half the physical damage enemies deal to the Apostle.
Prerequisite: Cannibalize
Cooldown: 30 seconds


Freeze Blood: The Blood Apostle freezes the blood in an enemy's veins, permanently turning them into a solid block of ice.
DC: 14 + con mod
Save: Fort vs Cold/Spell
Cost: 75 HP


Level 6 Options: Choose one. Choose additional level 5 ability

Siphon Life: The Blood Apostle makes a ranged touch attack to channel for 1 round as they drain health from an enemy. The target has 20% of their current health stolen.
Prerequisite: Leech
DC: 15 + con mod
Save: Fort 1/2
Cooldown: 1 minute


Bloodrind: The Blood Apostle can sacrifice some of their life force to create a sanguine sheen over their skin for protection. They gain a temp HP shield equal to 25% of their max health that persists for 5 minutes. This ability cannot be dispelled.
Prerequisite: Scarification
Cost: 25% max HP
Cooldown: 5 minutes


Contagion: The Blood Apostle inflicts all nearby enemy's blood with a vile pestilence, causing them to take 25% increased physical damage. As a result, abilities that heal based on damage dealt heal 25% more against afflicted targets. This ability lasts 5 rounds plus 1 additional round per Apostle level. This effect cannot be removed before the duration ends.
Prerequisite: Miasma
Radius: Huge
DC: 15 + con mod
Save: Fort vs Disease/Spell
Cost: 100 HP


Level 7 Options: Choose one. Choose additional level 6 ability

Blood Burst: The Blood Apostle sends out a wave of his blood at all nearby enemies, dealing d6 physical damage per Blood Apostle level. After a brief delay, they then draw the blood back and any blood from those struck, regaining health equal to the damage dealt to each enemy in the process.
Prerequisite: Rend
Radius: Large
DC: 16 + con mod
Save: Reflex 1/2
Special: Temporarily lose 25 HP per enemy


Living Puppet: The Blood Apostle forcibly controls the target’s body, temporarily making it an ally as a domination effect. If the target resists, it still has d8 physical damage per Apostle level inflicted from the manipulation of its blood. This ability lasts 1 minute per Blood Apostle level.
Prerequisite: Homonculus
DC: 16 + con mod
Save: Will vs Mind/Spell
Cost: 115 HP


Become Dust: The Blood Apostle drains all nearby enemies of their vitality, causing them to slow and weaken. They suffer -6 str/dex/con, -5 to level, slow, and -5 AB for 5 rounds plus 1 additional round per Apostle level.
Prerequisite: Wither
Radius: Huge
DC: 16 + con mod
Save: Fort vs Spell
Cost: 150 HP


Level 8 Options: Choose one. Choose additional level 7 ability

Devour: The wounded Blood Apostle makes a ranged touch attack on a single enemy in an attempt to consume their life force. If the target fails their save, they explode into gore and the Apostle absorbs their remaining health.
Prerequisite: Consume
DC: 17 + con mod
Save: Fort vs Death/Spell
Special: This ability may only be used when below 50% max HP
Cost: 50% current HP
Cooldown: 2 minutes


Bloodletter: The Blood Apostle causes all nearby enemies to begin bleeding excessively, taking 3d6 physical damage every round for the duration. While a target hemorrhages, further single target abilities against them cost no health, deal 20% increased damage, and increase the DC by 4. This ability lasts 5 rounds plus 1 additional round per Apostle level.
Prerequisite: Hemorrhage
Radius: Gargantuan
DC: 17 + con mod
Save: Fort vs Spell
Cost: 150 HP


Blood Boil: The Blood Apostle causes an enemy's blood to literally boil in their veins. The enemy must succeed their save or become incapacitated for 1 round, after which they explode and deal d20 fire damage per Apostle level to all nearby creatures. If an enemy should succeed their initial fort save vs death, their boiling blood will still result in half the damage, but no incapacitation or explosion.
Radius: Large
DC: 17 + con mod
Save: Fort vs Death/Fire/Spell
AoE Save: Reflex vs Fire 1/2
AoE Radius: Medium
Cost: 150 HP


Level 9 Options: Choose one. Choose additional level 8 ability

Rejuvenate Legion: The Blood Apostle is able to banish maladies from their blood and the blood of all nearby allies, removing ability decrease, attack decrease, damage decrease, damage immunity decrease, saving throw decrease, spell resistance decrease, skill decrease, blindness, deafness, curses, diseases, poisons, paralysis, charms, domination, daze, confusion, fear, negative level, slow, entanglement, movement speed decrease, petrification, silence, and stuns. They also undergo an adrenaline rush, granting them haste for 1 minute plus two rounds per Apostle level.
Prerequisite: Rejuvenate
Radius: Huge
Cost: 100 HP


Crimson Chrysalis: The Blood Apostle encompasses themselves in a chrysalis of hardened blood that protects them from all harm for 2 rounds. While within, they cannot perform any actions, but they heal 25% of their max health plus 50% of their missing health. This ability cannot be dispelled.
Prerequisite: Bloodrind
Cooldown: 10 minutes


Resuscitate Self: If the Blood Apostle should fall in combat, they are able to stabilize and slowly revive themselves to 1 HP over a short time. Each Blood Cavity available will restore 20% of their max health.
Prerequisite: Blood Cavity
Cooldown: 1 hour


Deadlock: The Blood Apostle paralyzes all nearby enemies by controlling their blood. They are unable to act for 5 rounds plus 1 additional round per Apostle level.
Prerequisite: Immobilize
Radius: Huge
DC: 18 + con mod
Save: Fort vs Spell
Cost: 175 HP


Level 10 Options: Choose two. Choose additional level 9 ability

Rites of Blood: The Blood Apostle makes a ranged touch attack against a target and then channels for 1 round. If the target's save fails, the Apostle and the target swap their current health. Even if the target makes their save, the Apostle still siphons 20% of the target's current health.
Prerequisite: Siphon Life
DC: 19 + con mod
Save: Fort vs Spell
Cost: 100 HP
Cooldown: 10 minutes


Freeze Horde: The Blood Apostle freezes the blood in the veins of all nearby enemies, permanently turning them into solid blocks of ice.
Prerequisite: Freeze Blood
Radius: Huge
DC: 19 + con mod
Save: Fort vs Cold/Spell
Cost: 225 HP


Virulent Plague: The Blood Apostle creates a fatal pestilence at their location to infect the blood of all nearby enemies. Inflicted targets fall prone for 1 round before succumbing to the plague.
Prerequisite: Contagion
Radius: Gargantuan
DC: 19 + con mod
Save: Fort vs Death/Disease/Spell
Cost: 250 HP


Gorge: The gravely injured Blood Apostle becomes ravenous and attempts to consume the life force of all nearby creatures. If a target fails their save, they explode into gore and the Apostle absorbs their remaining health.
Prerequisite: Devour
Radius: Large
DC: 19 + con mod
Save: Fort vs Death/Spell
Special: This ability may only be used when below 30% max HP
Cost: 50% current HP
Cooldown: 5 minutes


Scorched Earth: The Blood Apostle causes the blood of all nearby enemies to literally boil in their veins. Each one must succeed their save or become incapacitated for 1 round, after which they explode and deal d20 fire damage per Apostle level to all nearby creatures. If an enemy should succeed their initial fort save vs death, their boiling blood will still result in half the damage, but no incapacitation or explosion.
Prerequisite: Blood Boil
Radius: Large
DC: 19 + con mod
Save: Fort vs Death/Fire/Spell
AoE Save: Reflex vs Fire 1/2
AoE Radius: Medium
Cost: 300 HP


Ability Progression Requirements:

Blood Lance > Impale
Leech > Siphon Life > Rites of Blood
Rejuvenate > Rejuvenate Legion
Rend > Blood Burst
Cannibalize > Blood Bond
Miasma > Contagion > Virulent Plague
Scarification > Bloodrind > Crimson Chrysalis
Consume > Devour > Gorge
Wither > Become Dust
Homonculus > Living Puppet
Blood Cavity > Resuscitate Self
Immobilize > Deadlock
Hemorrhage > Bloodletter
Freeze Blood > Freeze Horde
Blood Boil > Scorched Earth