Author Topic: Bloodfire Seeker 2.0 [Base]  (Read 1648 times)

Offline FireInTheSky

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Bloodfire Seeker 2.0 [Base]
« on: July 31, 2013, 12:43:11 AM »
Bloodfire Seeker (by Garryl & SirPercival)



Alignment: Any.
Races: Any.  Hemopyrrhic dwarves in particular are drawn to Bloodfire Seeker, though no one knows why...
Abilities: Constitution makes your world go round, and any other ability score can be useful to a bloodfire seeker depending on what role you are trying to play.


Table: Bloodfire SeekerHD: d8
---Rituals Known---
-----------Ritual Tracing-----------


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special
Bloodfused Ritual (Rote, Minor)
Bloodfused Resilience
Bonus Feat
Bloodfire 1d6
Bloodfused Ritual (Least)
Bonus Feat
Bloodfire 2d6
Bloodfire Weapon
Bloodfused Ritual (Lesser), Bonus Feat
Bloodfire 3d6
Bloodfire Defense
Bonus Feat
Bloodfire 4d6, Bloodfused Ritual (Greater)
Improved Bloodfire Weapon
Bonus Feat
Bloodfire 5d6
Bloodfused Ritual (Adv.), Imp. Bloodfire Defense
Bonus Feat
Bloodfire 6d6, Greater Bloodfire Weapon
Bloodfire Immolation

General
Rituals
3
4
4
5
6
7
7
8
9
10
10
11
12
13
13
14
15
16
16
17

Expanded
Knowledge
0
0
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5


Rote
1
2
2
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3


Minor
-
-
-
1
1
2
2
2
3
3
3
3
3
3
3
3
3
3
3
3


Least
-
-
-
-
-
-
-
1
1
2
2
2
3
3
3
3
3
3
3
3


Lesser
-
-
-
-
-
-
-
-
-
-
-
1
1
2
2
2
3
3
3
3


Greater
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
1
2
2
3


- Save DCs are Con-based.
- Knows a limited number of general rituals, plus a limited number from the Ritualist and Witchblood lists (Expanded Knowledge).
- Bloodfused Ritual: 1st, 1st, 5th, 9th, 13th, 17th. Gain special Bloodfused ritual slots. Can only trace non-dischargeable rituals with range Personal, target You, duration of 1 round or greater, and non-permanent, non-Trace duration. Tracing a ritual in a Bloodfused ritual slot changes its duration to Trace. As a result, it also exerts its released effects as a supernatural ability rather than a spell-like (as it is not yet released). You cannot release a Bloodfused ritual, although you can remove it as part of tracing a new ritual in the slot. You have one slot of each indicated grade. Tracing one or more Bloodfused rituals requires a special ceremony that takes 8 hours and deals 1 Con damage to you per ritual traced (the time is independent of the number of rituals traced).
- Bloodfused Resilience: 2nd, Gain DR/- equal to the highest enumerated grade of ritual you have traced as a Bloodfused Ritual.
- Bonus Feat: 3rd, 6th, 9th, 12th, 15th, 18th. Fighter or Ritual, as normal.
- Bloodfire: 4th, 7th, 10th, 13th, 16th, 19th. Deal indicated damage to melee attackers (with natural or non-reach weapons). Fort DC 10 + 1/2 level + Con for half. Damage is pure arcane energy.
- Bloodfire Weapon: 8th. Take your own Bloodfire damage as a swift action, add your Bloodfire damage to melee weapon rolls for 1 round (no save).
- Bloodfire Defense: 11th. Take your own Bloodfire damage as a swift action to add +1 circumstance to AC per die of Bloodfire damage for 1 round.
- Improved Bloodfire Weapon: 14th. Targets that take Bloodfire Weapon damage must make a Fort save or be sickened for 1 minute.
- Improved Bloodfire Defense: 17th. Bloodfire Defense also grants a bonus to saving throws.
- Bloodfire Immolation: 20th. Take your own Bloodfire damage as a standard action to deal triple your Bloodfire damage to all other creatures within 60 feet (Fort half).
« Last Edit: July 31, 2013, 01:13:05 AM by FireInTheSky »