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 Seeker | HD: 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 |
| |
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).