Bloodfire TranscendantRequirementsBase Attack Bonus: +5
Skills: Knowledge (arcana) 8 ranks
Special: Bloodfire class feature
HD: d8
Level | BAB | Fort | Ref | Will | Special |
1 | +1 | +2 | +0 | +0 | Bloodfire, elemental companion (Medium) |
2 | +2 | +3 | +0 | +0 | Bloodfusion 2/day |
3 | +3 | +3 | +1 | +1 | Elemental companion (Large) |
4 | +4 | +4 | +1 | +1 | Elemental infusion |
5 | +5 | +4 | +1 | +1 | Elemental companion (Huge), improved bloodfire |
6 | +6 | +5 | +2 | +2 | Bloodfusion 4/day (move) |
7 | +7 | +5 | +2 | +2 | Elemental companion (greater) |
8 | +8 | +6 | +2 | +2 | Dispel vulnerability, elemental infusion |
9 | +9 | +6 | +3 | +3 | Elemental companion (elder) |
10 | +10 | +7 | +3 | +3 | Bloodfusion 6/day, elemental transcendence |
Class Skills (4+Int modifier per level): Balance, Climb, Craft, Hide, Jump, Knowledge (arcana), Listen, Move Silently, Profession, Spot, and Tumble.
Class Features Weapon and Armor Proficiency: You gain no new proficiency with weapons or armor.
Bloodfire (Su): You add your Bloodfire Transcendant class levels to your levels in the class that grants you the Bloodfire ability for determining the die size, number of damage dice, and DC.
Elemental Companion: At 1st level, you call a Medium bloodfire elemental to become your companion. It gains abilities based on your class level, as described below. Your elemental companion also grows in size as you increase in level, becoming Large at 3rd level, and Huge at 5th. At 7th level, the companion becomes a greater elemental, and at 9th it becomes an elder elemental.
If the elemental companion dies, you take hit point damage equal to the elemental’s Hit Dice, as well as 1d4 points of damage to each ability score. You can summon a new bloodfire elemental 24 hours later; you can dismiss your elemental at any time without taking this damage, but you must still wait 24 hours before summoning another elemental.
Bloodfusion (Su): Beginning at 2nd level, you learn to fuse your bloodfire elemental companion into your own body, becoming one creature. Your skin bursts into incandescent purple-white flames (which do not damage you or your equipment), and your arms form wings of the same substance. You gain bonuses based on the size and strength of your companion, as described below. The bloodfusion lasts for 1 minute per class level; you can use this ability twice per day at 2nd level, four times per day at 6th level, and 6 times per day at 10th level. Activating this ability is a standard action which does not provoke attacks of opportunity; at 6th level, you may instead activate this ability as a move action.
Elemental Infusion: At 4th level, you have fused with your companion often enough that your physical body has begun to change. You become immune to sleep effects, and you have a 25% chance of negating critical hits and sneak attacks.
At 8th level, the changes to your body and mind increase. You become immune to poison and paralysis, and your chance to negate critical hits and sneak attacks increases to 75%.
Improved bloodfire: The DC of the Fortitude save for half damage increases to 10 + 3/4 your effective class level (rounded down) + your Constitution modifier.
Dispel vulnerability: As you become more and more like your bloodfire companion, the arcane energies in your veins take on a greater role in sustaining your life. At 8th level, you become partially vulnerable to dispel effects. Any spell, power, or supernatural ability that would attempt to dispel were you a magical effect does 1d4 damage per two caster levels, subject to the same limit as the source of the dispel (for example, a dispel magic spell deals a maximum of 5d4 damage with a caster level of 10). You may make a Fort save to halve the damage. Effects that do not require a dispel check to dispel a spell deal 1d4 damage per 2 caster levels (no maximum) and do not allow a saving throw for reduced damage.
Elemental transcendance: When you reach 10th level, the changes wrought on your body are complete. Your type changes to elemental (native), and you can no longer be flanked, are not subject to critical hits, and are immune to stunning.
Elemental CompanionA bloodfire transcendant has a bloodfire elemental companion that starts at Medium size and grows larger as the bonded summoner’s level increases.
Class Level | Special |
1st-4th | Devotion, empathic link, improved evasion, share rituals |
5th-8th | Spell resistance |
9th+ | Improved speed |
BasicsUse the statistics for a bloodfire elemental of the appropriate size as found in the Ritual Monsters entry, but make the following changes:
- Class Level -- The bloodfire transcendant's class level.
- Devotion (Ex) -- An elemental companion’s devotion to the bloodfire transcendant is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
- Empathic Link (Su) -- The bloodfire transcendant has an empathic link with his elemental companion out to a distance of 1 mile. The bloodfire transcendant cannot see through the companion’s eyes, but they can communicate empathically. Note that even intelligent elementals see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the bloodfire transcendant has the same connection to an item or place that his companion does.
- Improved Evasion (Ex) -- When subjected to an attack that normally allows a Reflex save for half damage, an elemental companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
- Share Rituals -- At the bloodfire transcendant’s option, he may have any ritual affecting him (including bloodfused rituals) also affect his elemental companion, as long as the companion is within 5 feet. This does not apply to Zone rituals, or class features that replace the normal effect of a ritual.
- Spell Resistance (Ex): If the bloodfire transcendant's class level is 5th or higher, an elemental companion gains spell resistance equal to 10 + the transcendant's class level. This spell resistance does not apply to dispel magic or its derivatives, which affect the bloodfire elemental normally.
- Improved Speed (Ex): When the bloodfire transcendant reaches 9th level, all of the elemental companion’s movement modes
increase by 10 feet.
BloodfusionA bloodfire transcendant of 2nd level or higher can fuse with his elemental companion, becoming one creature. You gain the following benefits:
Companion Size | Size Increase | Ability Score Adjustments | Slam Attacks | Speed | Bonus Hit Points | Special |
Medium | 1 category | +2 Dex, +2 Con, -4 Int | 1 (2d8) | +10 ft, fly 30 ft (average) | 20 | -- |
Large | 2 categories | +4 Dex, +4 Con, -4 Int | 1 (4d8) | +10 ft, fly 40 ft (average) | 50 | Arcane disruption 5 |
Huge | 2 categories | +6 Dex, +4 Con, -2 Int | 2 (6d8) | +20 ft, fly 50 ft (average) | 80 | Arcane disruption 10 |
Greater | 3 categories | +8 Dex, +6 Con, -2 Int | 2 (8d8) | +20 ft, fly 60 ft (average) | 120 | Arcane disruption 15 |
Elder | 3 categories | +10 Dex, +6 Con, -2 Int | 2 (10d8) | +30 ft, fly 60 ft (average) | 160 | Arcane disruption 20 |
- Elemental size -- the size and strength of the elemental companion.
- Size increase -- How many size categories you increase when fused. These size increases do not change your ability scores, but they do increase your natural armor, reach, and size modifiers to attack and armor class. Your equipment changes size as well, as per the enlarge person spell.
- Ability score adjustments -- Your ability scores change by the given amounts. You do not gain an increase in hit points due to the Constitution increase, but other Constitution-based effects (such as your Fortitude save modifier or the DC for your bloodfire) do. You do not lose skill points due to the temporary decrease in Intelligence.
- Slam attacks -- You gain the designated number of slam natural attacks, which do the indicated bloodfire damage. Your Strength modifier does not apply to damage, but you gain the benefit of the Weapon Finesse feat with your slam attacks if it would be beneficial to you. Creatures damaged by your slam attacks are allowed a Fortitude save for half damage, as normal (at the usual DC for your bloodfire, including the increased Constitution from bloodfusion).
- Speed -- Your base land speed increases by the indicated amount, and you gain a fly speed as shown on the table as well. If you already have a fly speed from some other source, use whichever is better.
- Bonus hit points -- Your hit point total increases by the indicated amount. These are not temporary hit points, but an increase to your current and maximum hit point total; when the bloodfusion ends, you divide up all damage taken between yourself and your companion equally. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and were subsequently healed while fused.
- Arcane disruption (Su) -- As long as your companion is at least of large size, you gain the arcane disruption supernatural ability while fused. Any creature who takes damage from your slam attack suffers a targeted greater dispel magic, with a caster level shown on the table.