Bloodfire SeekerAlignment: 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: The Bloodfire Seeker | HD: d8 |
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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 |
| | | Rituals Known | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| | | Rituals Charged Per Day | 3 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 9 | 10 | 10 | 11 | 11 | 11 | 12 | 12 |
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Special | Ritual casting (minor), bloodfused ritual (minor) | Expanded knowledge | Bonus feat | Bloodfire d4, bloodfused resilience | Expanded knowledge, ritual casting (least) | Bloodfused ritual (least), bonus feat | Bloodfire d6, bloodfire weapon | Expanded knowledge | Bloodfire defense, bonus feat | Bloodfire d8, improved bloodfire, ritual casting (lesser) | Bloodfused ritual (lesser), expanded knowledge | Bonus feat | Bloodfire d10, improved bloodfire weapon | Expanded knowledge | Bonus feat, improved bloodfire defense, ritual casting (greater) | Bloodfire d12, bloodfused ritual (greater), greater bloodfire | Expanded knowledge | Bonus feat | Bloodfire d20, greater bloodfire weapon | Bloodfire immolation, expanded knowledge, ritual casting (advanced) |
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Class Skills (4+Int modifier per level, x4 at 1st level): Balance, Concentration, Climb, Craft, Hide, Jump, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Profession, Spellcraft, Spot, Tumble, and Use Magic Device.
Class Features Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, all armor, and shields (but not tower shields).
Ritual casting: You gain the ability to cast rituals, which are magical effects similar to a spells. You can cast any ritual you know at any time; after casting, the ritual remains "charged" until you decide to discharge it with an act of will (as a free action, unless otherwise specified), at which point the ritual takes effect. In this way, a you can store up ritual charges until they are needed. A ritual that is not discharged within 24 hours of its casting fades away with no effect. The duration of your ritual effects is equal to 1 round per class level, and the caster level of your rituals is equal to your class level. You can cast a total number of rituals per day as shown in the table above; bloodfused rituals (see below) do not count against this maximum.
Rituals come in five flavors: minor, least, lesser, greater, and advanced. Casting any ritual requires you to draw a diagram on a flat, solid surface with a piece of chalk or charcoal; it also requires a drop of your blood (which deals 1 point of damage for any ritual stronger than a minor ritual), and chanted words (a ritual cannot be cast while under the effect of a silence spell, for example). The length of time it takes to cast a ritual depends on its strength: a minor ritual takes 1 minute, a least ritual takes 5 minutes, a lesser ritual takes 10 minutes, a greater ritual takes 15 minutes, and an advanced ritual takes 30 minutes to cast. Rituals cannot be counterspelled, and you may charge the same ritual more than once. The DC to resist the effect of any of your rituals is equal to your 10 + your Constitution modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.
You begin play knowing two minor general rituals; every time you gain a level in this class, you learn another general ritual. At 5th level, you can learn least rituals, you can learn lesser rituals beginning at 10th level, at 15th level you can learn greater rituals, and you can learn advanced rituals at 20th level. At 3rd level, and every three levels after, you may learn a new general ritual in place of a ritual you already know of the same level.
You can have a maximum number of rituals charged at any time equal to your Constitution modifier. When you reach 10th level and gain access to lesser rituals, you cannot cast a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 10th-level bloodfire seeker with one least ritual and one lesser ritual charged must cast a second least ritual before casting a second lesser ritual. At 15th level, when you learn how to cast greater rituals, you cannot cast a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 15th-level bloodfire seeker with one each least, lesser, and greater rituals charged could not cast another greater ritual until she had at least one more least and one more lesser ritual charged. When you reach 20th level and are able to cast advanced rituals, you cannot cast an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 20th-level bloodfire seeker with one each least, lesser, greater, and advanced rituals charged could not cast another advanced ritual until she cast at least one more least, lesser, and greater ritual each.
Bloodfused ritual: In addition to the normal method of ritual casting, you gain the ability to subsume a ritual into your blood. You may perform a special ceremony which takes 8 hours and deals Constitution damage to you; if you do so, you can imbue your blood with the power of a ritual you know. The amount of Con damage depends on the strength of the ritual: 1d2 points for a minor ritual, 1d3 for a least, 1d4 for a lesser, or 1d6 for a greater ritual. This damage cannot be prevented or reduced in any way, or the ceremony fails. You may only bloodfuse rituals of a strength that you could learn from this class (for example, a character with fewer than 6 levels in Bloodfire Seeker can only bloodfuse minor rituals, even if he knew stronger rituals from levels in another class).
Once you have performed the ceremony, you gain the benefit of that ritual at all times. You can only have one bloodfused ritual of a given strength at a time; every time you perform the ceremony, any rituals of the same strength as the new bloodfused ritual are lost. The caster level of your bloodfused rituals is equal to your class level, and the DC to resist the effect of any of your rituals is equal to your 10 + your Intelligence modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced. If a bloodfused ritual ends for any reason (being dispelled, or ending due to the action of the ritual itself), then it resumes normal effect after 1d4 minutes. For the purposes of ritual feats and other effects, a bloodfused ritual counts as a charged ritual.
Expanded knowledge: At 2nd level, and every third level after, you learn one ritual from another class's list. Rituals learned from this class feature do not count against the number of general rituals known as shown on the table; the maximum strength of rituals you can learn with this class feature is the same as the maximum strength of general rituals you can learn normally.
Bonus feat: At 3rd level, and every three levels after, you gain a bonus feat for which you meet the prerequisites; these feats must be chosen either from the list of fighter bonus feats or the list of ritual feats.
Bloodfire (Su): Beginning at 4th level, the rituals you have fused into your blood have charged your essence with magical energy. Anything that damages you via a melee attack from a natural or non-reach weapon takes 1d4 damage per two class levels (rounded down). This damage is pure arcane energy and is not subject to damage reduction, or energy resistance or immunity; however, any creature damaged by your bloodfire can make a Fortitude save (DC 10 + 1/2 your class level + your Constitution modifier) for half damage. At every 3 levels after 4th, the size of the bloodfire damage die increases by 1 step, as shown on the table above.
Bloodfused resilience (Su): When you reach 4th level, you learn to redirect the energies of your bloodfused rituals towards healing your body. At any time as a free action, you may suppress the normal effects of one of your bloodfused rituals to heal ability damage you've taken. You heal 1 point of ability damage from the ability score of your choice for every 5 minutes you suppress a minor bloodfused ritual, every minute you suppress a least bloodfused ritual, every 5 rounds you suppress a lesser bloodfused ritual, or every round you suppress a greater bloodfused ritual. You may resume a ritual you've suppressed in this way at any time as a free action.
Bloodfire weapon (Su): Starting at 7th level, as a swift action you can voluntarily take 1 point of Constitution damage to imbue your weapon attacks with bloodfire for a number of rounds equal to your (new) Constitution modifier. This Con damage cannot be reduced or prevented in any way; however, any successful weapon attacks (whether with manufactured weapons or natural attacks) you make for the duration of this ability deal additional damage equal to that granted by your bloodfire ability. Multiple uses of this ability overlap, and do not stack.
Bloodfire defense (Su): When you reach 9th level, as a swift action you can voluntarily take 1 point of Constitution damage to surround yourself with a protective aura of bloodfire for a number of rounds equal to your (new) Constitution modifier. This Con damage cannot be reduced or prevented in any way; however, for the duration of the ability, you gain a +1 circumstance bonus to Armor Class per 3 class levels. Multiple uses of this ability overlap, and do not stack.
Improved bloodfire: At 10th level, the DC of the Fortitude save for half damage increases to 10 + 3/4 your class level (rounded down) + your Constitution modifier.
Improved bloodfire weapon (Su): Beginning at 13th level, any creature damaged by your bloodfire weapon ability must make a Fortitude save (DC equal to your bloodfire save DC) or be sickened for the remainder of the encounter.
Improved bloodfire defense: When you reach 15th level, whenever you use your bloodfire defense class feature, you may choose to increase the Constitution damage to 3 points; if you do so, the circumstance bonus to Armor Class increases to +1 per two class levels.
Greater bloodfire: Beginning at 16th level, the DC of the Fortitude save for half damage increases to 10 + your class level + your Constitution modifier.
Greater bloodfire weapon: Upon reaching 19th level, any creature affected by your improved bloodfire weapon ability becomes nauseated on a failed save, and sickened on a successful save.
Bloodfire immolation: At 20th level, you can release the arcane energy stored in your blood in a massive burst. As a standard action, you may voluntarily take Constitution damage to deal normal bloodfire damage in a burst emanating from you. The radius of the burst is equal to 20 feet per point of Constitution damage you take; this damage cannot be reduced or prevented in any way, or the effect fails.