Acolyte Of The Crimson River [Archive] - Wizards Community

Post/Author/DateTimePost
Lady Ishtar

07-22-04, 09:43 PM
ACOLYTE OF THE CRIMSON RIVER
http://www.ramon-perez.com/assets/gallery_art/col-ccg/jamasuru.jpg
Most see blood as a source of life. Some however see it as an untapped source of power. And with that new source of power a new way to end life. Acolytes of the Crimson River have mastered the use of their own blood as a source of magic, as well as their own secret art: Blood Magic.
HD: d8

Requirements
To qualify to become Acolyte of the Crimson River, a character must fulfill all of the following criteria.
Race: any with blood.
Alignment: any non good
Feats: Great Fortitude, Toughness, Blood Focus (see below)
Skills: spellcraft 10 ranks, knowledge (arcane, divine, or nature) 10 ranks
Spellcasting: ability to cast third level arcane or divine spells.


BAB Fort Ref Will Special
-----------------------------------------------
1. +0 +2 +0 +2 Blood Magic, Blood Like Water +1 existing spellcasting class
2. +1 +3 +0 +3 Blood Bolt +1 existing spellcasting class
3. +1 +3 +1 +3 Blood Armor +1 existing spellcasting class
4. +2 +4 +1 +4 Harrowing Magic +1 existing spellcasting class
5. +2 +4 +1 +4 Boil Blood, Bloodletting +1 existing spellcasting class
6. +3 +5 +2 +5 Vascular Eruption, Sanguine Might +1 existing spellcasting class
7. +3 +5 +2 +5 Greater Blood Armor +1 existing spellcasting class
8. +4 +6 +2 +6 River of Life +1 existing spellcasting class
9. +4 +7 +3 +6 Blood Tempest +1 existing spellcasting class
10. +5 +7 +3 +7 Carnivorous Blood +1 existing spellcasting class

Skills
Acolyte of the Crimson River class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Intimidate (Cha), Knowledge (arcane), knowledge (divine), knowledge (nature), and spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features
Weapon and Armor Proficiency: Acolytes of the Crimson River gain no additional weapon or armor proficiencies.
Spells per Day: When a new Acolyte of the Crimson River level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Acolyte of the Crimson River, he must decide to which class he adds the new level for purposes of determining spells per day.
Blood Magic: Acolyte learns to use his blood as a spell component. Beginning at first level any spell he casts gains somatic and blood components instead of its normal components. The material component must be used if it is worth more than 100 gold (see below). Any XP component must be supplied as normal.

Somatic component: Acolyte must be able to cut himself and draw blood. In game terms he must have a way of dealing at least 6 points of normal damage to himself. For example he can’t use a normal dagger (1d4 damage) unless he can make it deal additional 2 points of damage (1d4+2, maximum is 6). Note that he may take less than 6 damage from casting a spell.

Blood component: Whenever Acolyte cuts himself to cast a spell he takes 2 damage per level of the spell he is casting. Additionally he can reduce the cost of material components needed for a spell by taking additional 2 damage per 100 gold worth of materials (beyond the first 100 gold). For spells augmented with metamagic feats this damage is based on the original spell level.

Blood Magic is very different from normal spellcasting, and the same spell can be cast in infinite different ways. As such the DC to identify a Blood Magic spell as it is being cast is doubled, unless the observer uses blood magic of any sort himself (such as Blood Magus).
Blood Like Water (Ex): Acolyte’s body becomes resistant to healing magic. Any spell that heals hit point damage now only converts to non-lethal damage. He cannot heal non-lethal damage through magical means, however he heals it at a triple normal rate.
Blood Bolt (Su): Acolyte has learned to use his blood as a weapon. He cuts himself and launches droplets of blood at his foes. He can fire one missile per Acolyte level, and takes 2 damage per missile. To a creature with blood each missile deals 1d6+1 points of damage, and automatically hits. To a creature without blood each missile deals 1d6 damage and requires ranged touch attack. In either case it is a force effect.
The range is 100 ft. +10 ft. per Acolyte level. Using this ability uses up 1 spell level.
Blood Armor (Su): Acolyte can use his blood to shield him, creating a red whirlwind around him. He creates a screen of blood that surrounds him and can absorb 15 points of damage for every 1d4 damage Acolyte inflicts on himself. He cannot inflict more d4s of damage than his Acolyte level. When Blood Armor is active he draws blood for all his abilities directly from the whirlwind of blood that surrounds him, although he takes the damage as normal. Blood Armor lasts 10 minutes per Acolyte level. Using this ability uses up 3 spell levels.
Harrowing Magic (Ex): The power of blood is stronger than magic; at least it is in the hands of an Acolyte of the Crimson River. He can cast spells and affect targets in dead magic areas as well as antimagic fields as normal, but he must take double damage from the spellcasting. Spells that were cast without this extra blood cost are treated normally.
This ability does not work on spells of levels higher than Acolyte level, and cannot be used on spells modified with metamagic feats.
Boil Blood (Su): Acolyte can cause the blood of a creature to boil inside of its body. Activating this power deal 8 damage to the Acolyte. His target suffers 2d6 damage + Acolyte level and must make a Fort save (DC 10 + ˝ Acolyte level + Acolyte’s Cha modifier). On a failure in addition to taking damage he also falls prone and cannot act as he is writhing in pain. On success he still suffers –2 to all attack and damage rolls, ability checks and skill checks.
On following rounds Acolyte can continue to deal damage. As a move action Acolyte can take 1d4 damage to deal 1d6 + half Acolyte level damage. Each round the victim gets a new save until he succeeds.
Creatures immune to fire are immune to this ability, but resistance to fire offers no protection. The range is 25 ft. +5 ft. per two Acolyte level. Using this ability uses up 3 spell levels.
Bloodletting (Su): Acolyte can make his spells very difficult to resist. In addition to the normal blood cost he may inflict 1 point of temporary Con damage to add his new Con modifier to the save DC. This ability can be used on spells and all Acolyte class abilities. This Con damage cannot be magically healed for 24 hours.
Vascular Eruption (Su): Acolyte creates intense pressure in target’s bloodstream, causing his blood to shoot through his skin and covering all the squares adjacent to the target. Acolyte takes 12 damage and his target takes (1d6+1) damage per Acolyte level and is nauseated for 1d4 rounds. Successful Fort save (DC 10 + ˝ Acolyte level + Acolyte’s Cha modifier) reduces damage by half and negates the nausea.
In addition everyone (except the Acolyte) within 30 feet of the victim must make a Will save (DC as above) or panic. Those that are standing in squares adjacent to the victim are at –4 to the save. Success leaves them shaken. In either case the effect lasts 1d4 rounds.
The range is 100 ft. +10 ft. per Acolyte level. Using this ability uses up 4 spell levels.
Sanguine Might (Su): Acolyte adds his Con modifier to all caster checks to overcome spell resistance when casting spells with blood component.
Greater Blood Armor (Su): Acolyte is able to restore some of the damage done to his Blood Armor. As a free action he can restore 1d4+1 damage to his Blood Armor for every point of damage he takes. He cannot take more damage than his Acolyte level each round. Blood Armor now provides concealment in addition to its normal benefits.
River of Life (Su): Acolyte is able to siphon blood of others to heal himself. He makes a ranged touch attack against his target. If hit, his target suffers 1d4 points of damage for every point of damage Acolyte inflicted on himself. The victim makes a Fort save (DC 10 + ˝ Acolyte level + Acolyte’s Cha modifier), on a failure some blood is siphoned out of him and goes straight to the Acolyte, healing equal amount of damage. Blood Like Water does not affect this ability.
The range is 25 ft. +5 ft. per two Acolyte level. Using this ability uses up 4 spell levels.
Blood Tempest (Su): This ability combines the effects of Blood Bolt and Vascular Eruption. Treat it just like Vascular Eruption, except Acolyte takes 20 damage instead of 12. In addition everybody in 20 foot radius around the victim is sprayed with blood, taking 1d6 damage per Acolyte level, Ref save (DC as above) for half. This spray damage is considered force damage.
If the primary victim made his Fort save the splash radius is reduced to 10 feet, and base splash damage is reduced by half.
Using this ability uses up 5 spell levels.
Carnivorous Blood (Su): Acolyte learns to control blood like no other. He is able to grant somebody’s blood a measure of sentience, as well as “teeth”. Acolyte inflicts a horrible wound on himself, taking 20 damage and 5 temporary Con damage. His victim takes 10 points of temporary Con damage, suffers –10 penalty to all d20 rolls, and cannot take full round actions. The victim can make a Fort save (before the penalty is applied), on a success the penalty is reduced to –5 and he cannot act normally for 2d4 rounds. On a failure Acolyte can continue to inflict damage. Each round after the initial save Acolyte can inflict one point of temporary Con damage to himself and deal 2 points of temporary Con damage to his victim. Continuing the damage takes a move action, and ends if the Acolyte stops wounding himself or the victim moves outside or the range.
The range is 25 ft. +5 ft. per two Acolyte level. Using this ability uses up 8 spell levels.
This Con damage cannot be magically healed for 24 hours, both for Acolyte and the victim

*****************************

Blood Focus [General]
Your blood magic is difficult to resist.
Benefit: Add +1 to the DC for all spells with blood component.
The_other

07-22-04, 11:23 PM
this is a absolutly good BBEG prc, to look at the face of the pc when his characters blood squirts everywhere :devil:
Pressure

07-23-04, 07:57 AM
I know that this is probably a little illogical given that you get Blood Magic right off, but since Red Wizards have to have tattoo focus as a prerequisite, maybe you should have blood focus and make up a similiar feat. Just a thought :D
Lady Ishtar

07-23-04, 08:45 AM
blood focus sounds good.

im surprised nobody has any issues with all the damage he takes to cast spells.

i was thinking about adding Greater Blood Focus as a class ability at a higher level, yes? no?
Pressure

07-23-04, 08:51 AM
Greater Blood Focus sounds fine...

as far as the damage goes, well... Blood for the Blood God, eh?
Lady Ishtar

07-23-04, 08:58 AM
Blood for the Blood God!

ive added sanguine might at level 6. too much? just right?
Mindshred

07-23-04, 10:05 AM
First off, wow, very nice! I'll run down my mental list of coments here, just for kicks :) Looking back, wuite a few things I'd change around or reword, but...that maybe just because I'm thinking along different lines...ah well, maybe you'll see something you like among my half-formed ideas: :D

Originally posted by Lady Ishtar
Requirements
To qualify to become Acolyte of the Crimson River, a character must fulfill all of the following criteria.
Race: any with blood.
Alignment: any non good
Feats: Great Fortitude, Toughness, Blood Focus (see below)
Skills: spellcraft 10 ranks, knowledge (arcane, divine, or nature) 10 ranks
Spellcasting: ability to cast third level arcane or divine spells.

Sounds good.

Originally posted by Lady Ishtar
Skills
Acolyte of the Crimson River class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Intimidate (Cha), Knowledge (arcane), knowledge (divine), knowledge (nature), and spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Also good.

Originally posted by Lady Ishtar
Blood Magic: Acolyte learns to use his blood as a spell component. Beginning at first level any spell he casts gains somatic and blood components instead of its normal components. The material component must be used if it is worth more than 100 gold (see below). Any XP component must be supplied as normal.

Somatic component: Acolyte must be able to cut himself and draw blood. In game terms he must have a way of dealing at least 6 points of normal damage to himself. For example he can’t use a normal dagger (1d4 damage) unless he can make it deal additional 2 points of damage (1d4+2, maximum is 6). Note that he may take less than 6 damage from casting a spell.

Blood component: Whenever Acolyte cuts himself to cast a spell he takes 1d4 damage per level of the spell he is casting. Additionally he can reduce the cost of material components needed for a spell by taking additional 1d4 damage per 100 gold worth of materials (beyond the first 100 gold). For spells augmented with metamagic feats this damage is based on the original spell level.

Hmmm...seems a bit much compared to previous "blood casting" standards, ie maho-tsuki (sp) and Blood Magus. May want to tone down to bring in line with those classes.

Originally posted by Lady Ishtar
Blood Like Water (Ex): Acolyte’s body becomes resistant to healing magic. Any spell that heals hit point damage now only converts to non-lethal damage. He cannot heal non-lethal damage through magical means, however he heals it at a triple normal rate.

Nice flavor, would definately make healing this guy a royal pain :) Maybe make it so that he must always save against the DC of the healing spell? Hmm...i like the ability, but....hmmm....


Originally posted by Lady Ishtar
Blood Bolt (Su): Acolyte has learned to use his blood as a weapon. He cuts himself and launches droplets of blood at his foes. He can fire one missile per Acolyte level, and takes 1d4 damage per missile. To a creature with blood each missile deals 1d8+1 points of damage, and automatically hits. To a creature without blood each missile deals 1d6 damage and requires ranged touch attack. In either case it is a force effect.
The range is 100 ft. +10 ft. per Acolyte level. Using this ability uses up 2 spell levels.

Neat ability, though maybe make it 1 hp = ranged touch dealing 1d6 or so. It would give him a nice attack that doesn't outshine archers, and he wouldn't have to worry as much about passing out from blood-loss.

Originally posted by Lady Ishtar
Blood Armor (Su): Acolyte can use his blood to shield him, creating a red whirlwind around him. He creates a screen of blood that surrounds him and can absorb 15 points of damage for every 1d4 damage Acolyte inflicts on himself. He cannot inflict more d4s of damage than his Acolyte level. When Blood Armor is active he draws blood for all his abilities directly from the whirlwind of blood that surrounds him, although he takes the damage as normal. Blood Armor lasts 10 minutes per Acolyte level. Using this ability uses up 3 spell levels.

Very Nice! The 3 spell levels seems a bit much, though. Also, maybe this whirling cloud of blood could provide him with concealment of some type?

Originally posted by Lady Ishtar
Harrowing Magic (Ex): The power of blood is stronger than magic; at least it is in the hands of an Acolyte of the Crimson River. He can cast spells and affect targets in dead magic areas as well as antimagic fields as normal, but he must take double damage from the spellcasting. Spells that were cast without this extra blood cost are treated normally.
This ability does not work on spells of levels higher than Acolyte level, and cannot be used on spells modified with metamagic feats.

Wow, really nice.

Originally posted by Lady Ishtar
Boil Blood (Su): Acolyte can cause the blood of a creature to boil inside of its body. Activating this power deal 3d4 damage to the Acolyte. His target suffers 2d6 damage + Acolyte level and must make a Fort save (DC 10 + ˝ Acolyte level + Acolyte’s Cha modifier). On a failure in addition to taking damage he also falls prone and cannot act as he is writhing in pain. On success he still suffers –2 to all attack and damage rolls, ability checks and skill checks.
On following rounds Acolyte can continue to deal damage. As a move action Acolyte can take 1d4 damage to deal 1d6 + half Acolyte level damage. Each round the victim gets a new save until he succeeds.
Creatures immune to fire are immune to this ability, but resistance to fire offers no protection. The range is 25 ft. +5 ft. per two Acolyte level. Using this ability uses up 4 spell levels.

Again, the four spell levels seems a bit much. Also, the move action to continue still allows him to cast spells as he's "concentrating" on this effect...I'd go with no actual damage to the ACR himself, seeing as hes not actually losing any blood to start this one...make the intial damage 2d4 + class level fire damage each round as long as he concentrates, and the target must make a Fort save or be, say, stunned for that round. Or maybe just shaken.

Originally posted by Lady Ishtar
Vascular Eruption (Su): Acolyte creates intense pressure in target’s bloodstream, causing his blood to shoot through his skin and covering all the squares adjacent to the target. Acolyte takes 5d4 damage and his target takes (1d6+1) damage per Acolyte level and is nauseated for 1d4 rounds. Successful Fort save (DC 10 + ˝ Acolyte level + Acolyte’s Cha modifier) reduces damage by half and negates the nausea.
In addition everyone (except the Acolyte) within 30 feet of the victim must make a Will save (DC as above) or panic. Those that are standing in squares adjacent to the victim are at –4 to the save. Success leaves them shaken. In either case the effect lasts 1d4 rounds.
The range is 100 ft. +10 ft. per Acolyte level. Using this ability uses up 5 spell levels.

very cool, though, again, the spell levels seem like a bit much. I don't see why the ACR takes damage from using this ability, though some flavor text rewording could change that.

Originally posted by Lady Ishtar
Sanguine Might (Su): Acolyte adds his Con modifier to all caster checks to overcome spell resistance when casting spells with blood component.

Huzzah! That rocks.

Originally posted by Lady Ishtar
Greater Blood Armor (Su): Acolyte is able to restore some of the damage done to his Blood Armor. As a free action he can restore 1d4+1 damage to his Blood Armor for every point of damage he takes. He cannot take more damage than his Acolyte level each round.

eehhh...this just seems unneccessary, though I seem to prefer less hp loss by the ACR (if you couldn't tell :D )

Originally posted by Lady Ishtar
River of Life (Su): Acolyte is able to siphon blood of others to heal himself. He makes a ranged touch attack against his target. If hit, his target suffers 1d4 points of damage for every point of damage Acolyte inflicted on himself. The victim makes a Fort save (DC 10 + ˝ Acolyte level + Acolyte’s Cha modifier), on a failure some blood is siphoned out of him and goes straight to the Acolyte, healing equal amount of damage. Blood Like Water does not affect this ability.
The range is 25 ft. +5 ft. per two Acolyte level. Using this ability uses up 6 spell levels.

Again, spell levels seem like a bit much, especially when compared to the 3rd level Vampiric Touch...I'd drop that and the damage, and just let him siphon away :) Also, without x uses/ day or the spell levels, this esentially allows unlimited healing...would make it 1/day/Cha bonus or some such.

Originally posted by Lady Ishtar
Blood Tempest (Su): This ability combines the effects of Blood Bolt and Vascular Eruption. Treat it just like Vascular Eruption, except Acolyte takes 12d4 damage instead of 5d4. In addition everybody in 20 foot radius around the victim is sprayed with blood, taking 1d6 damage per Acolyte level, Ref save (DC as above) for half.
If the primary victim made his Fort save the splash radius is reduced to 10 feet, and base splash damage is reduced by half.
Using this ability uses up 7 spell levels.

Lol, that's some painful blood :) Again, spell levels, maybe tone the damage done to third parties down a bit....maybe...I like the reduced radius on a save :)

Originally posted by Lady Ishtar
Carnivorous Blood (Su): Acolyte learns to control blood like no other. He is able to grant somebody’s blood a measure of sentience, as well as “teeth”. Acolyte inflicts a horrible wound on himself, taking 10d4 damage and 5 temporary Con damage. His victim takes 10 points of temporary Con damage, suffers –10 penalty to all d20 rolls, and cannot take full round actions. The victim can make a Fort save (before the penalty is applied), on a success the penalty is reduced to –5 and he cannot act normally for 2d4 rounds. On a failure Acolyte can continue to inflict damage. Each round after the initial save Acolyte can inflict one point of temporary Con damage to himself and deal 2 points of temporary Con damage to his victim. Continuing the damage takes a move action, and ends if the Acolyte stops wounding himself or the victim moves outside or the range.
The range is 25 ft. +5 ft. per two Acolyte level. Using this ability uses up 8 spell levels.
This Con damage cannot be magically healed for 24 hours, both for Acolyte and the victim

Well...I'd almost just copy the "Awaken Blood" from the Blood Magus and change the flavor text a bit...though this pales a bit in comparison to the upper abilities...hmmm...

Also, the way I suggested might require the loss of a spell level or two to keep it balanced.

Anyway, a very neat class, bravo! :bow:
Epic Scotsman

07-23-04, 10:33 AM
So much blood around the boards lately...

Good stuff.
Lady Ishtar

07-23-04, 03:01 PM
ok, made few changes.

1. all damage Acolyte inflicts on himself has been reduced.
2. spell level costs for all his abilities has been reduced.
3. greater blood armor has been changed.
4. blood bolt has been changed.

what do you think?
The_other

07-23-04, 06:43 PM
this is good but i was wondering if he could heal, maybe draining blood from his enemies to heal himself?
Lady Ishtar

07-24-04, 01:03 AM
Originally posted by The_other
this is good but i was wondering if he could heal, maybe draining blood from his enemies to heal himself?

thats River of Life
The_other

07-24-04, 01:09 AM
oops:blush: sorry read it wrong....
Stoneraven

07-24-04, 04:52 PM
I love PrCs where you have to hurt yourself to cast spells or gain strength...kinda reminds me of just about anything in SLAINE. Good job.
gleep

07-24-04, 08:15 PM
I'm rather relieved that this PrC didn't involve what I first thought it did from the subject line. *whew*!

A very well-done and interesting PrC, Lady Ishtar!



--gleep
Lady Ishtar

07-28-04, 12:48 PM
ok, ive added Bloodletting at level 5. im just not sure if:
1. it should deal 2 Con instead of 1.
2. it is too much overall and should be dropped.
ArochanoX

07-28-04, 02:14 PM
Have you read blood magus from tome and blood? If you haven't you should check it out.
Lady Ishtar

07-28-04, 04:44 PM
i am familiar with it, but not overly impressed.
Lady Ishtar

07-30-04, 01:12 AM
i have added a bit on using spellcraft on blood magic spells, 4th paragraph of Blood Magic. it may be too much, although from my expirience spellcasters have a sick spellcraft checks.

anyways, is doubling spellcraft DCs to id the spell too much or not?