Bloodletting is binding, symbolic, magical, and disturbing even more so in a world of high fantasy. Blood may be a symbolic sacrifice, or the draining of life force can feed fell eldritch powers. Some forms of blood depending on the world and even the region within that world can be more powerful than other forms of blood. Common types are sorcerous blood, royal blood, the blood of a special lineage, dragon’s blood, unicorn’s blood, a innocent child’s blood, or the blood of virgin. Those who make use of this power and become corrupted by it are sometimes transformed into a blood magic creature, their coloring quickly taking on a reddish tone.
“Blood magic” is an acquired template that can be added to any creature with an Intelligence of 4 or higher (referred to hereafter as the base creature).
A blood magic creature uses all the base creature’s statistics and special abilities except as noted here.
Alignment: Changes to any evil.
Defenses/Qualities: Regeneration (equal to 10 points per HD the blood magic creature possess [Maximum 150], this effect costs 6 blood points; bludgeoning, fire, and acid)
Special Abilities: A blood magic creature retains all the special abilities of the base creature, plus the special abilities as described below:
Blood Point (Su)
When a blood magic creature inflicts the dead condition upon a non-plant living creature, it gains 1 point in its blood pool. If it kills a creature with blood designated as special (GM adjudication) its blood pool is filled. The maximum number of blood points it can possess in its pool is equal to 10 + its HD + its Cha modifier. Any points above its blood pool’s maximum are lost. A blood magic creature can activate this template’s special abilities by expending blood points or it can be used to enhance any of the creature’s abilities. Spending a blood point is a free action that cannot be used to create the same effect or provide more than one of the benefits listed below in the same round. Spending a blood point grants the creature any of the following benefits:
- +2 to any one d20 roll.
- +2 to the DC of any extraordinary, spell, spell-like or supernatural ability.
During any round in which a blood magic creature takes a full attack action, it may spend 1 blood point to make an extra attack at his highest base attack bonus. Blood points may be used in this way with both melee and ranged attacks. This does not stack with haste or the speed special weapon ability
At the beginning of a blood magic creature’s turn, it may spend 1 blood point to gain the benefit of a feat it does not have. It must meet the prerequisites of the feat. It gains the benefit until the beginning of his next turn.
Spellcasters who prepare their spells in advance can spend 1 blood point to recall any spell just cast.
Caustic Blood (Ex)
If an blood magic creature is damaged by a slashing or piercing melee weapon, the wielder must make a Reflex saving throw (DC 10 +1/2 the blood magic creature’s HD +it’s Con modifier) or suffer 2d6 points of acid damage, a successful save results in half damage.
As an additional effect a blood magic creature can expend one blood point to make the blood toxic as well as acidic. It may select any one poison it is aware of, the DC of the poison is always 10 +1/2 its HD + its Con Modifier. A common choice is listed below.
|1-2||Protection from good|
|7-8||Blood crow strike* (natural attacks)|
|9-10||Blood to sap|
|11-12||Call of the bloodstone|
|13-14||Blood to gold|
|17-18||Transmute blood to acid*|
A blood magic creature with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Activating a spell-like ability is still a standard action but it requires it to expend a number of blood points equal to the spell level. CL equals the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher).
Abilities: Increase from the base creature as follows: Con +4 (+2 hp per HD, +2 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Int +4 (add 2 bonus languages, add 2 skill points per HD, +2 to Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks +2 to any of the base creature’s Intelligence-based DCs), +4 Cha (+2 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +2 to any of the base creature’s Charisma-based DCs).
Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.