User:FiddleSticks96/FS96 Sandbox:Classes

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Author: FiddleSticks96 (talk)
Date Created: 1/21/2011
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Brawler[edit]

Making a Brawler[edit]

Alignment: Any. Brawlers are usually chaotic. Lawful Brawlers are extremely rare.

Starting Age: Simple

Table: The Brawler

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +1 +2 +2 +0 Physical Intimidation Rage 1/day, Unarmed Strike 1d6 +0 +0ft
2nd +2 +3 +3 +0 Expert Grappler +2, Uncanny Dodge 1d6 +0 +0ft
3rd +3 +3 +3 +1 Moment of Weakness 1d6 +0 +10ft
4th +4 +4 +4 +1 Bonus Feat, Damage Reducton 1/–– 1d8 +0 +10ft
5th +5 +4 +4 +1 Head Butt 1d8 +1 +10ft
6th +6/+1 +5 +5 +2 Dirty Fighting, Expert Grappler +4, Melee Smash, Rage 2/day 1d8 +1 +20ft
7th +7/+2 +5 +5 +2 Damage Reducton 2/––, Low Blow 1d8 +1 +20ft
8th +8/+3 +6 +6 +2 Bonus Feat, Expert Grappler +4, Improved Bull Rush, Improved Uncanny Dodge 1d10 +1 +20ft
9th +9/+4 +6 +6 +3 Eye Gouge 1d10 +1 +30ft
10th +10/+5 +7 +7 +3 Damage Reducton 3/––, Endurance, Expert Grappler +6, Ignore Pain 1d10 +2 +30ft
11th +11/+6/+1 +7 +7 +3 Iron Stomp 1d10 +2 +30ft
12th +12/+7/+2 +8 +8 +4 Bonus Feat, Improved Melee Smash, Keen Hands, Rage 3/day, Sturdy 2d6 +2 +50ft
13th +13/+8/+3 +8 +8 +4 Damage Reducton 4/––, Kicking and Screaming 2d6 +2 +40ft
14th +14/+9/+4 +9 +9 +4 Diehard, Expert Grappler +8, Greater Rage 2d6 +2 +40ft
15th +15/+10/+5 +9 +9 +5 Subdue 2d6 +3 +50ft
16th +16/+11/+6/+1 +10 +10 +5 Bonus Feat, Damage Reducton 5/––, Vicious Repost 2d8 +3 +50ft
17th +17/+12/+7/+2 +10 +10 +5 Spear 2d8 +3 +50ft
18th +18/+13/+8/+3 +11 +11 +6 Brutal Strike, Expert Grappler +10, Rage 4/day 2d8 +3 +60ft
19th +19/+14/+9/+4 +11 +11 +6 Damage Reducton 6/–– 2d8 +3 +60ft
20th +20/+15+10/+5 +12 +12 +6 Bonus Feat, Tireless Rage 2d10 +4 +60ft
  1. The value shown is for Medium Brawlers. See Table: Brawler Unarmed Damage by Size for Brawlers of all sizes.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (armor) (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (street) (Int), Search (Wis), Sense Motive (street) (Int), Spot (Wis), Survival (Wis), Swim (Str)|}

Class Features[edit]

All of the following are class features of the Sangromancer.

Weapon and Armor Proficiency: Brawlers are proficient with all simple weapons and light armor.

AC Bonus (Ex): When unarmored and unencumbered, the brawler adds his Wisdom bonus (if any) to his AC. In addition, a brawler gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five brawler levels thiseafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the brawler is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Physical Intimidation: A brawler uses its Strength modifier in place of its Charisma modifier to determing his bonus on Intimidate checks.

Rage (Ex): A brawler can fly into a rage a certain number of times per day. In a rage, a brawler temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the brawler’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a brawler cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A brawler may prematurely end his rage. At the end of the rage, the brawler loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level brawler, at which point this limitation no longer applies; see below).

A brawler can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 6th level and every six levels thiseafter, he can use it one additional time per day (to a maximum of four times per day at 20th level). Entering a rage takes no time itself, but a brawler can do it only during his action, not in response to someone else’s action.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler’s attacks may be with eithe fist interchangeably or even from elbows, knees, and feet. This means that a brawler may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a brawler striking unarmed. A brawler may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a brawler’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on he attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A brawler also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Brawler. The unarmed damage on Table: The Brawler is for Medium brawlers. A Small brawler deals less damage than the amount given there with his unarmed attacks, while a Large brawler deals more damage; see Table: Brawler Unarmed Damage by Size.

Table: Brawler Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8

Expert Grappler (Ex): At 2nd level, a brawler gains a +2 bonus to all grapple checks. This bonus increases by 2 every 4 levels thiseafter.

Uncanny Dodge (Ex): At 2nd level, a brawler retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a brawler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Fast Movment (Ex): At 3rd level, a brawler gains an enhancement bonus to his speed. A brawler in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

Damage Reduction (Ex): At 4th level, a brawler gains Damage Reduction. Subtract 1 from the damage the brawler takes each time he is dealt damage from a weapon or a natural attack. Every three brawler levels thereafter (7th, 10th, 13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Moment of Weakness (Ex): At 3rd level, a brawler may make an attack of opportunity against an enemy he has just scored a critical strike on. He may only do this once per round. This does not increase the number of attacks of opportunity the brawler can make in a single round.

Head Butt (Ex): At 5th level, a brawler can head butt a single enemy as a standard action. This is considered an unarmed strike. If it is successful, the enemy must make a Fortitude save (DC 10 + the brawler’s strength modifier + ½ the brawler’s level) or be stunned for 1d4+1 rounds. Creatures without a head, as well as undead and constructs, are immune to this ability.

Dirty Fighting (Ex): At 6th level, a brawler can use dirty tactics while fighting. As a free action once per round, the brawler designates a single enemy within 10ft of himself. That enemy suffers a -2 circumstance penalty on all attack and weapon damage damage rolls made against the brawler. A brawler may change his designated enemy as a free action once per round. A brawler may only have one designated enemy at a time. At 10th level, the brawler may have two designated enemies at a time. At 15th level, he may have three. And at 20th level, he may have a maximum of four designated enemies at a time. At 20th level, the circumstance penalty increases to -4.

Melee Smash (Ex): At 3rd level, a brawler gains a +1 bonus to all melee damage rolls.

Low Blow (Ex): At 7th level, a brawler gains a +4 bonus on all Disarm and Trip attempts.

Improved Bull Rush: A brawler gains Improved Bull Rush as a bonus feat at 8th level.

Improved Uncanny Dodge (Ex): At 5th level and higher, a brawler can no longer be flanked. This defense denies a rogue the ability to sneak attack the brawler by flanking him, unless the attacker has at least four more rogue levels than the target has brawler levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Eye Gouge (Ex): At 9th level, a brawler may gouge the eyes of any enemy he is currently grappling. He must take a standard action to attempt this, and it is delivered as a melee attack. If he succeeds, the enemy is Blinded for 1d4 minutes and permanently Dazzled thereafter until it receives some form of magical healing, such as Cure Light Wounds.

Endurance: A brawler gains Endurance as a bonus feat at 10th level.

Ignore Pain (Ex): At 10th level, a brawler gains a +2 bonus on all saving throws made to resist pain based effects, such as Symbol of Pain. Even if he fails his saving throw, he ignores the effects for a number of rounds equal to ½ his brawler level.

Iron Stomp (Ex): Starting at 11th level, a brawler deals damage as his unarmed strike on all successful trip attempts.

Improved Melee Smash (Ex): At 12th level, a brawler gains a +1 bonus to all melee damage rolls. This stacks with the +1 bonus the brawler gains from melee smash.

Keen Hands (Ex): At 12th level, a brawler’s unarmed strikes gain a critical threat range of 19-20. If the brawler has the Improved Critical (unarmed strike) feat, or later gains it, his unarmed strikes have a critical threat range of 17-20.

Sturdy (Ex): At 12th level, a brawler gains a +2 bonus to saving throws made to resist being knocked prone.

Kicking and Screaming (Ex): At 13th, a brawler may make a single unarmed strike even while pinned or otherwise rendered unable to move. The brawler does not gain his strength modifier as a bonus to the attack and damage roll for this attack.

Diehard: A brawler gains Diehard as a bonus feat at 14th level.

Greater Rage (Ex): At 14th level, a brawler’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Subdue (Ex): At 15th level, a brawler may make an extra unarmed strike against any enemy he is currently grappling. This extra attack is made at the brawler’s highest base attack bonus.

Vicious Repost (Ex): Starting at 16th level, a brawler may make an attack of opportunity against any enemy that makes a successful melee strike against him. The brawler may only make one such attack of opportunity per round. This does not increase the number of attacks of opportunity the brawler may make per round.

Spear (Ex): At 17th level, a brawler may make a grapple attempt as part of a bull rush. The grapple is made against the enemy the brawler is bull rushing, and if the brawler grapple check is successful, and the brawler knocks the enemy away, the brawler is also knocked away with the enemy. In addition, the brawler may make up to a 90 degree change in direction during a bull rush.

Brutal Strike (Ex): At 18th level, a brawler may take a standard action to make a brutal unarmed strike against a single enemy. If the attack is successful, the creature suffers 1d6 Strength and 1d6 Dexterity damage (double that on a critical strike). This is in addition to the regular damage dealt by the unarmed strike. Creatures with no discernible anatomy, such as a gibbering mouther, as well as Constructs and Undead, are immune to this ability.

Tireless Rage (Ex): At 20th level and higher, a brawler no longer becomes fatigued at the end of his rage.

Sangromancer[edit]

  • Note: Decrease the spells per day.

Sangromancy is the art of blood magic and dark rituals. Sangromancers are a lot like Sangromancers, in that they take a studious approach to their magic, but they have more in common with Warlocks, in that their power is dark and terrible and clearly did not originate from mortals, at least, not any sane mortal. Though the path of blood magic is quick, easy, and powerful, it always has a price. Most good aligned creatures consider the price too high. Sangromancer can still be good, but it can be difficult not to fall into temptation.

Vampires have a special advantage in this class. Indeed, it is likely that a sangromancy was first invented by a vampire, and in fact, a number of sangromancy rituals are more powerful when cast by a vampire. Many of the rituals of sangromancy require the caster, or some other creature, to pay a price in the form of ability damage or drain (typically Constitution, but not always). If a vampire is the one to pay this price (whether they be the caster, willing sacrifice, or victim), they instead lose an equivalent amount of Vitae. This advantage tempts many a sangromancy towards the path of vampirism.

Making a Sangromancer[edit]

Alignment: Any.

Starting Age: Complex.

Table: The Sangromancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Scribe Scroll, Sangromancy, 1st Level Rituals 3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 Sacrifice +1, 2nd Level Rituals 4 2 1
4th +2 +1 +1 +4 4 3 2
5th +2 +1 +1 +4 Bonus Feat, Sacrifice +2, 3rd Level Rituals 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2
7th +3 +2 +2 +5 Sacrifice +3, 4th Level Rituals 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 Sacrifice +4, 5th Level Rituals 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2
11th +5 +3 +3 +7 Sacrifice +5, 6th Level Rituals 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Sacrifice (Metamagic) 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 Sacrifice +6, 7th Level Rituals 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Bonus Feat, Sacrifice +7, 8th Level Rituals 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 Sacrifice +8, 9th Level Rituals 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Sacrifice +9 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Sangromancer.

Weapon and Armor Proficiency: Sangromancers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Sangromancer’s movements, which can cause her spells with somatic components to fail.

Spells: A Sangromancer casts arcane spells which are drawn from the Sangromancer spell list; however, a Sangromancer only has access to 4 spell schools, and cannot cast spells from other schools. A Sangromancer always has access to the Universal school, and this does not count towards her 4 school limit. A Sangromancer also has access to all the spells in the Sangromancer spell list. A Sangromancer must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the Sangromancer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Sangromancer’s spell is 10 + the spell level + the Sangromancer’s Intelligence modifier. Like other spellcasters, a Sangromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Sangromancer. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a Sangromancer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Sangromancer decides which spells to prepare.

Rituals: While Sangromancers can cast a few spells, their true power lies in their ritual magic. With few exceptions, these rituals simply require too much time and concentration to be performed during combat, but when carefully planned and prepared, offer a Sangromancer tremendous power. There are 5 paths of Sangromancy: Blood, Calling, Destruction, Mind, and Spirit. All the paths are blood magic despite their names. A Sangromancer must decide at 1st level which path they will take. Once selected, the Sangromancer’s power adapts to accommodate his chosen path, and it cannot be changed. A Sangromancer may only learn rituals connected to their chosen path; rituals of all other paths are denied to him.

Blood: The power to manipulate life force and negative energy. Shares similarities with Necromancy.

Calling: The power to bend the will of others and call forth objects and creatures. Shares similarities with Abjuration and Conjuration.

Destruction: The power to manipulate destructive energy. Shares similarities with Evocation.

Mind: The power to manipulate thoughts and emotions. Shares similarities with Enchantment.

Spirit: The power to manipulate souls, the very essence of life.

A Sangromancer

Sacrifice (Su): At 3rd level, a Sangromancer learns to channel his own life force into his spells, thereby increasing the power. When he casts a spell (the spell can come from any class) or completes a Sangromancer ritual, he may choose to suffer 1 point of Constitution Damage to gain a bonus to the caster level of the effect. This bonus starts at +1 at 3rd level, and increases by 1 every other level thereafter. At 12th level, a Sangromancer can suffer 1 point of Constitution Damage to apply one metamagic feat they know to a spell or ritual without increasing its spell/ritual level. This is done at the time the spell is cast or the ritual is complete. Use of this ability is considered part of the action required to cast the spell or ritual, and does not take any extra effort.

Bonus Languages: A Sangromancer may substitute Draconic for one of the bonus languages available to the character because of her race.

Scribe Scroll: At 1st level, a Sangromancer gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a Sangromancer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The Sangromancer must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Sangromancer is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Spellbooks: A Sangromancer must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all Sangromancers can prepare from memory.

A Sangromancer begins play with a spellbook containing all 0-level spells she can cast plus three 1st-level spells of her choice. For each point of Intelligence bonus the Sangromancer has, the spellbook holds one additional 1st-level spell of your choice. At each new Sangromancer level, she gains two new spells of any spell level or levels that she can cast (based on her new Sangromancer level) for her spellbook. At any time, a Sangromancer can also add spells found in other Sangromancers spellbooks to her own.

Epic Sangromancer[edit]

Table: The Epic Sangromancer

Hit Die: d4

Level Special
21st Sacrifice +10
22nd
23rd Bonus Feat
24th
25th Sacrifice +11
26th Bonus Feat
27th
28th
29th Bonus Feat, Sacrifice +12
30th

2 + Int modifier skill points per level.

Spells: The Sangromancer’s caster level is equal to her class level. The Sangromancer’s number of spells per day does not increase after 20th level. Each time the Sangromancer achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).

Sacrifice (Su): The bonus granted by a Sangromancer’s Sacrifice ability increase to +10 at 21st level. The bonus increases by 1 every 4 levels thereafter.

Bonus Feats: The epic Sangromancer gains a bonus feat (selected from the list of epic Sangromancer feats) every three levels after 20th.

Epic Sangromancer Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Expanded Path, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the Sangromancer may select any item creation feat or metamagic feat not listed here.

Sangromancy Rituals[edit]

Sangromancers have access to powerful blood magic that takes the form of rituals. Rituals tend to be more powerful than normal magic, but they take longer to cast and always have a price to be paid. All rituals require the caster to make a diagram specific to the ritual, typically out of chalk or blood. Unless otherwise stated, this diagram requires a flat 5ft space to create. The surface need not be horizontal or attached to something (the casting could make the diagram on a clay slab that they simply carried around; although the slab would have to be cleaned every time a new ritual was to be performed).

Notes on Rituals[edit]

The casting time entry is not present in sangromancy rituals. The casting time is always equal to 1hr x the level of the ritual.

Unless otherwise noted, the save DC for a ritual is equal to 10 + the level of the ritual + the caster’s Intelligence Modifier.

Rituals cannot be scribed on a scroll, or anything else for that matter, for later use, even by the scriber.

Abilities granted by rituals are supernatural abilities.

Metamagic Feats may be applied to rituals, but they increase the level of the ritual by the same amount they increase the spell level of a spell. This increases the time required to cast the ritual by an appropriate amount, but not the price. If the ritual has a trigger to unleash its full effects, as is the case with many Destruction rituals, such as Flames of Hate, the metamagic feat(s) apply to the triggered effect as well.

Cost: This entry lists the material cost of a ritual. If this entry is not present in a ritual, there is no material cost for that ritual.

Price: This entry lists a special cost required to perform a ritual. This is different from Cost. It is a sacrifice of life force required to fuel the power of the ritual. This price can be paid by any living creature or vampire. The creature to pay the price must be present for the entire ritual. If the creature is unwilling, it gets a Will save (DC equal to the DC of the ritual). If no other creature pays the price, the caster must pay the price, although they can choose not to pay it. If this price is not paid, the ritual fails regardless of all other factors. This price is paid at the end of the ritual. This entry is present in all rituals.

Path of Blood[edit]

1st Level[edit]

2nd Level[edit]

3rd Level[edit]

4th Level[edit]

5th Level[edit]

6th Level[edit]

7th Level[edit]

8th Level[edit]

9th Level[edit]

Path of Calling[edit]

1st Level[edit]

Bind Minions 1

Same effect as Summon Monster 1, except it lasts a full 24hrs.

Price: 1 Constitution Damage.

2nd Level[edit]

Bind Minions 2

Same effect as Summon Monster 2, except it lasts a full 24hrs.

Price: 1 Constitution Damage.

3rd Level[edit]

Bind Minions 3

Same effect as Summon Monster 3, except it lasts a full 48hrs.

Price: 2 Constitution Damage.

4th Level[edit]

Bind Minions 4

Same effect as Summon Monster 4, except it lasts a full 48hrs.

Price: 2 Constitution Damage.

5th Level[edit]

Bind Minions 5

Same effect as Summon Monster 5, except it lasts a full 72hrs.

Price: 3 Constitution Damage.

6th Level[edit]

Bind Minions 6

Same effect as Summon Monster 6, except it lasts a full 72hrs.

Price: 3 Constitution Damage.

7th Level[edit]

Bind Minions 7

Same effect as Summon Monster 7, except it lasts a full 4 days.

Price: 4 Constitution Damage.

8th Level[edit]

Bind Minions 8

Same effect as Summon Monster 8, except it lasts a full 4 days.

Price: 4 Constitution Damage.

9th Level[edit]

Bind Minions 9

Same effect as Summon Monster 9, except it lasts a full 5 days.

Price: 5 Constitution Damage.

Path of Destruction[edit]

1st Level[edit]

2nd Level[edit]

3rd Level[edit]

Flames of Hate

This ritual converts your own anger and rage into destructive fire. Once this rage is released, it attacks indiscriminately. Upon completion of the ritual, you gain a virtually prepared spell (it does not take up a spell slot) which you may release as a standard action. You may unleash this spell a number of times equal to 3 + your Intelligence Modifier, after which it vanishes from your mind. This spell unleashes a Line of roiling flames out to a range of 150ft, or a Cone of roiling flames out to a range of 90ft (your choice). The spell deals 1d6 fire damage per caster level (max 10d6). After 24hrs have past, any charges you have not released are wasted.

Price: 2 Constitution Damage.

4th Level[edit]

5th Level[edit]

6th Level[edit]

7th Level[edit]

8th Level[edit]

9th Level[edit]

Path of Mind[edit]

1st Level[edit]

2nd Level[edit]

3rd Level[edit]

4th Level[edit]

5th Level[edit]

6th Level[edit]

7th Level[edit]

8th Level[edit]

9th Level[edit]

Path of Spirit[edit]

1st Level[edit]

2nd Level[edit]

3rd Level[edit]

4th Level[edit]

5th Level[edit]

6th Level[edit]

7th Level[edit]

8th Level[edit]

9th Level[edit]

New Feats[edit]

Expanded Path Your thirst for power cannot be quenched.

Prerequisistes: Know at least one 9th level Sangromancy Ritual and have the ability to cast it
Benefit: You may select a path of Sangromancy: Blood, Calling, Destruction, Mind, or Spirit, other than the one you selected at 1st level. You may now learn and perform rituals of that path.
Special: This feat may be taken multiple times. Each time it is taken, you may select a new path that you have not already selected.