Spheres of Power

Bloodscarred

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Class Skills

A bloodscarred loses Linguistics (Int) as a class skill and gains Bluff (Cha) as a class skill.

Charismatic

A bloodscarred uses Charisma for any class ability normally based on Intelligence.

Vampire Touched

A bloodscarred gains the Blood sphere as a bonus magic talent and uses his class level as his caster level with the Blood sphere. This stacks normally with caster levels gained from other sources.

This replaces mental powers.

Vampiric Heritage

As the bloodscarred increases in power, his vampiric heritage manifests itself more strongly. The bloodscarred gains the following abilities at the indicated levels:

Divine Undead

At 1st level, a bloodscarred may spend a full-round action to divine for the presence of undead as if using the Divination sphere divine ability and the Death sphere alternate divination option. Treat the bloodscarred’s class level as his caster level for this ability. This stacks normally with caster levels gained from other sources.

Fangs

At 1st level, the bloodscarred gains a bite attack (primary, 1d6 Medium, 1d4 Small).

At 7th level, this bite attack inflicts 1 Constitution damage. A Fortitude save (DC 10 + 1/2 his bloodscarred level + his casting ability modifier) negates this damage.

At 13th level, the bloodscarred gains temporary hit points equal to the damage inflicted with his bite attack if the damaged creature would be susceptible to his blood control. The temporary hit points from multiple bite attacks do not stack. Additionally, the Constitution damage inflicted by his bite now increases to 1d2.

At 19th level, the Constitution damage inflicted by the bloodscarred’s bite increases to 1d4.

Wall Cling

At 3rd level, the bloodscarred gains a climb speed of 20 feet (including a +8 racial bonus on Climb checks); furthermore, he need not attempt Climb checks to traverse a vertical or horizontal surface (even upside down). If he already possesses a climb speed it is increased by +10 feet.

Night Eye

At 6th level, the bloodscarred gains darkvision 60 feet. If he already has darkvision, the range of his darkvision increases by 30 feet.

Mist Form

At 7th level, the bloodscarred may transform into a mist as a standard action for a number of rounds per day equal to his class level. The bloodscarred and all his gear become insubstantial, misty, and translucent. His armor (including natural armor) become worthless, though his size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply.

The bloodscarred gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. While in mist form, he cannot attack or cast spells or sphere abilities that require components he cannot supply while in mist form, such as verbal, somatic, material, or focus components. The bloodscarred also loses supernatural abilities while in mist form. If he has a touch spell or sphere ability ready to use, that spell or ability is discharged harmlessly when the mist form is in effect. Ending this effect is a free action.

While in mist form the bloodscarred cannot run, but it can fly at a speed of 20 feet + 5 feet per 5 class levels and automatically succeeds on all Fly checks. He can pass through small holes or narrow openings, even mere cracks, with all he was wearing or holding in his hands, as long as the effect persists.

The bloodscarred is subject to the effects of wind, and he cannot enter water or other liquid. He also cannot manipulate objects or activate items, even those carried along with his mist form. Continuously active items remain active, though in some cases their effects may be moot.

At 17th level, the bloodscarred is no longer limited to the number of rounds per day he may spend in mist form. If the bloodscarred is reduced to 0 or fewer hit points, he may choose to enter mistform as a free action even when it is not his turn. He automatically stabilizes as part of this transformation.

Dominate

At 9th level, as a standard action, the bloodscarred may force another to do his bidding. This functions as the Mind Control advanced talent of the Mind sphere, except the creature must have a number of Hit Dice equal to or less than the bloodscarred’s class level. The target is allowed a Will saving throw to resist (DC 10 + his 1/2 bloodscarred level + his casting ability modifier), and on a failure receives a new saving throw each round to throw off the effect. The bloodscarred may dominate targets for a number of rounds per day equal to his class level. These rounds do not need to be consecutive. He must spend a round of this ability each round to concentrate as a standard action to maintain control over a dominated creature.

At 16th level, the bloodscarred may maintain this effect as a free action each round.

Inured to Death

At 11th level, the bloodscarred ignores the effects of negative levels, though still dies if he accumulates more negative levels than Hit Dice. If he already possesses the ability to ignore negative levels, instead increase the number of negative levels required to kill him by his casting ability modifier.

This replaces the psionics ability.

Greater Domination

At 20th level, the bloodscarred may spend 2 rounds of his dominate ability to control a dominated creature for 1 hour per level without concentration. Dominated creatures receive new saving throws to end the effect each hour instead of each round.

This replaces greater psionics.


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Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
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Wreckage to Deliverance Wreckage to Deliverance Player's Guide

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