Bloodtinged (3.5e Class)
From D&D Wiki
|img= |imgsize= |imgcaption= |type= Support Dps/Tank |desc= The Bloodtinged focuses on infusing his body and weapon with blood. }}
Bloodtinged[edit]
The Bloodtinged focuses on infusing his body and weapon with blood. Mostly Melee with some ranged abilities. He is a hunter who tracks down his foes killing them, he is not a traditional hunter in the way he goes after his foes. They are very religious and follow a god of death or a god of good or healing. Very rarely you will find one with no ties to a deity.
Making a Bloodtinged[edit]
Risk of ruining out of Health so healing is a major factor.
Abilities: Primary stat is CON which will increase your hp. Next would be Str or Dex depending on how you wanna fight and third would be Int.
Races: Any.
Alignment: Any.
Starting Gold: 4d6x10
Starting Age: Same as Druid.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +0 | Blood Vial, Blooded Weapon | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +0 | Blood Gems, | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +1 | Green Herb | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +1 | Crossbow Upgrade | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +1 | Uncanny Dodge | ||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +2 | Evasion | ||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +2 | BSAA Veteran | ||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +2 | Crossbow Upgrade | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +3 | Red Herb | ||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +3 | Improved Uncanny Dodge | ||||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +7 | +3 | Improved Evasion | ||||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +8 | +4 | Crossbow Upgrade | ||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +8 | +4 | Bane of the Abomination | ||||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +9 | +4 | Blue Herb | ||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +9 | +5 | Survivor's Resilience | ||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +10 | +5 | Crossbow Upgrade | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Rapid Reload, Battle Medic | ||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Everdeath | ||||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Diehard, Tactical Retreat | ||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Crossbow Upgrade, Unrelenting | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: A bloodtinged is proficient with all simple and martial weapons and with medium and light armors along with shields (not including tower shields).
Blood Vial: At level 1 you can use Blood Vials, it is a container on you that is filled with blood, it is collected from your slain enemies when you have slain them in combat. You fill a container with blood that has 1 use per vial. You must collect the blood within one hour after the target has been killed, the creature must have an INT of 3 or higher or it requires 2 creatures to fill up each as the blood is not as effective. Each use is a movement action to use it on yourself healing for 1d8+ class levels. You can carry up to 5 of these on you and an additional one every 2 levels.
Blooded Weapon: At level 1, a bloodtinged chooses a weapon to bind with that he will harness his power through, these weapons can be upgraded like normal weapons except the weapon does not have to be rebuilt to add enchantments onto it and you only pay the price depending on how much it cost for that particular enchantment by either praying and sacrificing the required gold or paying a blacksmith to do so(Use the books for a reference of price). The first weapon of choice is the Chikage this is a thin steeled one-handed katana that is incredibly sharp and fast; its crit range is from 18-20x2 weighs 5lbs dealing 1d8 slashing damage. The blade can be transformed; in doing so each round it is transformed you take 2 points of damage. Transforming it is a swift action and only takes the thought to do so. This weapon goes back to normal when you hit 1 health unless you willing keep it transformed. In its' transformed state it deals an extra 1d8 per hit and can make an extra attack as part of its standard action. The second is a Thin steel blade called the Ludwig that deals 1d8 damage with a 19-20x2 crit range. You can transform the blade by sheathing it locking it into place increasing the blades length. This makes the range increase to 10ft dealing an extra 1d6 damage each hit.
Epic Bloodtinged[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21st | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
22nd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
23rd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
24th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
25th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
26th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
27th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
28th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
29th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
30th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
<-number of skill points-> + Int modifier skill points per level. |
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package[edit]
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"-> |
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Campaign Information[edit]
Playing a <-class name->[edit]
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World[edit]
“ | <-Some quote from a character of this class-> | ” |
—<-NPC name->, <-race-> <-class-> |
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore[edit]
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | <-common knowledge->. |
10 | <-not so common knowledge->. |
15 | <-rare information->. |
20 | <-very rare information->. |
<-pluralized class name-> in the Game[edit]
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes