Hémorragie osseuse (3.5e Class)
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A Hémorragie Osseuse is someone who is capable of utilizing their physical body to the fullest. They are granted the ability to manipulate both the blood and the bones of their body to deal devastating damage to all they encounter. This ability is within everyone, but it is only through training that you can unlock this power.
Making a Hémorragie Osseuse
As expected, Strength and Dexterity are incredibly useful. They help with Natural Armor and Attacking the enemy. Constitution is used for how often you may use your abilities and your overall health. Mental abilities are not needed in this class. Hémorragie Osseuse are considered the tank of the group, having the effectiveness and versatility to challenge most opponents.
Races: Any race is capable of being this class, however it is more likely for barbaric races to become this, wanting to gain power whether it changes them or not.
Alignment: Any alignment is available, however typically Good characters shy from this power, fearing its corruption.
Starting Age: As Fighter.
|Saving Throws||Special||GrowthPoint Modifier||AC Bonus|
|1st||+1||+2||+2||+0||Bonus Feat, Unarmed Strike, Red-White Manipulation, Red-White Manipulation Bolt(Hand Crossbow), Fleshsmith(Elemental), Special Ability, Stance(Bodysiphon), Drain||+1||+1|
|3rd||+3||+3||+3||+1||Cannibalize, Bonus Feat||+2||+2|
|4th||+4||+4||+4||+1||Fleshsmith(Wounding), Stance(Slashing Defense), Special Ability||+2||+2|
|5th||+5||+4||+4||+1||Red-White Manipulation Bolt(Light Crossbow)||+3||+3|
|6th||+6/+1||+5||+5||+2||Fleshsmith(Keen), Special Ability, Stance(Bodyforger), Bonus Feat||+3||+3|
|8th||+8/+3||+6||+6||+2||Special Ability, Stance(Thousand Saplings), Red-White Manipulation Bolt(Heavy Crossbow)||+4||+4|
|10th||+10/+5||+7||+7||+3||Stance(Bodybuster), Special Ability||+5||+5|
|12th||+12/+7/+2||+8||+8||+4||Red-White Manipulation Bolt(Light Ballista), Stance(Tilling Soil), Special Ability, Bonus Feat||+6||+6|
|14th||+14/+9/+4||+9||+9||+4||Special Ability, Stance(Bodysublimation)||+7||+7|
|17th||+17/+12/+7/+2||+10||+10||+5||Red-White Manipulation Bolt(Heavy Ballista)||+9||+9|
|18th||+18/+13/+8/+3||+11||+11||+6||Special Ability, Stance(Hand Grenade), Bonus Feat||+9||+9|
|20th||+20/+15/+10/+5||+12||+12||+6||Special Ability, Stance(Pine Forest), Stance(Bodylanzer)||+10||+10|
Class Skills (5 + Int modifier per level, ×4 at 1st level)
GrowthPoints: GrowthPoints are how the Hémorragie osseuse powers its abilities. A Hémorragie Osseuse has an amount of GrowthPoints equal to (Con Mod + ECL * GrowthPoint modifier). These GrowthPoints are refreshed after a full nights rest.
Drain (Su): On occasion a Hémorragie Osseuse does not have an adequate amount of GrowthPoints to finish a battle. When this happens, they typically drain the marrow from their own bones or the iron in their blood in exchange to use their powers. A Hémorragie Osseuse can deal one point of constitution damage to themselves to gain bone points equal to their twice their GrowthPoint Modifier.
Unarmed Strike The Hémorragie Osseuse is granted the feat Improved Unarmed Strike at level 1, if that feat is already taken, the feats stack. This feat is used in conjunction with Hémorragie Osseuse's Red-White Manipulation technique. This is considered the Monk's Unarmed Strike for damage and prerequisites. Any abilities gained to other Natural Attacks are also applied to the Hémorragie Osseuse's Red-White Manipulation aswell.
Red-White Manipulation (Su):The Hémorragie Osseuses primary ability is the utilization of Red-White Manipulation. This allows the Hémorragie Osseuse to create a sword-like protrusion that extends out of the Hémorragie Osseuse's wrist. This blade can be created through blood or bone. This blade does damage based on the Hémorragie Osseuses unarmed strike. No matter what size the blade is, it is always considered a light weapon. Extending the blade consumes 10 GrowthPoints. Sheathing it restores 10 Growthpoints back to the user. They cannot be dropped, only dematerialized at will or when sleeping. The following weapons are treated as +1 weapons of ordinary make, except that the Hémorragie Osseuse is already proficient with them. The Hémorragie Osseuse may materialize two weapons at once, but takes the appropriate penalties for two-weapon fighting as well as the damage.
Stances: At 1st level the Hémorragie Osseuse learns their first stance. Stances utilize either bone or blood in their styles, granting the Hémorragie Osseuse versatility in battle.
Bodysiphon: Upon making a successful melee attack with his blades which deals damage, the Hémorragie Osseuse gains a connection to the blood of the creature who he is stabbing through. The Hémorragie Osseuse simply drains the blood of the target to supplement his own, dealing 1d8 damage and restoring an equal amount of HP. This technique costs 4 GrowthPoints.
Slashing Defense(Sp): While in this stance, a Hémorragie Osseuse may spend an amount of GrowthPoints not exceeding their class level. The next enemy who attacks them takes 1d6 points of slashing damage per every 3 GrowthPoints spent. The enemy can attempt a reflex save (DC=10 + Hémorragie Osseuse level + Constitution Modifier) for half damage.
Bodyforger: The Hémorragie Osseuse siphons blood from the target, dealing 2d8 damage and producing a weapon with an enhancement bonus equal to his Hémorragie Osseuse level. It remains in existence for 24 hours before instantly dissolving. If a normal iron weapon of the same type would weigh more than the damage dealt by Bloodforger, it cannot be created by this ability. This technique costs 8 GrowthPoints.
Thousand Saplings(Sp): While in this stance, each round the Hémorragie Osseuse may spend a swift action to cause a single 5 foot square to grow small spikes. Such squares are treated as though they were covered in caltrops. This technique costs 2 GrowthPoints.
Bodybuster: A monstrous ability, banned by every Mages' Guild and Fighter's Guild spoken of in polite society, the Bloodbuster deals 3d10 damage to the target while converting its blood and bones into a number of "bullets", which are then fired from the target in a manner that one retired adventurer described as a "bloody blunderbuss." The same amount of damage dealt to the target is then dealt to all creatures in a 10-foot cone behind the target, assuming the Hémorragie Osseuse breaks that creature's Armor Class. If the initial target of Bloodbuster is reduced to less than -10 hitpoints by this ability, their body is broken beyond recognition and cannot be affected by the typical Raise Dead or Animate Dead spell. This technique costs 15 GrowthPoints.
Tilling Soil(Sp): While in this stance the Hémorragie Osseuse can create a spike of blood and bone to emerge from the ground and send it blasting forward. Once per round while in this stance the Hémorragie Osseuse may spend a move action and 10 GrowthPoints to deal piercing damage equal to his current blade damage to every creature in a line that extends out 10 feet per Hémorragie Osseuse level. The spike created by this stance is a permanent object and can be used to pin enemies to objects. A reflex save (DC= 15 + Hémorragie Osseuse level + Constitution Modifier) negates the pin effect. To break the spike requires a DC 15 Strength check or dealing 30 points of damage to the spike. This technique costs 20 GrowthPoints.
Bodysublimation: A perfection of Bodysiphon, this ability deals 3d8 damage to the target and restoring an equal amount to the Hémorragie Osseuse. The Hémorragie Osseuse can also make a Knowledge check (d20) to attempt to gain knowledge from the target even if they would normally be unwilling to share this information. If the target was a caster and was killed, the Hémorragie Osseuse can select one of the target's prepared spells for the day with a level less than or equal to his caster level and add it to his list of prepared spells for the day. This technique costs 12 GrowthPoints.
Nettle Blast(Sp): While in this stance the Hémorragie Osseuse may fire up to 10 Bolts per round, at a single target, as a standard action. They must still pay the GrowthPoints for each individual Bolt. This technique costs 20 GrowthPoints.
Hand Grenade (Ex): At 18th Level, the Hémorragie Osseuse can choose to make an incredibly brutal attack by severing his own arm, converting it into a exquisitely deadly projectile with a range of fifteen feet. The Hémorragie Osseuse takes three points of Con damage as well as 1/4 of his hit points in damage. The arm grapples the opponent and the opponent's CMB is halved; if successful, it then plants spikes into the opponent for 1d10 damage. At the end of the Hémorragie Osseuse's next turn, the hand explodes violently for (16d10 or Blade Damage x2, whichever is more) damage, showering the target and any adjacent units in the Hémorragie Osseuse's blood. The Hémorragie Osseuse suffers from 2 bleed damage a turn until cured. The Hémorragie Osseuse may regain this or any other limb they might have lost, given three liters of another creature's blood and five uninterrupted hours. This technique costs 80 GrowthPoints.
Pine Forest(Sp): Only the greatest Hémorragie Osseuse ever learn the technique of firing tremendous spikes of blood and bone out of the ground up into unsuspecting opponents. The Hémorragie osseuse then deals (10d8 or Blade Damage x2, whichever is more) points of piercing and slashing damage to all enemies within 60 feet, centered on the Hémorragie Osseuse. These spike rise 60 feet into the air. Enemies are allowed a reflex save (DC=12 + 1/2 the # of GrowthPoints spent + Hémorragie osseuse level) for half damage. Enemies who fail this save are also considered to be pinned each round until they succeed on a DC 35 Strength check. Every round an enemy remains pinned, they take another 2d8 slashing and piercing damage. Spaces where effected opponents are treated as though they had were occupied by trees for purposes of taking cover. Enemies spend twice as much movement to pass through these squares. A Hémorragie osseuse may pass through these squares with no penalty to movement. This technique costs 40 GrowthPoints.
Bodylanzer: The Hémorragie Osseuse siphons the target's blood for 1d6 damage to extend his blades into a second target 5 feet away; this counts as an additional attack. If the attack is successful, the target becomes a new target through which any abilities can be performed, including Bloodlanzer. This techniques cost 5 GrowthPoints per target.
Red-White Manipulation Bolt (Su): At 1st level a Hémorragie Osseuse learns how to fire a Bolt made of bone or blood out of their fingertips. The Bolt does damage based as though it were a bolt fired from a crossbow of the correct type based on your level. Firing a Bolt consumes 2 GrowthPoints.
Fleshsmith (Ex): By spending additional hit points upon their creation, you may enhance the abilities of your blades and forged weapons. At 1st Level, you may spend 5 hit points to cause your weapon to deal 1d6 fire or cold damage. At 4th Level, you may spend 10 hit points to apply Wounding to your weapon, and at 6th level you may spend 15 hit points to apply Keen to your weapon. Any of these abilities can be performed as free actions upon creating the weapons.
Special Ability: At 1st level, 2nd level and every two levels after (4,6, etc.) the Hémorragie Osseuse has a mental breakthrough on how to use their body allowing them to pick one of the following abilities:
Dislocate(Ex): Hémorragie Osseuse learns to dislocate the bones in their body at will and then simply pop them back into place at will. This gives the Hémorragie Osseuse a +5 bonus on grapple and escape artist checks.
Corrupted key(Ex): The Hémorragie Osseuse gains a +5 bonus on open lock checks and does not suffer the penalty for using their blood or bones as improvised tools.
Adamantine body(Sp): The Hémorragie Osseuse's blades gains hardness and hitpoints as though it were made of adamantine instead of bone. Upon taking this ability the Hémorragie Osseuse must ritually consume a small amount of Adamantine costing 60 GP.
Armor of Bone(Sp): The Hémorragie Osseuse grows bony ridges over their body which gives them a +2 bonus to natural armor. This ability may be taken multiple times, its effects stack.
Metallic Enhancement(Sp): The Hémorragie Osseuse's blades and Bolts take on the special qualities of certain metals. Upon taking this ability the Hémorragie Osseuse must ritually consume a small amount of whatever metal he wants to adopt the abilities of costing 200 GP. Adamantine grants the hardness overcoming ability and adds a +1 on attack rolls. Cold Iron grants the ability to overcome the damage reduction of certain creatures. Alchemical silver grants similar damage overcoming ability. This ability may only be taken once.
Self-Preservation: The Hémorragie Osseuse is capable of consuming his own blood and bone to survive. The Hémorragie Osseuse still uses the GrowthPoints equal to a blade, but once consumed is considered a days ration.
Innate Healer: The Hémorragie Osseuse has utilizes his bodies growing factor to cause his body to regrow cells at a faster rate, granting the Hémorragie Osseuse Fast Healing equal to 1/2 of his level.
Versatile Blade(Sp): Instead of only his hands the Hémorragie Osseuse may project his blades out of any area of their body. This can allow them to cut bindings, sunder manacles and fight while wearing gauntlets.
Versatile Bolt(Sp): The Hémorragie Osseuse may fire a Bolt from any area on their body. this allows the Hémorragie Osseuse to fire Bolts even when tied up or bound.
Swimming Blade(Sp): (Requires: Versatile Blade) The Hémorragie Osseuse's blade seemingly glides along the surface of his flesh allowing him to attack in ways not normally possible. The Hémorragie Osseuse gains a +2 to their attack bonus when using their blade. Anyone viewing the Hémorragie Osseuse for more than a minute must make a fortitude save (DC=10 + Hémorragie Osseuse level + GrowthPoint modifier) or become nauseated from watching the bone shift and move.
Cannibalize (Su): At third level a Hémorragie Osseuse learns to draw power from other people. This ability functions like Drain, except it deals 1d6 Con damage, with the Hémorragie Osseuse gaining that many GrowthPoints. The constitution damage dealt is to anyone whom the Hémorragie Osseuse pins in a grapple (or by the Tilling Soil or Pine Forest stances). Unwilling enemies may make a fortitude save (DC=10 + Con modifier + GrowthPoint modifier) to avoid ability damage. A Hémorragie Osseuse may use this ability 1/day per 2 Hémorragie Osseuse levels (Max 5/day at level 10). An enemy that has their constitution reduced to 0 or less by Cannibalize has their entire skeletal structure absorbed by the Hémorragie Osseuse. This grants an additional 10 GrowthPoints and renders the body useless for resurrection without first restoring the bones with either a wish or miracle spell. Resurrection spells that do not require a whole body are not affected.
Bonus Feat: At 1st level, third level and every level afterwards, the Hémorragie Osseuse gains a bonus feat.
Evolution of Body (Ex): At 8th Level the Hémorragie Osseuse may choose to enhance their body to effect them in one of two ways. The Hémorragie Osseuse may become immune to disease or enhance his Red-White Manipulation with any disease he currently has. It is applied to all of his blades and forged weapons, and will be inflicted when he performs successful attacks with them.
Path of Corpses: A 10th Level Hémorragie Osseuse must choose which path they wish to take in life. Whether to stay in the shadows or to leave a trail of death and violence in their wake.
Trail of Death: A 10th Level Hémorragie Osseuse may gain a reputation for exquisite violence that permanently stains his hands and terrifies his foes, and with it a +1 intimidate bonus. Upon using any Hémorragie Osseuse ability, you can gain +3 to intimidate checks against any sentient creature that saw it, +6 if the ability killed someone. You become easy to follow, simply because your unique and inventive brand of violence is so readily identified, and both willing followers and would-be assassins will track you down. Your followers and allies gain a +1 morale bonus to any kind of attack, and your enemies suffer -5 to fear effects. Finally, any killing in which you utilize your Hémorragie Osseuse abilities will ultimately be tied to you. If you take this ability, you cannot apply the effects of Shadow of Blood.
Shadow of Death: A 10th Level Hémorragie Osseuse may instead be simply a ruthless, efficient killer, less an artist of death and more an engineer dedicated to removing obstacles. You gain the ability to completely drain the blood and bones of a deceased creature, desiccating them in just five minutes and rendering them unrecognizable while gaining 1d10 points of damage.
Playing a Hémorragie Osseuse
Religion: A Hémorragie Osseuse is usually not religious, however some do worships gods. They usually worship Nerull or other Deathly and Warring based gods, praying for more battles and more victories.
Other Classes: A Hémorragie Osseuse will be friendly with any race as long as they are not a nuisance on the battlefield, even respecting others who prove admirable in battle.
Combat: A Hémorragie Osseuse is the tank in combat, attacking head on and attempts to destroy everything in their path.
Advancement: Once a Hémorragie Osseuse has fleshed out this class as much as they'd like, more physical based classes are smart, such as the barbarian.
Hémorragie Osseuse's in the World
|“||"You can join us or die||”|
A Hémorragie Osseuse would most likely be in areas of intense conflict such as wars or arenas, seeking the adrenaline of battle anywhere they go.
Daily Life: People of this class would be most likely either be fighting or on the way to a fight, boring lives do not suit these characters.
Notables: A hybrid of this class was Abaddon Alexander Iscariot. He possessed these powers through self-experimentation but he was considered a god amongst man.
Organizations: They will join any organizations that offers a Hémorragie Osseuse battles.
NPC Reactions: NPC's show Hémorragie Osseuse's either fear or admiration for their abilities, but few challenge them.