Author Topic: [3.5] The Sanguine (custom base class) (PEACH)  (Read 3025 times)

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Bajaaku

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[3.5] The Sanguine (custom base class) (PEACH)
« on: October 11, 2008, 12:55:16 AM »
This is a custom base class I've been working on. I wanted to turn the Blood Magus PrC in CArc into a more combat-oriented, non-caster base class. This is what I came up with. Tell me what you think.

Sanguine
"Come closer so that I may shower in your blood." - Rosh Kolnaar, Sanguine.

Some warriors are simply content with killing their opponent. Others, however, relish in the bloody chaos that they create in combat. The Sanguine is definitely the latter. The Sanguine is a skilled warrior who was either born of a supernatural bloodline or became attuned to the song of blood through another bond later in life. Using a combination of powerful melee strikes and violent, bloody abilities, the Sanguine destroys his enemies with little regard for the safety of others and makes decisions that are borderline evil.


Alignment: Any non-good
Hit Die: d10

Class Skills: Bluff, Climb, Concentration, Craft, Heal, Intimidate, Jump, Profession, Spot, Survival, Swim
Skill Points at 1st LevelSkill Points at Each Additional Level: 2 + Int modifier
AbilitiesBloodletting (Ex):Open Wound (Su) (1):Savage Sacrifice (Su):Toughness (Ex): At level 2, the Sanguine gains the Toughness feat.

Fast Clotting (Su)Blood-stained Armor (Su):Trail of Blood (Su) (1): Starting at 5th level, the Sanguine gains the Track feat and the Scent special ability. However, he may only track or detect a target that has at least 1 BP accumulated.

Blood Mist (Su) (2):Blood in the Eyes (Ex)Poison Immunity (Su):Bloody Grip (Ex):Staunch (Ex): Starting at 10th level, automatically becomes stable when his hit points drop below 0. He still dies if he reaches -10 hit points or lower.

Poisoned Veins (Su) (1)Boiling Blood (Su) (3):Seeing Red (Ex) (5): At level 14, whenever the Sanguine engages an opponent with 5 or more BP accumulated, he gains +1 to attack, +1 damage, immunity to fear and charm effects, and +1 to all saves against effects originating from his opponent. For every additional 2 BP accumulated above 5, the Sanguine gains an additional +1 to attack, damage, and saves against the target. These effects are temporary until the target is dead or loses enough BP to drop it below 5.

Taste the Memories (Su) (1)Puddle of Blood (Su) (5)Awaken Blood (Su):Bloodwalk (Su) (1):
« Last Edit: October 11, 2008, 12:58:19 AM by Bajaaku »

Prime32

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Re: [3.5] The Sanguine (custom base class) (PEACH)
« Reply #1 on: October 11, 2008, 06:41:23 PM »
Since some kind of feedback is better than nothing, I will say this:

This class favours two-weapon fighting, since more attacks equal more BP, and, with the exception of Blood in the Eyes and Bloodied Grip, its special attacks do not benefit from the added damage of two-handed weapons (and those two abilities will not affect opponents who do not rely on eyes to see or do not wield weapons). Levels of lion totem/whirling frenzy barbarian, dervish, and warblade or swordsage synergise well with this class, though the latter two are probably better off as pure builds.

All this class's abilities focus on melee combat. Blood Mist provides some defence against distant enemies without hindering the Sanguine's own ranged attacks, but it is limited in use. Puddle of Blood can be used at a range, but the range is not listed. I would extend the benefit of Bloodletting to all attacks, at least.

The normal combat lasts 3-4 rounds. Let's say that a sanguine attacks the same enemy every round, and hits with all his attacks. That amounts to 12BP at most, granting a 12d6 melee touch attack, which is nothing special, especially since it requires time to charge. On a second glance at the ability, it's capped at 10d6, which just makes things worse. 10 points of Con damage is nice, but a single healing ability stops you from using it. :-\

Skills could be better, and the average BAB doesn't do much for this class in combat. You could easily add good Will saves as well.

Suggestions:
  • Upgrade Staunch to Diehard, and increase the negative hp required to kill the character
  • Add the blood magus's thicker than water ability, scaled by level, and possibly some fortification as well
  • Add a homunculus companion similar to a familiar or animal companion
  • Grant the ability to manipulate creatures' bodies by controlling their blood (Bloodbending ftw!)

I didn't think I'd post that much, but this class seems underpowered.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Bajaaku

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Re: [3.5] The Sanguine (custom base class) (PEACH)
« Reply #2 on: October 11, 2008, 08:35:13 PM »
Wow, you are the first person to every say this class was UNDERpowered. I keep nerfing it because people tell me it's overpowered. I'll look into it some more. It certainly isn't finished.

Sinfire Titan

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Re: [3.5] The Sanguine (custom base class) (PEACH)
« Reply #3 on: October 12, 2008, 01:52:15 AM »
Wow, you are the first person to every say this class was UNDERpowered. I keep nerfing it because people tell me it's overpowered. I'll look into it some more. It certainly isn't finished.

You used Excel for this class, didn't you?

Prime hit the nail on the head. The class is underpowered and very narrow. Give them more options, and force them to make choices for some of these abilities. Otherwise every single one will look identical save for ability scores and feats.


[spoiler][/spoiler]

Prime32

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Re: [3.5] The Sanguine (custom base class) (PEACH)
« Reply #4 on: October 12, 2008, 06:23:06 PM »
Wow, you are the first person to every say this class was UNDERpowered. I keep nerfing it because people tell me it's overpowered. I'll look into it some more. It certainly isn't finished.
Maybe it's overpowered compared to a fighter 20 with Greater Weapon Specialisation (club) who only uses the "attack", "move", and "full attack" actions... :eh

You need to help your allies or "control" the enemy in some way (restricting the actions they can take by knocking them prone, etc. counts as controlling).
« Last Edit: October 13, 2008, 01:53:23 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]


Prime32

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Re: [3.5] The Sanguine (custom base class) (PEACH)
« Reply #6 on: October 14, 2008, 09:19:43 AM »
Some stuff that might work better:
Quote
Bloodletting (Ex):Open Wound (Su): Whenever a creature the Sanguine has bloodied takes damage, it take additional points of damage equal to its BP.

Improved Diehard (Ex): At 2nd level, a Sanguine gains the Diehard feat as a bonus feat. In addition, the feat's power increases as he gains levels - a Sanguine does not die until reduced to negative hit points equal to his class level plus his Constitution modifier (or -10, whichever is more).

Manipulate Blood (Sp): At Xth level, as a standard action, a Sanguine may create an effect similar to the hold person spell (caster level equals his class level), but the duration is reduced to one round. This ability may only be used on creatures he has bloodied. The opponent takes a penalty on his saving throw equal to his BP. Using this ability reduces the target creature's BP by 1. At higher levels, the Sanguine may instead create a mass hold person or hold monster effect.

Fast Clotting (Su): Starting at level 3, the Sanguine gains the ability to form blood clots faster than the normal person. This ability allows the Sanguine to heal himself up to his Cha mod x his class level in HP as a swift action. He can choose to use as much of the healing as he wants in any use, but he cannot heal more than the maximum in one day.

Blood Burst (Su): Once per encounter as a swift action, a Sanguine may attempt to force his enemies' blood out of their bodies. All creatures he has bloodied take Con damage equal to half their BP (Fortitude half). This ability functions at any distance, but not across planar boundaries. At Xth level and every X levels therafter, he may use this ability one additional time per encounter.

Extract Blood Elemental (Su): As extract water elemental, 1/day.

Blood Mastery: At Xth level, a Sanguine is immune to effects that drain blood or create bleeding wounds. In addition, any critical hit scored against him has a 50% chance of being negated and converted into a normal hit.

My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]