The Sanguine Sorcerer
A sanguine sorcerer is a spellcaster who fuels her magic with her lifeblood (instead of arcane energy). Most casters tend to be rather fragile, but a sanguine sorcerer will often find herself in the thick of a battle, unafraid to take a hit. A sanguine sorcerer that does not have blood (such as a construct sanguine sorcerer) cannot use of any of the following class features: Blood Bank, Blood Blade, Blood Magic, Crimson Concentration, Sanguine Form, Sanguine Sovereign, Scarlet Arcana, Scarlet Savvy, Scarlet Sorcery, Tenacious Affliction
Adjustments
A sanguine sorcerer's fortitude save scales from +2 at 1st level to +12 at 20th level (instead of scaling from +0 at 1st level to +6 at 20th level).
A sanguine sorcerer's will save scales from +0 at 1st level to +6 at 20th level (instead of scaling from +2 at 1st level to +12 at 20th level).
Blood Magic & Blood Bank
Blood Magic (Su)
Unlike other sorcerers (who must expend spell slots in order to cast their spells), a sanguine sorcerer fuels her magic by sacrificing the most fundamental form of vitality: blood. Whenever a sanguine sorcerer casts a spell via Blood Magic, she loses a variable number of hitpoints (refer to Table: Standard Spell Hitpoint Costs & Table: Scarlet Spell Hitpoint Costs). Even though a sanguine sorcerer takes hitpoint damage whenever she casts a spell via Blood Magic, this damage does not require her to make a concentration check in order to avoid losing that spell. Whenever a sanguine sorcerer casts a spell (via Blood Magic) that restores hitpoints or grants temporary hitpoints, the amount of healing that is provided by that spell cannot exceed an amount equal to 50% of that spell's hitpoint cost (rounded down); Scarlet Spells are exempt from this restriction. While a sanguine sorcerer is wearing a wondrous item that restores hitpoints or grants temporary hitpoints, the effect(s) of that item are disabled.
[b] is equal to 20% of the sanguine sorcerer's current hitpoint total (rounded up)
Blood Bank (Su)
In addition to her primary pool of hitpoints, a sanguine sorcerer possesses a secondary pool of hitpoints called the Blood Bank. The size of a sanguine sorcerer's Blood Bank is equal to the number of HD that she possesses times her charisma modifier. Unlike regular hitpoints, Blood Bank hitpoints are only depleted when a sanguine sorcerer spends them in order to pay for the hitpoint cost of either her Blood Magic ability or her Crimson Concentration ability. When calculating a sanguine sorcerer's current hitpoint total, include the current hitpoint total of her primary hitpoint pool but exclude the current hitpoint total of her secondary hitpoint pool. When calculating a sanguine sorcerer's maximum hitpoint total, include both the maximum hitpoint total of her primary hitpoint pool and the maximum hitpoint total of her secondary hitpoint pool.
Standard Spell Hitpoint Costs
| Cantrip | 1st Level | 2nd Level | 3rd Level | 4th Level | 5th Level | 6th Level | 7th Level | 8th Level | 9th Level |
|---|---|---|---|---|---|---|---|---|---|
| 0 | 1d6 + [b] | 3d6 + [b] | 5d6 + [b] | 7d6 + [b] | 9d6 + [b] | 11d6 + [b] | 13d6 + [b] | 15d6 + [b] | 17d6 + [b] |
Scarlet Spell Hitpoint Costs
| Cantrip | 1st Level | 2nd Level | 3rd Level | 4th Level | 5th Level | 6th Level | 7th Level | 8th Level | 9th Level |
|---|---|---|---|---|---|---|---|---|---|
| 0 | 1d6 | 3d6 | 5d6 | 7d6 | 9d6 | 11d6 | 13d6 | 15d6 | 17d6 |
Eschew Materials & Toughness
At 1st level, a sanguine sorcerer gains both Eschew Materials and Toughness as bonus feats.
This ability replaces Eschew Materials
Scarlet Arcana
At 1st level, a sanguine sorcerer gains the Involuntary Transfusion ability.
Involuntary Transfusion (Su)
Whenever a being (excluding yourself) takes damage from a bleed effect that you had inflicted upon them, you gain [i] hitpoints.
[i] is equal to the amount of bleed damage that was dealt to that being
This ability replaces the Bloodline arcana
Scarlet Skill (Ex)
At 1st level, a sanguine sorcerer gains the Heal skill as a class skill.
This ability replaces the Bloodline class skill
Scarlet Savvy (Ex)
At 1st, 5th, 9th, 13th, and 17th level, a sanguine sorcerer learns an additional feat, independent of those gained from normal advancement. These feats must be selected from the following list: Bloodletting Spell, Dire Hazard, Dire Spellcasting, Dire Upgrade, Haemorrhagic Spell, Sanguine Contagion, Sanguine Gift, Sanguine Harvest, Sanguine Host, Sanguine Retribution, Sanguine Reward, Subsidized Spell.
This ability replaces the Bloodline bonus feats
Scarlet Sorcery (Su)
At 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level, a sanguine sorcerer learns two additional spells (known as Scarlet Spells).
Furthermore, a sanguine sorcerer treats each of her Scarlet Spells as though the spontaneous metafocus feat had been applied to them.
At 1st level, a sanguine sorcerer adds Sanguine Malady to her list of spells known.
At 3rd level, a sanguine sorcerer adds Sanguine Congregation and Sanguine Epidemic to her list of spells known.
At 5th level, a sanguine sorcerer adds Sanguine Mishap and Sanguine Spasm to her list of spells known.
At 7th level, a sanguine sorcerer adds Sanguine Handicap and Sanguine Muzzle to her list of spells known.
At 9th level, a sanguine sorcerer adds Sanguine Hunter and Sanguine Reaper to her list of spells known.
At 11th level, a sanguine sorcerer adds Sanguine Butcher and Sanguine Elder to her list of spells known.
At 13th level, a sanguine sorcerer adds Sanguine Detonation and Sanguine Extraction to her list of spells known.
At 15th level, a sanguine sorcerer adds Sanguine Mutilation and Sanguine Puppet to her list of spells known.
At 17th level, a sanguine sorcerer adds Sanguine Promotion and Sanguine Reinforcement to her list of spells known.
At 19th level, a sanguine sorcerer adds Sanguine Fountain to her list of spells known.
This ability replaces the Bloodline bonus spells
Blood Blade (Sp)
At 1st level, a sanguine sorcerer gains the ability to extract a portion of blood from her body and mold it into the form of a masterwork dagger (known as a Blood Blade). It takes 10 minutes for a sanguine sorcerer to fabricate a Blood Blade; each time she does so, she takes 1 point of nonlethal damage. A Blood Blade that a sanguine sorcerer has fabricated in this way will revert to ordinary blood 24 hours after it was fabricated. Furthermore, a Blood Blade that a sanguine sorcerer has fabricated in this way will revert to ordinary blood if any of the following conditions are met:
- She attempts to fabricate a new Blood Blade.
- She assimilates herself into the bloodstream of another being.
- She dies.
This ability replaces the Bloodline power gained at 1st level
Tenacious Affliction (Su)
At 3rd level, a sanguine sorcerer gains the ability to create wounds that even the most talented of medics will struggle to treat.
While a being is afflicted by a bleed effect that had been inflicted upon them by a sanguine sorcerer, whenever a being attempts to end that bleed effect via a Heal check, they incur a -[x] competence penalty on that check. Furthermore, while a being is afflicted by multiple bleed effects that had been inflicted upon them by a sanguine sorcerer, any being that attempts to end those bleed effects via a Heal check must make multiple Heal checks (one for each bleed effect).
[x] is equal to the sanguine sorcerer's caster level divided by two (rounded up)
While a being is afflicted by a bleed effect that had been inflicted upon them by a sanguine sorcerer, whenever a being attempts to end that bleed effect via the application of an effect that restores hitpoints, they must roll a d100; if the result of their roll is less than [z], that being remains bleeding. Furthermore, while a being is afflicted by multiple bleed effects that had been inflicted upon them by a sanguine sorcerer, any being that attempts to end those bleed effects via the application of an effect that restores hitpoints must roll a d100 multiple times (once for each bleed effect).
[z] is equal to ten plus (the sanguine sorcerer's caster level times three)
This ability replaces the Bloodline power gained at 3rd level
Sanguine Form (Sp)
At 9th level, a sanguine sorcerer gains the ability to transform herself into a globule of blood and assimilate herself into the bloodstream of another being. While she is adjacent to a willing ally, she can spend a move action in order to assimilate with them (in which case she designates them as her host). When she wishes to revert back to her normal form, she can spend a move action in order to vacate her host's body (in which case she reappears in an unoccupied square that is adjacent to them). A sanguine sorcerer cannot designate a being that does not have blood (such as a construct) as her host. While a sanguine sorcerer is assimilated with a host, she cannot perform attacks, cast spells, or do anything else that would require the use of her body. While a sanguine sorcerer is assimilated with a host, she can neither be targeted by attacks/spells/etc. directly nor be affected by attacks/spells/etc. that affect an area. While a sanguine sorcerer is assimilated with a host, the effects of any wondrous items that she had been wearing before assimilating herself into their bloodstream are disabled. While a sanguine sorcerer is assimilated with a host, any bleed effect that her host inflicts upon another being is also treated as though it had been inflicted by her. While a sanguine sorcerer is assimilated with a host, both she and her host are able to share with each other any healing that either of them receives (for example, if the sanguine sorcerer became subject to an effect that restores hitpoints or grants temporary hitpoints, she could choose to apply some of those hitpoints to her own hitpoint total and the rest of those hitpoints to her host's hitpoint total). While a sanguine sorcerer is assimilated with a host, she can communicate with her host telepathically. A sanguine sorcerer can remain assimilated with a host indefinitely (unless that host chooses to expel her, which they can do at any time without needing to spend an action), but if her host dies, she dies as well.
This ability replaces the Bloodline power gained at 9th level
Crimson Concentration (Su)
At 15th level, a sanguine sorcerer gains the ability to increase her capacity for concentration. While a sanguine sorcerer is maintaining concentration on a spell, she can spend a swift action (instead of a standard action) at the beginning of each round in order to maintain her concentration on it; she loses [c] hitpoints at the beginning of each round during which she maintains her concentration on a spell in this way. Furthermore, although she normally would not be able to cast other spells while she is maintaining concentration on a spell that she had previously cast, a sanguine sorcerer can ignore that restriction while she is maintaining concentration on a spell via Crimson Concentration.
[c] is equal to 5% of the sanguine sorcerer's maximum hitpoint total (rounded up)
This ability replaces the Bloodline power gained at 15th level
Sanguine Sovereign (Su)
At 20th level, a sanguine sorcerer gains the following effects:
- Immunity against all diseases
- Immunity against all poisons
- Immunity against all spells/abilities/etc. that interact with blood (such as the Transmute Blood to Acid spell)
This ability replaces the Bloodline power gained at 20th level