The Sanguine Sorcerer

by Cardinal Theodore Maxwell

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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 most sorcerers (who must expend nebulous magical energy in order to cast their spells), a sanguine sorcerer fuels her magic by sacrificing the most fundamental form of vitality: her blood. Whenever a sanguine sorcerer casts a spell via Blood Magic, she loses a variable number of hitpoints (refer to both Table: Standard Spells and Table: Scarlet Spells for details). Although a sanguine sorcerer does take hitpoint damage whenever she casts a spell via Blood Magic, this self inflicted 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 possesses the blood descriptor, her effective caster level becomes increased by +1 for 1 round (this is a competence bonus). 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 whose effect restores hitpoints or grants temporary hitpoints, the effect of that item is disabled (if that item has multiple effects, only the ones that restore hitpoints or grant temporary hitpoints are disabled).

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 ordinary hitpoints, Blood Bank hitpoints are only depleted when a sanguine sorcerer spends them in order to pay the hitpoint cost of either Blood Magic or Crimson Concentration. Furthermore, Blood Bank hitpoints can only be restored via the effect of Involuntary Transfusion; no other forms of healing can replenish the Blood Bank. When calculating a sanguine sorcerer's current hitpoint total, include her primary hitpoint pool's current hitpoint total but exclude her secondary hitpoint pool's current hitpoint total. When calculating a sanguine sorcerer's maximum hitpoint total, include both her primary hitpoint pool's maximum hitpoint total and her secondary hitpoint pool's maximum hitpoint total.

These abilities modify Spells and Cantrips

Spell Hitpoint Costs

Standard Spells
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]

[b] is equal to 20% of the sanguine sorcerer's current hitpoint total (rounded up)

Scarlet Spells
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 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, a sanguine sorcerer learns a feat (independent of those gained from normal advancement). These feats must be selected from the following list: Bloodletting Spell, Haemorrhagic Spell, Scarlet Upgrade: Adhesive Blood, Scarlet Upgrade: Bear's Endurance, Scarlet Upgrade: Bleed, Scarlet Upgrade: Blood Armor, Scarlet Upgrade: Blood Rage, Scarlet Upgrade: Blood Scent, Scarlet Upgrade: Caustic Blood, Scarlet Upgrade: Death Clutch, Scarlet Upgrade: Eagle's Splendor, Scarlet Upgrade: Hungry Darkness, Scarlet Upgrade: Phantom Blood, Scarlet Upgrade: Sadomasochism, Scarlet Upgrade: Symbol of Exsanguination, Scarlet Upgrade: Terrible Remorse, Scarlet Upgrade: Transmute Blood to Acid, Scarlet Upgrade: Transmute Wine to Blood, Scarlet Upgrade: Unwilling Shield, Scarlet Upgrade: Waves of Blood

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 spells; these spells are 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 Soldier 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 safely extract a few ounces of blood from her body and mold it into the form of a dagger (known as a Blood Blade). A sanguine sorcerer must spend a full round action in order to fabricate a Blood Blade; each time she fabricates a Blood Blade in this way, she takes 1 point of nonlethal damage. A Blood Blade that a sanguine sorcerer has fabricated in this way will revert to ordinary blood if she attempts to fabricate a new Blood Blade. A Blood Blade that a sanguine sorcerer has fabricated in this way will revert to ordinary blood if she dies.
Starting at 4th level, "the form of a dagger" becomes "the form of a +1 dagger".
Starting at 7th level, "the form of a dagger" becomes "the form of a +2 dagger".
Starting at 10th level, "the form of a dagger" becomes "the form of a +3 dagger".
Starting at 13th level, "the form of a dagger" becomes "the form of a +4 dagger".
Starting at 16th level, "the form of a dagger" becomes "the form of a +5 dagger".

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 they (or another being) attempt(s) to end that bleed effect via a Heal check, they incur a -[x] competence penalty on that check. Furthermore, if they are afflicted by multiple bleed effects, they 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 they (or another being) attempt(s) 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], the application of that effect does not cause them to stop bleeding (but it does grant them its normal amount of healing). Furthermore, if they are afflicted by multiple bleed effects, they 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 is exempt from 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:

This ability replaces the Bloodline power gained at 20th level