Bloodwinds are the champions of Onor. Few survive their attempts to enter this exclusive class, and fewer still survive membership.
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Hit Die: d4.
To qualify to become a bloodwind, a character must fulfill all the following criteria.
Skills: Knowledge (religion) 12 ranks, Spellcraft 12 ranks.
Feats: Endurance, Diehard
Spells: Ability to cast divine spells. Ability to channel negative energy.
Special: Must kill or destroy 500 HD of creatures for no reason other than to become a bloodwind. (No experience is gained from these kills.) This need not occur all in one battle. Must be devoted to Onor.
The bloodwind's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana/religion/the planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.
Table: The bloodwind
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day |
|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +2 | +0 | +1 level to existing class | |
| 2nd | +1 | +3 | +3 | +0 | Bonus Bloodwind Feat | +1 level to existing class |
| 3rd | +1 | +3 | +3 | +1 | Maiming Strike | +1 level to existing class |
| 4th | +2 | +4 | +4 | +1 | Extend the Slaughter | +1 level to existing class |
| 5th | +2 | +4 | +4 | +1 | Cause Fear | +1 level to existing class |
| 6th | +3 | +5 | +5 | +2 | +1 level to existing class | |
| 7th | +3 | +5 | +5 | +2 | Horrific Power | +1 level to existing class |
| 8th | +4 | +6 | +6 | +2 | Bonus Bloodwind Feat | +1 level to existing class |
| 9th | +4 | +6 | +6 | +3 | Blood Calls Blood | +1 level to existing class |
| 10th | +5 | +7 | +7 | +3 | Swift Slaughter | +1 level to existing class |
All of the following are features of the bloodwind prestige class.
Weapon and Armor Proficiency: Bloodwinds gain no proficiency with any weapon or armor.
Spells per Day: When a new bloodwind level is gained, the character gains new spells per day and effective caster level as if he had also gained a level in any one spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except as noted here.
If a character had more than one spellcasting class before he became a bloodwind, he must decide to which class he adds each level of bloodwind for the purpose of determining spells per day.
Maiming Strike (Ex): Once per day, the bloodwind may declare a maiming strike before an attack roll is made. On a successful hit, the target receives ability damage equal to the bloodwind's class level, to an ability score of the bloodwind's choice. If the maiming strike fails to land, it is wasted for the day.
Extend the Slaughter (Su): Bloodwinds of at least 4th level add 10' to the range of their spells for every bloodwind level.
Cause Fear (Sp): A victim successfully hit by a Maiming Strike must make a Will save vs. DC 10 + bloodwind level + bloodwind's charisma bonus (if positive) or become shaken. An already-fearful victim becomes further influenced by fear, as per normal fear rules.
Horrific Power (Ex): At 7th level and above, the bloodwind gains a bonus equal to his bloodwind levels to any bluff, intimidate, or sense motive checks attempted against anyone who has seen him slay an enemy.
Blood Calls Blood (Su): Whenever a bloodwind is wounded by a nonmagical attack for hit points in excess of his constitution score, summoned monsters appear. The type of monster summoned is random (the DM should consult the summon monster I charts and choose one monster at random.) For every multiple by which the damage exceeds his constitution score, the summoning spell increases one level, but the type of monsters summoned never improves to higher charts - rather, more of them appear. Summoned monsters appear the round after the wound was inflicted, in the nearest unoccupied position. They fight at the bloodwind's discretion until they are dead or until an appropriate number of rounds has elapsed. The bloodwind can at most control his hit dice in creatures summoned thus; any monsters in excess of this are uncontrolled.
Swift Slaughter (Su): At 10th level, the bloodwind may take an immediate action to "lose" a spell of any level, converting it into a burst of force energy centered within long range that does 2d6 damage per spell level. The burst radius is 2' per bloodwind level. There is no saving throw. Swift Slaughter requires no components, and is usable once per day.
Prerequisite: One level in bloodwind. Must have single-handedly and openly destroyed an enemy force consisting of no less than 100 enemies. All enemies must have been slain.
Benefit: The bloodwind attracts a cohort and a number of free-willed followers. The followers are all devoted to slaughter, and this feat ignores any penalties that would be incurred from the death of followers or cohorts. This is otherwise identical to the Leadership feat.
Prerequisite: One level in bloodwind.
Benefit: You gain a sacred bonus to Fortitude saves equal to half of your bloodwind levels.
Prerequisite: One level in bloodwind.
Benefit: You gain a sacred bonus to Reflex saves equal to half of your bloodwind levels.
Prerequisite: One level in bloodwind, and any other bloodwind feat.
Benefit: Each damaging spell you cast is treated as empowered (+50%) against living targets.
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