Kaigaishi Tori's page

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hello me and a group of friends have gotten back to playing rise of the runelords after a break from playing it. i'm the GM for the campaign. we are in book/chapter 3 i was looking over the sins point again because i had forgotten about them and i understand that they only really play a part in book/chapter 5 but i want to use them more than that. i was thinking of given some bonuses and penalties for example some with a lot of pride sin points gets a bonus on attack when attacking also by themselves and a penalty to attack if an ally is attack the same opponent. my biggest problem with this plan is first what bonuses/penalties do i give for each sin, how big they should be and if should they get bigger as u get more of that sin. any ideas on this will be helpful


I made this class based off of one of my favorite characters from a game I used to play. I have been asking my friends if they thought it was balanced, but they didn't really give me any good answers. So I'm posting it here to see what everyone here thinks of it and help me improved, so that it can be a fun but not over power thing to add to a campaign.
The class is about damaging itself to hit harder and the lower its hp the stronger it becomes.

Blood Warrior
HD- d12
Att- good
fort- good
ref- poor
will- good
skill- 2+int Acrobatics ,Climb, Craft, Intimidate, Swim, Perception , Heal, Knowledge (nature) Profession, Ride, Survival, Swim
armor pro.- Light armor no shields
weapon pro.- all simple and martial slashing weapons
alignment- any chaotic

Burning Blood- at 1st level as a free action a blood warrior can deal damage equal to its level to himself to cause his weapon to gain 1 burning blood on 1 attack for 1 round. A creature hit by this attack takes 1 point of acid damage at the start of their turn and last for a number of rounds equal to 1/2 your Blood Warrior class level + your con mod min. 1 round. This damage can be stopped by any magical healing, by a DC 15 heal check or spending a full-round action to make a fort save DC 10 + ½ class level + con mod. Each time a target is hit with a burning blood attack before a previous burning blood has expire, the damage stacks and the rounds remaining reset. For example if a level 4 blood warrior hits a orc with burning blood. The orc takes 1 point of damage at the start of its turn for 2 turn, however if the blood warrior hits the orc with its burning blood again before the orc's 2nd turn the orc will take 2 points of damage for the next 2 turns. The burning blood affect can only be used when a blood warrior is wearing light or no armor and using a slashing weapon. At 5th level and every 5 levels after a blood warrior can take another 5 points of damage to add +1 to the damage.

Berserker`s Blood- 2th level: A blood warrior feels each of its wounds and channels the pain into strength to crush its foes, increasing its attack. For every 5 hp missing a blood warrior get a +1 bonus to attack. The blood warrior gain a bonus to damage equal to half of the bonus to attack. These bonuses can't be higher than half your level. At 10th level for every 10 hp damage missing you gain a +2 bonus, and the maximum bonus that can be gained 2/3 the class level. At 15th level for every 15 hp missing gains a +3 bonus. At 20th level for every 20 hp missing gains a +4 bonus, and the maximum bonus that can be gained is equal to the class level.

Bonus Feat – At 3rd level and every 4 level after that a blood warrior may choose a combat feat that he meets the Prerequisites for as a bonus feat.

Inner Vitality- 4th level: a Blood Warrior is used to pain and because of this understands the body in a way few other can. As a Free Action a blood warrior gains fast healing equal to half its class level. Inner Vitality lasts for a number of rounds per day equal to 4 + his Constitution modifier these rounds do not need to be consecutive . At each level after 4th, the blood warrior can use inner vitality for 2 additional rounds. At 8th the fast healing gain equals the blood warrior's class level. At 12th level the fast healing becomes regeneration equal to half the blood warrior's level. At 20th level it becomes regeneration equal to his level. This stacks with any fast healing the blood warrior may already have, but does not stack with regeneration. With regeneration use whichever one is better.

Life Break- 6th level: The blood warrior reaches into the well of its own life force to heavily damage an enemy. To use this ability the blood warrior must declare that there are going to use it. The blood warrior does a full-round attack to make 1 attack. If he hits the target must make a fort save (10 + the blood warrior's class level + its con modify) or take 1d6 per level of the blood warrior save for half. The blood warrior takes half of the damage no save. The blood warrior can use this ability once per day at 6th and 2 times at 12th and 3 times at 18th