
MrTheThird |

This Class was originally made for 3.5, I never got around to posting it on the wizards forums...because they suck.
Well I've done a little modifying for the Pathfinder RPG and I just want to know what you all think.
If this isn't the place for this, I'm sorry I'm still pretty new to the forum
Blood Witch
Lvl. BAB Fort. Ref. Will Class Features
1 +0 +2 +0 +0 Acid Blood 1d6
2 +1 +3 +0 +0 Tier 1 Blood Magic
3 +2 +3 +1 +1 Acid Blood 2d6
4 +3 +4 +1 +1 Defensive Blood 1
5 +3 +4 +1 +1 Acid Blood 3d6
6 +4 +5 +2 +2 Acid Resistance 20
7 +5 +5 +2 +2 Acid Blood 4d6
8 +6/+1 +6 +2 +2 Defensive Blood 2
9 +6/+1 +6 +3 +3 Acid Blood 5d6
10 +7/+2 +7 +3 +3 Tier 2Blood Magic
11 +8/+3 +7 +3 +3 Acid Blood 6d6
12 +9/+4 +8 +4 +4 Defensive Blood 3
13 +9/+4 +8 +4 +4 Acid Blood 7d6
14 +10/+5 +9 +4 +4 Acid Resistance 40
15 +11/+6/+1 +9 +5 +5 Acid Blood 8d6
16 +12/+7/+2 +10 +5 +5 Defensive Blood 4
17 +12/+7/+2 +10 +5 +5 Acid Blood 9d6
18 +13/+8/+3 +11 +6 +6 Tier 3 Blood Magic
19 +14/+9/+4 +11 +6 +6 Acid Blood 10d6
20 +15/+10/+5 +12 +6 +6 Defensive Blood 5
Skills: Bluff, Concentrate, Craft, Decipher Script, Heal, Intimidate, Knowledge (Arcana), Perform, Profession, Search, Sense Motive, Slight of hand, Spot, Survival, Use Magic Device.
Skill points at 1st level 3 + Int mod. X4
Skill points per level 3 + Int mod
Hit Die type - D12
Abilities
(All abilities the Blood Witch uses requires her to deal at least 1d4 points of damage to herself unless stated otherwise)
Acid Blood (10ft) - At first level a Blood Witch’s blood becomes a highly potent acid. When struck by a standard slashing or piercing weapon the attacker takes 1 point of acid damage per wound the Blood Witch has, so if the Blood Witch has been Hit 5 Times the next attacker will Take 5 points of acid damage. In addition to this ability as a standard action the Blood Witch can fling a bit of her own blood dealing 1d6 acid damage at 1st level and an additional 1d6 damage for every other lvl thereafter.
Defensive Blood - Every time the Blood Witch is struck by a melee weapon 1 point of acid damage is dealt to the weapon ignoring hardness, +1 additional damage every 4 levels
Strong Blood - At 14th level any time the Blood witch would be poisoned or diseased ,the Blood witch is cured 1d4 rounds later.
Blood Magic
Blood Magic Requires A sacrifice of blood (1d6 damage) to cast among any other sacrifices that may be stated in the spell description.
Tier 1 Blood Magic
Healing Vita - As a standard action the Blood Witch can rub her blood on the wounds of an ally creating an effect similar to a cure light wounds spell with a caster level equal to Blood Witches's class level.
Stolen Vita - On your next attack you gain an amount of HP equal to the amount of damage you dealt with a slashing or piercing weapon. Stolen Vita takes a standard action to use and must be used before you attack.
Sticky Blood - As a standard action you can fling a gob of blood at an opponent creating a effect Similar to a tangle foot bag with the following changes,the Duration is equal to 1 +Con mod, Break DC equal to 10 + con mod + dealt to .
Blood Baby - As a full round action a Blood Witch can create 1d4 blood babies at the cost of 1 point of temporary constitution damage. On command a Blood Baby will charge at an opponent screaming and crying, on contact the Blood Baby will explode in a loud squishy POP, covering the opponent in a potent acid dealing 3D6 acid damage and an additional 1d4 acid damage per round for 1d6 rounds.
Tier 2 Blood Magic
Healing Vita 2 - By dealing extra 1d3 points of damage to herself the Blood Witch can fling a bit of blood at one of her allies as a standard action causing an effect like cure light wounds with a range of 20 ft Caster level equal to Blood Witch class level.
Improved Stolen Vita - Same as Stolen Vita except that you heal and amount Equal to 1.5 times the amount damage dealt.
Blood Trap - At the sacrificing 1 point of temporary constitution damage you can create two 5ft pools of blood. When ever an opponent comes within 5ft of a pool multiple hands will reach out and attempt to grapple the opponent (Str. and Dex. scores are equal to the blood witches con score for determining its CMB and CMD). If it succeeds it pulls you into its square and holds you there until you break its grapple in addition to this the target also take 1d6 acid damage every round he fails to escape. Blood Trap is a full round action that provokes attacks of opportunity
Wall-O-Blood - By sacrificing 1d6 temporary Con the Blood Witch can create a massive wall (50ft long by 30ft high) of writhing hands and faces that appear to be made up entirely out of Blood. Any opponent that comes within 10ft of the wall gets snatched up (Str. and Dex. scores are equal to the blood witches con score for determining its CMB and CMD) and pulled into the wall, at this point the wall begins dissolving the opponent(5d6 damage per round, the opponent can choose to exit at either side) until there is nothing left but pile of GOO, which is then added to the walls life span (Wall lasts for 2d10 rounds +1d6 rounds every time an opponent is dissolved ). Wall-O-Blood is a full round action that provokes attacks of opportunity
Tier 3 Blood Magic
Healing Vita 3 - Functions the same as Healing Vita 2 Except you must deal 1D6 damage to yourself and it causes an effect like Cure Serious Wounds with a range 50ft, caster level equal to Blood Witch level.
Vita Transportation - Every time you suffer at least 10 points of damage you may choose to create a blood pool. This pool is 5ft in diameter and you can create up to four of them. after you have created at least two and are in the same square as a blood pool you can as a free action teleport from one blood pool to another. Each pool can be used 1 time +1 use per point of con mod the Blood Witch has.
Melty Blood - On successful touch attack the opponent must make a Fort save (DC 10 + con mod+ half Blood Witch level)or his bbecomes a highly potent acid dealing 1d10 con damage per round for 1d4 rounds.
Weapon/Armor Proficiencies:
Blood Witches are proficient with Knives, Daggers, Short swords, and are not proficient with any armor or shield.
[Edit]Sorry about the lay out but I don't know how to fix it

MrTheThird |

This is the right forum.
I have a few questions- is this a spellcaster?
Is this meant to be a PC class?
and what does W.I.P. mean? (I assume it doesn't stand for Woman In Prison, which is a genre of b-grade movies)
It's a caster made to control the battle field
I'd like it to be for PC's
Work In Progress

Dilvish the Danged |

Ok
With d12 HD and BAB=3/4 HD, it seems like it work as a straight melee combatant, without any spellcasting abilities. Particularly if used to advance an aberration, a humanoid or monstrous humanoid. There are a lot of you-hit-me = I-hurt-you mechanics in the class features for this class.
At first glance, if you add a spellcasting progression to what you've already posted, then it looks like it would be entirely too powerful relative to other base classes.

MrTheThird |

Okay so I lowered the BAB (to be honest I'm not sure why I had it so high) and I lowered the HD but I feel if I lower it anymore it'll make it hard on the player
Blood Witch
Lvl. BAB Fort. Ref. Will Class Features
1 +0 +2 +0 +0 Acid Blood 1d6
2 +1 +3 +0 +0 Tier 1 Blood Magic
3 +1 +3 +1 +1 Acid Blood 2d6
4 +2 +4 +1 +1 Defensive Blood 1
5 +2 +4 +1 +1 Acid Blood 3d6
6 +3 +5 +2 +2 Acid Resistance 20
7 +3 +5 +2 +2 Acid Blood 4d6
8 +4 +6 +2 +2 Defensive Blood 2
9 +4 +6 +3 +3 Acid Blood 5d6
10 +5 +7 +3 +3 Tier 2Blood Magic
11 +5 +7 +3 +3 Acid Blood 6d6
12 +6/+1 +8 +4 +4 Defensive Blood 3
13 +6/+1 +8 +4 +4 Acid Blood 7d6
14 +7/+2 +9 +4 +4 Acid Resistance 40
15 +7/+2 +9 +5 +5 Acid Blood 8d6
16 +8/+3 +10 +5 +5 Defensive Blood 4
17 +8/+3 +10 +5 +5 Acid Blood 9d6
18 +9/+4 +11 +6 +6 Tier 3 Blood Magic
19 +9/+4 +11 +6 +6 Acid Blood 10d6
20 +10/+5 +12 +6 +6 Defensive Blood 5
Skills: Bluff, Concentrate, Craft, Decipher Script, Heal, Intimidate, Knowledge (Arcana), Perform, Profession, Search, Sense Motive, Slight of hand, Spot, Survival, Use Magic Device.
Skill points at 1st level 3 + Int mod. X4
Skill points per level 3 + Int mod
Hit Die type - D8
Abilities
(All abilities the Blood Witch uses requires her to deal at least 1d4 points of damage to herself unless stated otherwise)
Acid Blood (10ft) - At first level a Blood Witch’s blood becomes a highly potent acid. When struck by a standard slashing or piercing weapon the attacker takes 1 point of acid damage per wound the Blood Witch has, so if the Blood Witch has been Hit 5 Times the next attacker will Take 5 points of acid damage. In addition to this ability as a standard action the Blood Witch can fling a bit of her own blood dealing 1d6 acid damage at 1st level and an additional 1d6 damage for every other lvl thereafter.
Defensive Blood - Every time the Blood Witch is struck by a melee weapon 1 point of acid damage is dealt to the weapon ignoring hardness, +1 additional damage every 4 levels
Strong Blood - At 14th level any time the Blood witch would be poisoned or diseased ,the Blood witch is cured 1d4 rounds later.
Blood Magic
Blood Magic Requires A sacrifice of blood (1d6 damage) to cast among any other sacrifices that may be stated in the spell description.
Tier 1 Blood Magic
Healing Vita - As a standard action the Blood Witch can rub her blood on the wounds of an ally creating an effect similar to a cure light wounds spell with a caster level equal to Blood Witches's class level.
Stolen Vita - On your next attack you gain an amount of HP equal to the amount of damage you dealt with a slashing or piercing weapon. Stolen Vita takes a standard action to use and must be used before you attack.
Sticky Blood - As a standard action you can fling a gob of blood at an opponent creating a effect Similar to a tangle foot bag with the following changes,the Duration is equal to 1 +Con mod, Break DC equal to 10 + con mod + dealt to .
Blood Baby - As a full round action a Blood Witch can create 1d4 blood babies at the cost of 1 point of temporary constitution damage. On command a Blood Baby will charge at an opponent screaming and crying, on contact the Blood Baby will explode in a loud squishy POP, covering the opponent in a potent acid dealing 3D6 acid damage and an additional 1d4 acid damage per round for 1d6 rounds.
Tier 2 Blood Magic
Healing Vita 2 - By dealing extra 1d3 points of damage to herself the Blood Witch can fling a bit of blood at one of her allies as a standard action causing an effect like cure light wounds with a range of 20 ft Caster level equal to Blood Witch class level.
Improved Stolen Vita - Same as Stolen Vita except that you heal and amount Equal to 1.5 times the amount damage dealt.
Blood Trap - At the sacrificing 1 point of temporary constitution damage you can create two 5ft pools of blood. When ever an opponent comes within 5ft of a pool multiple hands will reach out and attempt to grapple the opponent (Str. and Dex. scores are equal to the blood witches con score for determining its CMB and CMD). If it succeeds it pulls you into its square and holds you there until you break its grapple in addition to this the target also take 1d6 acid damage every round he fails to escape. Blood Trap is a full round action that provokes attacks of opportunity
Wall-O-Blood - By sacrificing 1d6 temporary Con the Blood Witch can create a massive wall (50ft long by 30ft high) of writhing hands and faces that appear to be made up entirely out of Blood. Any opponent that comes within 10ft of the wall gets snatched up (Str. and Dex. scores are equal to the blood witches con score for determining its CMB and CMD) and pulled into the wall, at this point the wall begins dissolving the opponent(5d6 damage per round, the opponent can choose to exit at either side) until there is nothing left but pile of GOO, which is then added to the walls life span (Wall lasts for 2d10 rounds +1d6 rounds every time an opponent is dissolved ). Wall-O-Blood is a full round action that provokes attacks of opportunity
Tier 3 Blood Magic
Healing Vita 3 - Functions the same as Healing Vita 2 Except you must deal 1D6 damage to yourself and it causes an effect like Cure Serious Wounds with a range 50ft, caster level equal to Blood Witch level.
Vita Transportation - Every time you suffer at least 10 points of damage you may choose to create a blood pool. This pool is 5ft in diameter and you can create up to four of them. after you have created at least two and are in the same square as a blood pool you can as a free action teleport from one blood pool to another. Each pool can be used 1 time +1 use per point of con mod the Blood Witch has.
Melty Blood - On successful touch attack the opponent must make a Fort save (DC 10 + con mod+ half Blood Witch level)or his bbecomes a highly potent acid dealing 1d10 con damage per round for 1d4 rounds.
Weapon/Armor Proficiencies:
Blood Witches are proficient with Knives, Daggers, Short swords, and are not proficient with any armor or shield.
[Edit]Sorry about the lay out but I don't know how to fix it

Dilvish the Danged |

Regarding fixing the layout, just cut and paste. My OS is Win XP, and for me it's as simple as left click at start of a section of text, drag mouse over section of text so that it is high-lighted, and then right click to bring up editing options. Cut will remove the text from a document, but saves it in a temporary file. You then right click at a point in the document and select Paste to place the text which you previously cut out in it's new location.
Regarding the Bloodwitch, I don't know if you mean it to be a full spellcaster, like the Wizard and Sorceror, or more of a partial caster like the Bard. Some better indications of it's spellcasting role would be helpful. Namely if it's a spontaneous caster, what class it's spell progression most resembles, and what class it's spell list most resembles.

MrTheThird |

Regarding fixing the layout, just cut and paste. My OS is Win XP, and for me it's as simple as left click at start of a section of text, drag mouse over section of text so that it is high-lighted, and then right click to bring up editing options. Cut will remove the text from a document, but saves it in a temporary file. You then right click at a point in the document and select Paste to place the text which you previously cut out in it's new location.
Regarding the Bloodwitch, I don't know if you mean it to be a full spellcaster, like the Wizard and Sorceror, or more of a partial caster like the Bard. Some better indications of it's spellcasting role would be helpful. Namely if it's a spontaneous caster, what class it's spell progression most resembles, and what class it's spell list most resembles.
Okay it's a caster as in the three Tier abilities are considered spells, each Tier grants a number of spells that they can use at will and the spell components for all the spells is blood (your blood unless stated otherwise).
No its not necessarily a full caster, its meant to be in the fray of things because that's were it's abilities work best. I designed it to control the battle field, with its teleport ability putting it were it needs to be its wall-o-blood and blood trap preventing enemies from entering areas, stolen vita and healing vita to help keep itself and others alive and the rest to dish out the damage when it needs to.

Dilvish the Danged |

Oh
When I was saying it would be too powerful, I was thinking that it had a spellcasting progression like a wizard or sorceror, in addition to all the things in the first post.
If it doesn't have any standard sort of spellcasting, I would probably bump the HD back up to d12. And I would either bump the BAB back up, or change melee powers (like Stolen Vita) to touch attacks which ignore armor.
I would term all the abilities this class gains by levelling to be 'class features', not 'spellcasting.' Spellcasting typically refers to the way magic is handled for the base PC classes.

Sean FitzSimon |

Here are my thoughts:
Change skill points to 4/level. 3/level is bizarre, and doesn't sit right with me. Also, you only get x+INT skill points at first level with pathfinder, not (total)x4.
Give them a medium BAB, d8 hit die (to match the BAB), and grant them toughness at 1st level. This will give them roughly a d10 hit die, yet stick to pathfinder standards. At around 9-14, I would give them "greater toughness," which would grant them +2 HP per level rather than +1 HP as per toughness. This would net them a d12 HD, speaking in averages.
Will saves should be high. I feel like all casters have mental strength, and should have high will saves.
1d4 damage is a LOT of damage at 1st level, and becomes meaningless dice rolling later on. I recommend a simple 1 HP cost for using the abilities, which works well as a "token" blood sacrifice.
Acid Blood - Increase the range to 20ft or even 30ft. It provokes attacks of opportunity, which is gonna suck HARD when you're that close to an enemy. Also, the damage attackers take is wonky. A blood witch could stab herself a couple dozen times with a pin before going into battle, thus inflicting gobs of damage on anyone dumb enough to strike her. Instead, I recommend 1 damage per die of acid blood (example: 5d6 acid blood would deal 5 damage) plus the witch's constitution modifier. Keeps it simple. The acid blood attack should also grant the witch's constitution modifier to damage.
Defensive Blood - every melee character in the party is going to hate the blood witch, and the spellcasters won't be too happy about it either. Yes, it's totally awesome to destroy your enemy's weapons, but unlike sunder you can't choose NOT to. Your characters need the ability to capture and sell enemy weapons, and definitely to NOT destroy magical items. I would ditch this ability entirely, OR allow the witch to choose to affect either her target or her target's weapon with Acid Blood. Hardness should always apply.
Blood magic should cost 1d4 HP to cast, not 1d6.
I would change Healing Vita's description to the following: As a standard action the Blood Witch can rub her own blood into the wounds of an ally, healing her. This ability functions as Cure Light Wounds with a caster level equal to the Blood Witch's level. At 6th level, the Blood Witch can choose to sacrifice an additional 1d4 hit points and treat this ability as Cure Moderate Wounds with a caster level equal to her Blood Witch level.
I would change stolen vita to include the slashing attack as PART of the magic, rather than having to use two seperate standard actions to perform the ability. Also, this ability shouldn't cost her any HP to perform.
Sticky Blood – The DC should be 10 + half blood witch level + CON, same as any other pathfinder class.
Blood Baby – This is disturbing as crap, but it's still a neat idea. As it stands, it's very, very weak and costs you temporary consitutiton damage (which gets dangerous with a class that spends HP like mana). Lose the constution damage, and perhaps change the damage to 3d6 initial, plus 1d6+CON for a number of rounds equal to half your level.
Healing Vita 2 – Perhaps change the name to something like Potent Healing Vita, but that's just semantics. Change the description to something like: As a standard action the Blood Witch can rub her own blood into the wounds of an ally, healing her. This ability functions as Cure Serious Wounds with a caster level equal to the Blood Witch's level. At 14th level, the Blood Witch can choose to sacrifice an additional 2d4 hit points and treat this ability as Cure Critical Wounds with a caster level equal to her Blood Witch level.
Improved Stolen Vita – I'd change it to allow her to use it as part of a full round attack, giving her up to 3 attacks by 15th level.
Blood Trap – Again with the constitution damage. I'd probably go 1d4 additional damage to cast this (wizards are doing worse by now).
Ok, I've got to stop now. I'll try to poke at this later. It's a neat concept, but it's pretty out of whack.

MrTheThird |

Hmm is there a reason I can't edit my posts?
Wow that's just a lot. Well I like all of you recommendations
I'll probably change the cost, acid blood, defensive blood, I really like your idea for Healing Vita, and drop the con damage. As far as skill points, sticky Blood, Improved stolen Vita, and Blood trap these are all things I meant to change but I seem to have forgoten, but for now I must eat.

MrTheThird |

Okay I think that's everything
Blood Witch
Lvl. BAB Fort. Ref. Will Class Features
1 +0 +2 +0 +0 Acid Blood 1d6, Toughness
2 +1 +3 +0 +0 Tier 1 Blood Magic
3 +2 +3 +1 +1 Acid Blood 2d6
4 +3 +4 +1 +1 Defensive Blood 1
5 +3 +4 +1 +1 Acid Blood 3d6
6 +4 +5 +2 +2 Acid Resistance 20
7 +5 +5 +2 +2 Acid Blood 4d6
8 +6/+1 +6 +2 +2 Defensive Blood 2
9 +6/+1 +6 +3 +3 Acid Blood 5d6
10 +7/+2 +7 +3 +3 Tier 2Blood Magic, Greater Toughness
11 +8/+3 +7 +3 +3 Acid Blood 6d6
12 +9/+4 +8 +4 +4 Defensive Blood 3
13 +9/+4 +8 +4 +4 Acid Blood 7d6
14 +10/+5 +9 +4 +4 Acid Resistance 40
15 +11/+6/+1 +9 +5 +5 Acid Blood 8d6
16 +12/+7/+2 +10 +5 +5 Defensive Blood 4
17 +12/+7/+2 +10 +5 +5 Acid Blood 9d6
18 +13/+8/+3 +11 +6 +6 Tier 3 Blood Magic
19 +14/+9/+4 +11 +6 +6 Acid Blood 10d6
20 +15/+10/+5 +12 +6 +6 Defensive Blood 5
Skills: Bluff, Concentrate, Craft, Decipher Script, Heal, Intimidate, Knowledge (Arcana), Perform, Profession, Search, Sense Motive, Slight of hand, Spot, Survival, Use Magic Device.
Skill points at 1st level 4 + Int mod.
Hit Die type - D8
Abilities
(All abilities the Blood Witch uses requires her to deal at least 1 point of damage to herself unless stated otherwise)
Acid Blood (10ft) - At first level a Blood Witch’s Blood Becomes a highly potent acid. When Struck by a slashing or piercing weapon the attacker takes 1 point of acid damage per nonself inflicted wound the Blood Witch has taken to a maximum of 5 points of damage, So if the Blood Witch has been hit 5 times the next attacker will take 5 points of acid damage. In addition to this ability as a standard action the Blood Witch can fling a bit of her own blood up to 20ft dealing 1d6 acid damage at 1st lvl and an additional 1d6 damage for every other lvl thereafter.
Defensive Blood - On command every time the Blood Witch is struck by a melee weapon 1 point of acid damage is dealt to the weapon +1 additional damage every 4 levels
Strong Blood - At 14th level any time the Blood witch would be poisoned or diseased ,the Blood witch is cured 1d4 rounds later.
Blood Magic Requires A sacrifice of blood (1d6 damage) to cast among any other sacrifices that may be stated in the spell description.
Tier 1 Blood Magic
Healing Vita - As a standard action the Blood Witch can rub her own blood into the wounds of an ally, healing her. This ability functions as Cure Light Wounds with a caster level equal to the Blood Witch's level. At 6th level, the Blood Witch can choose to sacrifice an additional 1d4 hit points and treat this ability as Cure Moderate Wounds with a caster level equal to her Blood Witch level.
Stolen Vita - On your next attack you gain an amount of HP equal to the amount of damage you dealt with a slashing or piercing weapon.
Sticky Blood - You can fling a gob of blood at an opponent creating a effect Similar to a tangle foot bag with the following changes, Duration is equal to 1 +Con mod, Break DC equal to 10 + con mod + half of your Blood Witch level
Blood Baby - As a full round action a Blood Witch can create 1d4 blood babies at the cost of 1d6 damage. On command a Blood Baby will charge at an opponent screaming and crying, on contact the Blood Baby will explode in a loud squishy POP covering the opponent in a potent acid dealing 3D6 acid damage and an additional 1d6+1 per con. mod acid damage per round for 1d6 rounds.
Tier 2 Blood Magic
Healing Vita 2 - As a standard action the Blood Witch can rub her own blood into the wounds of an ally,healing her. This ability functions as Cure Serious Wounds with a caster level equal to the Blood Witch's level. At 14th level, the Blood Witch can choose to sacrifice an additional 2d4 hit points and treat this ability as Cure Critical Wounds with a caster level equal to her Blood Witch level.
Improved Stolen Vita - Same as Stolen Vita except that you heal and amount Equal to 1.5 times the amount of damage dealt and it can be used as part of a full round attack .
Blood Trap - At the sacrificing 1d6 points damage you can create two 5ft pools of blood. When ever an opponent comes within 5ft of a pool multiple hands will reach out and attempt to grapple the opponent Str. and Dex. scores are equal to the blood witches con score for determining its CMB and CMD). If it succeeds it pulls you into its square and holds you there until you break its grapple in addition to this the target also take 3d6 acid damage every round he fails to escape.
Wall-O-Blood - By sacrificing 1d6 Temporary Con damage the Blood Witch can create a massive wall(50ft long by 30ft high) of writhing hands and faces that appear to be made up entirely out of Blood. Any opponent that comes within 10ft of the wall gets snatched up Str. and Dex. scores are equal to the blood witches con score for determining its CMB and CMD) and pulled into the wall, at this point the wall begins dissolving the opponent (5d6 damage per round, DC 20 Strength check to escape, opponent can choose to exit at either side) until there is nothing left but pile of GOO, which is then added to the walls life span (Wall lasts for 2d10 rounds +1d6 rounds every time an opponent is dissolved). Wall-O-Blood is a full round action that provokes attacks of opportunity
Tier 3 Blood Magic
Healing Vita 3 - Functions the same as Healing Vita 2 Except you must deal 3d4 damage to yourself and it causes an effect like Cure Serious Wounds.
Vita Transportation - Every time you suffers at least 10 points of damage you may choose to create a blood pool. This pool is 5ft in diameter and you can create up to four of them.after you have created at least two and are in the same square as a blood pool you can as a free action teleport from one blood pool to another.
Each pool can be used 1 time +1 use per point of con mod the Blood Witch has.
Melty Blood - On successful touch attack the opponent must make a DC 15 + Con mod Fort save or his Blood becomes a highly potent acid dealing 1d10 con damage per round for 1d4 rounds.
Weapon/Armor Proficiencies:
Blood Witches are proficient with Knives, Daggers, Short swords, and are not proficient with any armor or shield.

Dilvish the Danged |

Re-formatted what you posted to eliminate clutter. I have no idea if it is play balanced or not, but I think I like it.
Blood Witch
BAB=3/4 HD, Good Save = Fort, Hit Die D8
Skill points/level = (4 + Int mod).
Skills: Bluff, Concentrate, Craft, Decipher Script, Heal, Intimidate, Knowledge (Arcana), Perform, Profession, Search, Sense Motive, Slight of hand, Spot, Survival, Use Magic Device.
Weapon/Armor Proficiencies:
Blood Witches are proficient with Knives, Daggers, Short swords, and are not proficient with any armor or shield.
Lvl. Class Features
1 Acid Blood 1d6, Toughness
2 Tier 1 Blood Magic
3 Acid Blood 2d6
4 Defensive Blood 1
5 Acid Blood 3d6
6 Acid Resistance 20
7 Acid Blood 4d6
8 Defensive Blood 2
9 Acid Blood 5d6
10 Tier 2Blood Magic, Greater Toughness
11 Acid Blood 6d6
12 Defensive Blood 3
13 Acid Blood 7d6
14 Acid Resistance 40
15 Acid Blood 8d6
16 Defensive Blood 4
17 Acid Blood 9d6
18 Tier 3 Blood Magic
19 Acid Blood 10d6
20 Defensive Blood 5
Blood Witch Abilities
(All abilities the Blood Witch uses requires her to deal at least 1 point of damage to herself unless stated otherwise)
Acid Blood (10ft) - At first level a Blood Witch’s Blood Becomes a highly potent acid. When Struck by a slashing or piercing weapon the attacker takes 1 point of acid damage per nonself inflicted wound the Blood Witch has taken to a maximum of 5 points of damage, So if the Blood Witch has been hit 5 times the next attacker will take 5 points of acid damage. In addition to this ability as a standard action the Blood Witch can fling a bit of her own blood up to 20ft dealing 1d6 acid damage at 1st lvl and an additional 1d6 damage for every other lvl thereafter.
Defensive Blood - On command every time the Blood Witch is struck by a melee weapon 1 point of acid damage is dealt to the weapon +1 additional damage every 4 levels
Strong Blood - At 14th level any time the Blood witch would be poisoned or diseased ,the Blood witch is cured 1d4 rounds later.
Blood Magic Requires A sacrifice of blood (1d6 damage) to cast among any other sacrifices that may be stated in the spell description.
Tier 1 Blood Magic
Healing Vita - As a standard action the Blood Witch can rub her own blood into the wounds of an ally, healing her. This ability functions as Cure Light Wounds with a caster level equal to the Blood Witch's level. At 6th level, the Blood Witch can choose to sacrifice an additional 1d4 hit points and treat this ability as Cure Moderate Wounds with a caster level equal to her Blood Witch level.
Stolen Vita - On your next attack you gain an amount of HP equal to the amount of damage you dealt with a slashing or piercing weapon.
Sticky Blood - You can fling a gob of blood at an opponent creating a effect Similar to a tangle foot bag with the following changes, Duration is equal to 1 +Con mod, Break DC equal to 10 + con mod + half of your Blood Witch level
Blood Baby - As a full round action a Blood Witch can create 1d4 blood babies at the cost of 1d6 damage. On command a Blood Baby will charge at an opponent screaming and crying, on contact the Blood Baby will explode in a loud squishy POP covering the opponent in a potent acid dealing 3D6 acid damage and an additional 1d6+1 per con. mod acid damage per round for 1d6 rounds.
Tier 2 Blood Magic
Healing Vita 2 - As a standard action the Blood Witch can rub her own blood into the wounds of an ally,healing her. This ability functions as Cure Serious Wounds with a caster level equal to the Blood Witch's level. At 14th level, the Blood Witch can choose to sacrifice an additional 2d4 hit points and treat this ability as Cure Critical Wounds with a caster level equal to her Blood Witch level.
Improved Stolen Vita - Same as Stolen Vita except that you heal and amount Equal to 1.5 times the amount of damage dealt and it can be used as part of a full round attack .
Blood Trap - At the sacrificing 1d6 points damage you can create two 5ft pools of blood. When ever an opponent comes within 5ft of a pool multiple hands will reach out and attempt to grapple the opponent Str. and Dex. scores are equal to the blood witches con score for determining its CMB and CMD). If it succeeds it pulls you into its square and holds you there until you break its grapple in addition to this the target also take 3d6 acid damage every round he fails to escape.
Wall-O-Blood - By sacrificing 1d6 Temporary Con damage the Blood Witch can create a massive wall(50ft long by 30ft high) of writhing hands and faces that appear to be made up entirely out of Blood. Any opponent that comes within 10ft of the wall gets snatched up Str. and Dex. scores are equal to the blood witches con score for determining its CMB and CMD) and pulled into the wall, at this point the wall begins dissolving the opponent (5d6 damage per round, DC 20 Strength check to escape, opponent can choose to exit at either side) until there is nothing left but pile of GOO, which is then added to the walls life span (Wall lasts for 2d10 rounds +1d6 rounds every time an opponent is dissolved). Wall-O-Blood is a full round action that provokes attacks of opportunity
Tier 3 Blood Magic
Healing Vita 3 - Functions the same as Healing Vita 2 Except you must deal 3d4 damage to yourself and it causes an effect like Cure Serious Wounds.
Vita Transportation - Every time you suffers at least 10 points of damage you may choose to create a blood pool. This pool is 5ft in diameter and you can create up to four of them.after you have created at least two and are in the same square as a blood pool you can as a free action teleport from one blood pool to another.
Each pool can be used 1 time +1 use per point of con mod the Blood Witch has.
Melty Blood - On successful touch attack the opponent must make a DC 15 + Con mod Fort save or his Blood becomes a highly potent acid dealing 1d10 con damage per round for 1d4 rounds.

Dilvish the Danged |

I would recommend replacing Acid blood with something more along these lines. As it currently is, it has too many conditions and qualifications for my liking.
Acid Blood - At first level a Blood Witch’s Blood Becomes a highly potent acid. When Struck in melee combat, the attacker takes acid damage. This damage is 1d6 at 1st lvl- increasing by an additional 1d6 damage for every other lvl thereafter. In addition to this ability, as a standard action (requiring 1 hp of self-inflicted damage), the Blood Witch can fling a bit of her own blood up to 20ft, dealing a like amount of damage.
Edit: although it is slightly different conceptually, having fire spew out of the bloodwitch's body when struck (i.e. her blood turns into fire when it leaves her body), rather than acid, could be cool as well. At least in my opinion.
Edit 2: the ability, as I just wrote it, is very powerful and probably needs to be turned way down in terms of damage potential.
Edit 3: I think maybe if it only did d3 (+ d3/2 levels after 1st), when struck by a melee attack, it would be better.

Sean FitzSimon |

Oh, just a thought- since the blood witch is a master of her own body, wouldn't it make sense that she could harbor toxins and diseases within herself and not be harmed?
For instance, instead of allowing the blood witch to be cured of the disease/poison in 1d4 rounds, instead make her immune to the adverse effects of all diseases/poisons. She may choose to voluntarily fail her saves (nurturing it within her) and treat every acid blood attack as a poisoned/diseased attack for the duration of the toxin. It would give the blood witch a serious edge.

MrTheThird |

Oh, just a thought- since the blood witch is a master of her own body, wouldn't it make sense that she could harbor toxins and diseases within herself and not be harmed?
For instance, instead of allowing the blood witch to be cured of the disease/poison in 1d4 rounds, instead make her immune to the adverse effects of all diseases/poisons. She may choose to voluntarily fail her saves (nurturing it within her) and treat every acid blood attack as a poisoned/diseased attack for the duration of the toxin. It would give the blood witch a serious edge.
That's a really cool idea, I just may add this.