Hemophage (Bloodrager Archetype)
UltimateSpheresofPower.jpg
Ultimate Spheres of Power
$29.99

Proficiencies

Hemophages are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This alters weapon and armor proficiencies.

Casting

At 1st level, the hemophage may combine spheres and talents to create magical effects. The hemophage is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature, and the Eschew Materials feat.

Spell Pool

At 1st level, the hemophage gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier. This pool replenishes once per day after roughly 8 hours of rest.

Blended Training

A hemophage gains a combat or magic talent every time he gains a class level. Hemophages use their casting ability modifier as their practitioner modifier.

This replaces fast movement and all bloodline feats.

Absorb Bloodline

At 1st level, the hemophage does not gain a bloodline. Instead, he can temporarily access one by drinking the blood of creatures with the appropriate bloodline or other associated creatures. By drinking fresh blood (which inflicts 1 point of Constitution damage from a helpless, unconscious, or willing creature as a standard action or by inflicting ability damage with the blood drain ability) from a bloodrager or sorcerer with the given bloodline or from a creature associated with that bloodline (other than himself), the hemophage may choose to gain the ability to use the bloodline powers (but not bonus spells, proficiencies, and so on) as appropriate to his level indefinitely. This ability is usable any number of times per day, though gaining a new bloodline removes the benefits of any previous use. Gaining a bloodline again does not restore uses of abilities with limited activations, any uses of that ability are expended until recovered as normal.

Blood must be harvested within 1 hour after death. Drinking the blood normally requires a full minute, but hemophages can distill the blood into a potion-sized draught that can be stored indefinitely and consumed as a standard action. This takes 10 minutes per draught and requires the use of an alchemy lab.

The hemophage may only store a number of such draughts equal to his class level plus his casting ability modifier (minimum 1) at a time; creating draughts in excess of this number requires allowing previously made draughts to expire. Tiny creatures can supply 1 draught each, Small creatures 2 each, Medium creatures 4 each, etc. Creatures smaller than Tiny lack sufficient blood for the process.

In addition to bloodragers and sorcerers of the given bloodline, the following list presents a few examples of creatures whose blood is considered associated to a bloodline. There may be others who work equally well, at the GM’s discretion. Only bloodlines from the Advanced Classes Guide are included in this list; other bloodlines can be accessed similarly if in use in your game.

  • Aberrant: Any aberration.
  • Abyssal: Any outsider with the chaotic and evil subtypes.
  • Arcane: Any arcane caster, sphere caster with and arcane-associated or natural tradition or any creature with an arcane spell or spell-like ability of at least 3rd-level.
  • Celestial: Any outsider with the good subtype.
  • Destined: Any creature able to cast divination spells.
  • Draconic: Any dragon or creature with the dragon type.
  • Elemental: Any creature with an elemental or energy subtype (air, cold, earth, fire, water), provided it has flesh and blood (such as a salamander, but not a fire elemental).
  • Fey: Any elf, fey, or gnome.
  • Infernal: Any outsider with the evil and lawful subtypes
  • Shapechanger: Any creature with the shapechanger subtype.
  • Undead: Any undead creature with flesh and blood (such as vampires or ghouls, but not skeletons).

This replaces bloodline, including all bloodline spells (but not bloodline feats, which are replaced by blended training).

Sphere Blood Casting

At 4th level, the hemophage may use magical sphere effects while bloodraging, just as he can with spells.

This alters blood casting.

Sphere Greater Bloodrage

In place of casting a spell of 2nd level or lower as part of entering bloodrage, the hemophage may cast a sphere ability on himself as a free action. The sphere ability affects only the hemophage or his equipment.

If the sphere ability can be maintained with concentration, the hemophage does not need to begin concentration until his bloodrage ends. The hemophage must pay the normal spell point costs of the ability.

This alters greater bloodrage.

Sphere Mighty Bloodrage

The hemophage’s mighty bloodrage ability allows the hemophage to cast two sphere abilities on himself.

This alters mighty bloodrage.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.