Sanguine Sorcerer (Prestige Class)

Already granted functional immortality by their vampirism and inspired by the apotheosis of their founder and sire, spellcasters of the Scarlet Sovereignty have deeply explored the nature of vampirism. Sustained by their consumption of mortal blood, it seemed a natural direction for them to explore how blood could be used not only to sustain vampiric “life” but also used to empower spellcasting as a resource in and of itself. Having unlocked secrets dwelling within their own blood and those mortals they feed upon, the sanguine sorcerers (though they belong to any arcane spellcasting class) closely guard their knowledge both for the fear and awe that uncertainty in their capabilities brings, but also to avoid the leaking of such into hands outside of their organization.

Hit Dice: d6.

Requirements
To qualify to become a sanguine sorcerer, a character must fulfill all of the following criteria:

  • Skills: Heal 9 ranks, Spellcraft 9 ranks.
  • Special: Must be a member of the Scarlet Sovereignty, ability to cast spells of 4th level or higher

Class Skills: The sanguine sorcerer’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana)(Int), Knowledge (nobility)(Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skills Points at Each Level: 2 + Int modifier

Class Features

Table: Sanguine Sorcerer Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +1 Blood reservoir +1 level of existing class
2nd +1 +1 +1 +1 - +1 level of existing class
3rd +1 +1 +1 +2 Sanguine feat +1 level of existing class
4th +2 +1 +1 +2 Autoevisceration +1 level of existing class
5th +2 +2 +2 +3 Sanguine metamagic +1 level of existing class

All of the following are features of the sanguine sorcerer prestige class.

Weapon and Armor Proficiency

Sanguine sorcerers gain no proficiency with any weapon or armor.

Spells per Day/Spells Known

When a sanguine sorcerer gains a level they gain new spells per day as if they had also gained a level in a spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefits a character of that class would have gained. This essentially means that they add the level of sanguine sorcerer to the level of whatever other spellcasting class they have. If the character had more than one spellcasting class before they became a sanguine sorcerer, they must choose which class they adds each sanguine sorcerer level to for the purposes of determining spells per day.

Blood Reservoir (Su)

At 1st level, a sanguine sorcerer gains a reservoir of sanguine energies known as a blood reservoir. They possess a number of points equal to their Constitution score, a statistic normally irrelevant for the undead. A sanguine sorcerer can possess a number of blood reservoir points equal to their Constitution score +2 per level of sanguine sorcerer. If the creature has no Constitution score it uses Charisma instead. Blood reservoir can be regained by use of a vampire’s blood drain ability. When used in such a capacity, rather than healing or gaining temporary hit points, a sanguine sorcerer gains 1 point of blood reservoir per each point of Constitution damage inflicted upon the target. (If your game is using the cruomancy rules from Liber Vampyr, the sanguine sorcerer gains a cruomancer level of twice the levels it has in this prestige class.)

A sanguine sorcerer can as an immediate action, spend blood reservoir points to increase the DC of their spells by +1 or the caster level by +1 for each blood reservoir point spent, up to a maximum of their level of sanguine sorcerer.

Sanguine Feat (Su)

At 3rd level, a sanguine sorcerer gains a bonus feat. The selected feat must be either a metamagic feat or a feat exclusively available to members of the Scarlet Sovereignty.

Autoevisceration (Su)

At 4th level, a sanguine sorcerer can empower their spells as per use of blood reservoir, but instead of utilizing blood reservoir, they instead take an amount of damage equivalent to 2 points of bleed per point of blood reservoir that would be required for the effect. This damage acts as bleed damage in all respects except that it bypasses the normal undead immunity to bleed damage.

Sanguine Metamagic (Su)

At 5th level, a sanguine sorcerer gains the ability to empower their spells with any metamagic feats they possess at a reduced cost of using higher spell slots by spending points of blood reservoir. For a cost of 2 blood reservoir points per spell level, a sanguine sorcerer can reduce the increased spell slot required for a metamagic spell either at the time of preparation or the time of casting for prepared spellcasters or spontaneous spellcasters respectively. A sanguine sorcerer cannot reduce the increased spell slot for a metamagic spell below 1 spell level higher than the base spell.


City of 7 Seraphs by Lost Spheres Publishing
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