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Hemomancer

From Arelith Wiki

Invoker

Hemomancer's looks inwards, either by research, instinct, trial and error, experimentations, curses, or bindings; they have found a way to transform life energy to focus. They usually do not have as developed a reservoir, nor are as proficient in gathering external energy as other Invokers, but have discovered their own ways to leech energy out of others, or even themselves, at the cost of their own lives.

Note on Hemomancer Path

Hemomancer was made with the neutral possibility to give more narrative options. However, the class and the theme of Hemomancer definitely has a strong tendency towards evil. The dominant theme is 'leeching life/energy from others to empower oneself.'

For the neutral path, for instance, Red Harvest can be cast on oneself instead of others. Npcs should consider Hemomancers as those that entered a path where many end up being drunk with vanity, pride, and superiority complex. This is because they might consider other people as 'food', which in turn villainizes themselves.

A number of the Hemomancer/blood arcana spells are tagged with Evil. This evil tag means that using the spell is an inherently evil act. While a neutral aligned Hemomancer may use it for something that is not evil in nature, casting the spell itself will earn the ire of good-aligned entities.

This is something to keep in mind while roleplaying as a Hemomancer class.

Mechanics

Requirements

Alignment restrictions: Non-Good

Features

Hit die: d6

Proficiencies: armor (light), weapons (simple)

Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)

Class Skills: bluff, concentration, craft mastery, heal, leadership, lore, sail, spellcraft

Unavailable feats: weapon specialization

Primary saving throw(s): Will

Base attack bonus: +1/2 level

Spellcasting:

  • Arcane: Spell failure from armor is a factor
  • Charisma based
  • A base Charisma score of 10 + the spell's level is required to cast a spell
  • Does not receive bonus spells as Vancian casters. Their spellcasting is limited by Focus instead.
  • Charisma modifier affects spell DCs
  • Spontaneous caster: No spell preparation required
  • Focus serves as a payment for casting spells, see #Spellcasting for more details
  • Death Armor scaling is uncapped, additional damage scales at +1 per CL instead of +1 per 2 CL.

Level Progression

Hit points rolls on Arelith are always maximum.

  Known spells
Level BAB Fort Ref Will Feats HP 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Invoking Novice 6 4 2 - - - - - - - -
2nd +1 +0 +0 +3 Red Harvest Ability 12 5 2 - - - - - - - -
3rd +1 +3 +1 +3 18 5 3 - - - - - - - -
4th +2 +4 +1 +4 24 6 3 1 - - - - - - -
5th +2 +4 +1 +4 30 6 4 2 - - - - - - -
6th +3 +5 +2 +5 Silent Spell 36 7 4 2 1 - - - - - -
7th +3 +5 +2 +5 42 7 5 3 2 - - - - - -
8th +4 +6 +2 +6 48 7 5 3 2 1 - - - - -
9th +4 +6 +3 +6 54 7 5 4 3 2 - - - - -
10th +5 +7 +3 +7 Path Feature I, Auto Quicken I, Invoking Adept 60 7 5 4 3 2 1 - - - -
11th +5 +7 +3 +7 66 7 5 5 4 3 2 - - - -
12th +6/+1 +8 +4 +8 72 7 5 5 4 3 2 1 - - -
13th +6/+1 +8 +4 +8 78 7 5 5 4 4 3 2 - - -
14th +7/+2 +9 +4 +9 Eschew Spell Components, Massacre 84 7 5 5 4 4 3 2 1 - -
15th +7/+2 +9 +5 +9 Path Feature II 90 7 5 5 4 4 4 3 2 - -
16th +8/+3 +10 +5 +10 96 7 5 5 4 4 4 3 2 1 -
17th +8/+3 +10 +5 +10 102 7 5 5 4 4 4 3 3 2 -
18th +9/+4 +11 +6 +11 108 7 5 5 4 4 4 3 3 2 1
19th +9/+4 +11 +6 +11 114 7 5 5 4 4 4 3 3 3 2
20th +10/+5 +11 +6 +12 Path Feature III, Invoking Mastery, Eye Glow, Epic Arcane Caster 120 7 5 5 4 4 4 3 3 3 3
 
21st +11/+6 +12 +6 +12 126 7 5 5 4 4 4 3 3 3 3
22nd +11/+6 +12 +7 +13 132 7 5 5 4 4 4 3 3 3 3
23rd +12/+7 +13 +7 +13 Epic Bonus Feat 138 7 5 5 4 4 4 3 3 3 3
24th +12/+7 +13 +8 +14 144 7 5 5 4 4 4 3 3 3 3
25th +13/+8 +14 +8 +14 150 7 5 5 4 4 4 3 3 3 3
26th +13/+8 +15 +9 +15 Epic Bonus Feat 156 7 5 5 4 4 4 3 3 3 3
27th +14/+9 +15 +9 +15 162 7 5 5 4 4 4 3 3 3 3
28th +14/+9 +16 +10 +16 168 7 5 5 4 4 4 3 3 3 3
29th +15/+10 +16 +10 +16 Epic Bonus Feat 174 7 5 5 4 4 4 3 3 3 3
30th +15/+10 +17 +11 +17 180 7 5 5 4 4 4 3 3 3 3

* Note: Cantrips on Arelith have been customized to allow infinite casting

Epic Hemomancer

Bonus feats: The epic invoker gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.

Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: epic mage armor, epic spell: greater ruin, epic spell: hellball, great charisma, improved combat casting

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape, planar conduit, mummy dust, dragon knight

Paths

Once your character reaches level 10, you will get your first Path Feature. These features will define the passive bonus that you will get on levels 10, 15 and 20 as shown on the table below:


Passive Bonuses
Path Feature I Path Feature II Path Feature III
Bonus Feat: Great Fortitude
Skill Bonus: Concentration +3
Skill Bonus: Intimidate +3
Save Bonus: Fear +2
Bonus Feat: Great Fortitude
Skill Bonus: Concentration +5
Skill Bonus: Intimidate +5
Save Bonus: Fear +4
Regeneration: 1
Immunity to Disease
Bonus Feat: Great Fortitude
Skill Bonus: Concentration +5
Skill Bonus: Intimidate +5
Regeneration: 1
Immunity to Disease
Immunity to Fear
See Invisible

Signature Abilities

Red Harvest

Red Harvest may be selected from the class feat Radial Menu. 
Name: Red Harvest
Spell Level: Hemomancer (signature ability, not a spell)
Spell School: [Evocation][Necromancy]
Descriptor: [Blood Arcana][Evil][Fear]
Components: S
Range: Short
Area of effect: Single Creature
Subject of effect: Creatures with blood
Duration: Instantaneous; Fear 2 rounds
Save: Will save negates Fear
Spell Resistance: Yes

Description:
An ability to leech living targets, defined as Hostile NPCs OR any PCs, to regain Focus. Can be also cast on the self to regain Focus at the cost of own life force.

When targeting others:
Difficulty Class: 16 + (Soft) Charisma MOD + (the higher of: Spell Foci Bonus (Evocation) or Spell Foci Bonus (Necromancy)).
Cool-down: 75 seconds - if the ability kills the target the cool-down is 45 seconds.
Damage: (CL/2 d6) + (1d6 / Blood Stack). Capped at Maximum of Target's current HP + 10; heals the caster for the portion of the damage dealt and can over-heal based on the (Hard) Charisma: Base: up to CL, 20: up  to 2 times CL, 26: up to 3 times CL.
Focus Leeching: 2 + (1 for CL 10+) + (1 for CL 20+) + (1 for CL 27+) + 1 per Blood Stack. Twice if the ability kills the target.
Blood Stacks Leeching: 1. Twice if the ability kills the target.
Also, Increases 5% Water, 5% Food (Blood if PC is Vampire), and 1.5% Rest if the target is killed.

Blood Stacks:
Damage, Healing, Focus drain improve with blood stacks.
When cast with 10 Blood Stacks: the target needs to make a Will save against FEAR or becomes frightened. The caster becomes empowered for 2 hours (extended if the ability slays the target).
Blood Stacks are consumed when the spell is cast using 10 stacks.

When targeting self:
When Cast on Self: Does not consume blood stacks, instead generates 1.
Difficulty Class: 16 + (Soft) Charisma MOD + (the higher of: Spell Foci Bonus (Evocation) or Spell Foci Bonus (Necromancy)).
Cooldown: 75 seconds.
Dmage: CL/2 d6 + (5 for CL 10+) + (5 for CL 20+) + (5 for CL 27+).
Note: If damage would be greater than Hemomancer's current HP, Red Harvest will not kill the caster but will leave them with 1 HP, and Blood Stacks and Focus are not gained. Caster also has to pass Fortitude Save (DC of the ability+4) or be paralyzed for 1 round.
Focus Leeching: Base: 4 + (2 for CL 10+) + (2 for CL 20+) + (2 for CL 27+).
Also, Decreases -5% Water, -5% Food (Blood if PC is Vampire), and -3% Rest.

Special:
Does not work on: Objects, Constructs, Elementals, Oozes, and Undead (except vampires).
Empowerment depends on Hard Charisma and Class Levels and falls into the stables of the table below.
Note: Dodge AC is not gained if monk levels are present, or the vigilante path providing Wis to AC is selected.
Requirement Dodge AC Regeneration Physical Damage
Immunity
Hard Charisma 16+ Dodge AC +1 Regeneration +1
Hard Charisma 18+
CL5+
Dodge AC +1 Regeneration +1 Physical Damage Immunity 2%
Hard Charisma 20+
CL10+
Dodge AC +2 Regeneration +1 Physical Damage Immunity 3%
Hard Charisma 22+
CL15+
Dodge AC +2 Regeneration +2 Physical Damage Immunity 4%
Hard Charisma 24+
CL20+
Dodge AC +3 Regeneration +2 Physical Damage Immunity 5%
Hard Charisma 26+
CL20+
Dodge AC +3 Regeneration +3 Physical Damage Immunity 5%

Additionally on Empowerment, Red Harvest gains Fast Healing for (1d4)+1 rounds based on target HD.
If the target is killed by Red Harvest, the Fast Healing applies twice as fast and lasts half as long.
This can overheal the user up to the same cap as the ability.

HD Fast Healing
1+ 1
5+ 3
10+ 5
15+ 7
20+ 10
25+ 15

Blood Stacks

Hemomancer has a secondary resource pool which is the Blood Stack (BS). Each time a Hemomancer casts a spell, you have a chance of getting a Blood Stack. Blood Stack will be used to improve Hemomancer signature spells (Soul Shriek and Massacre) as well as the amount of Focus recovered when using Red Harvest.

The chance of getting a Blood Stack when casting a spell is shown in the table below.

Blood Stack Chance
Spell Level 1..3 1 stack
Spell Level 4..6 1 stack
Spell Level 7..9 1d2 stack
Blood stack % chance 45 + Spell Level * 5%
A blood stack gain is additionally telegraphed by taking unavoidable bleeding damage (with vfx).
Spell Level 0 1 damage
Spell Level 1..3 2d2 damage
Spell Level 4..6 3d4 damage
Spell Level 7..9 5d4 damage

Massacre

 Massacre may be selected from the class feat Radial Menu.

At level 14, Hemomancer gains Massacre as a signature spell.

Soul Shriek

 Soul Shriek may be selected from the class feat Radial Menu.

At level 18, Hemomancer gains Soul Shriek as a signature spell

Blood Magic Surge

Additionally, casting blood magic introduces risk of a blood magic surge. Unlike Wild magic it is filled with only negative effects and only affecting the caster (it can deadly). Effect potency is driven from the power of the spell initializing the surge.

The chance is accumulated through casting, some classes, specializations, feats reduce the accumulation speed. Once surged, the caster's surge chance is reset to 0 (starts over).

Focus Recovery


As shown in the table below, the characters maximum amount of Focus (mana-like resource) is 75.

  • Resting will restore to a Maximum Focus pool total of 50 Focus
Note: This means Resting cannot restore Focus higher than a Focus pool total of 50. Server Ticks can then increase it further to the actual Focus pool Maximum of 75 Focus.
  • A Focus pool Maximum of 100 Focus, can be reach through restoration from server ticks (every 6 minutes).
    • The amount recovered via Server Tick, depends on current Focus, the less current Focus the higher the recovery rate.
Note: Hemomancers can also regain Focus by spending Blood Stacks via the Red Harvest ability.
Focus
Max Focus 100 (Total Focus pool)
Rest Focus 50 (Total Focus pool)
Current
Focus
Focus per Server Tick
00 to 20 +5 (per Tick)
20 to 50 +2.5 (per Tick)
50 to 75 +1.25 (per Tick)
75 to 100 +0.625 (per Tick)
Focus per Rest Cycle
On Rest up to +28 (per Rest)
Signature Ability
Red Harvest 1
+(1 Focus per Blood Stack consumed)
+1 (at CL10)
+1 (at CL20)
+1 (at CL27)

Examples

Example: 0 Focus in the Focus pool and roleplaying (not spending Focus):

  • After 6 minutes (Server Tick), 5 recovery (total 5)
  • After 18 more minutes (3 Server Ticks), 15 recovery (total 20)
  • After 72 more minutes (12 Server Ticks), 30 recovery (total 50)
  • Each additional 6 minutes (Server Tick), 1.25 recovery every tick until 75 (Max Focus)

A Hemomancer will recover maximum Focus (75) from and empty Focus pool (0) after 116 minutes.

But, unlike the Elementalist, the Hemomancer can also use Red Harvest to recover Focus based upon the Hemomancer's level and current Blood Stacks.

For instance, a level 20 Hemomancer with 10 Blood Stack, will recover 13 (1+10+1+1) when Red Harvest is used.

Focus Management


When a Hemomancer is not casting spells, they accumulate a discount on the focus required for their next Theme spell. The discount scales as follows:

  • 2 rounds: 10%
  • 3 rounds: 25%
  • 4 rounds: 50%

Focus discounts based on Theme spells now scale with Invoker proficiency, gained at levels 10 and 20.

Spells with a primary AoE effect consume 33% more focus.


Theme Spells

Hemomancers will gain a % reduction to the Focus cost of Theme spells depending on their current Class level range, which is as follows:

  • Novice ( Levels 1 - 9 )
  • Adept ( Levels 10 - 19 )
  • Master ( Levels 20+ )


Below is a list of Theme spells and the Focus Cost % Reduction for each spell, listed as Novice / Adept / Master respectively.

Theme Spells
Hemorrhage 25% / 50% / 65%
Redbolt
Soul Scour
Crimson Lightning
Bestow Curse
Vermillion Stars
Enervation
20% / 35% / 50%:
Grim Terror
Blood Locust
Transmute Blood
Bestow Curse Greater
Power Word: Bleed
Energy Drain
Life Transference
10% / 20% / 33%:
Cursed Lightning Sphere
Blood Homunculus
Evil Blight
Vitae's Coronet
Predator
Blackfire
Curse Storm
Greater Life Transference
0% / 10% / 20%
Massacre
Soul Shriek
No Discount

Spells

Hemomancer spells have a base Focus Cost for each Spell Level that decreases depending on your Hemomancer level.

Base Focus Cost
Novice ( 1 - 9 ) Spell Level 1: 0.70
Spell Level 2: 1.10
Spell Level 3: 2.00
Spell Level 4: 3.50
Adept ( 10 - 19 ) Spell Level 1: 0.40
Spell Level 2: 0.80
Spell Level 3: 1.20
Spell Level 4: 1.60
Spell Level 5: 2.00
Spell Level 6: 4.00
Spell Level 7: 6.00
Spell Level 8: 8.00
Spell Level 9: 10.00
Master ( 20+ ) Spell Level 1: 0.30
Spell Level 2: 0.50
Spell Level 3: 0.75
Spell Level 4: 1.00
Spell Level 5: 1.33
Spell Level 6: 2.00
Spell Level 7: 2.50
Spell Level 8: 4.00
Spell Level 9: 5.00


See Category:Hemomancer_Spells.

 
Cantrips 1st level spells 2nd level spells
 
3rd level spells 4th level spells 5th level spells


 
6th level spells 7th level spells 8th level spells
 
9th level spells Epic spells

Arelith Changes

Change Level Description
Summoning Changes - For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream.
Summon Familiar - Can take Summon familiar feat as a general or bonus feat.
Spell changes - For specifics, see Category:Hemomancer_Spells.
Spell components - Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3.
Spell Components -
  • Hemomancers do not consume Spell Components when casting from their list of Themed spells. Otherwise:
  • Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3.