Honestly, I thought we probably would have had a blood mystery already. For those familiar with our body of work, you know we have kind of a soft spot for vampires, and given our love for these bloodsuckers, I thought we would have had one. We didn’t, though, and so I thought we’d better get on it. The blood mystery offers a wide variety of blood-themed powers and abilities. Despite our vampire fascination, very few of these abilities are directly about drinking blood, and thus this mystery can serve a wide variety of characters looking to tap into the power of blood.
New Oracle Mystery
Some oracles have power inherently in their blood. Others manipulate their blood and the blood of others for their power. These are the oracles of the blood mystery. Those who pursue this mystery learn to unlock the powers of the blood to their own advantage.
Class Skills: An oracle with the blood mystery adds Heal, Intimidate, and Knowledge (local) to her list of class skills.
Spells: touch of bloodletting (ISG) (2nd), bloodbath (HA) (4th), blood biography (APG) (6th), blood crow strike (UM) (8th), caustic blood (ISG) (10th), harm (12th), regenerate (14th), mass inflict critical wounds (16th), massacre (HA) (18th).
Revelations: An oracle with the blood mystery can choose from any of the following revelations.
Bleed (Su): As a standard action, you can cause a creature within 60 feet who is suffering bleed damage to suffer an additional 1d6 points of bleed damage. Additionally, the DC of any Heal check to stop the bleed damage is increased by 5. A successful Fortitude save negates this effect. You can use this ability against the same target multiple times, and these effects are cumulative.
Blood Dart (Ex): When you use this ability, you injure yourself and may choose to suffer any amount of damage. When you do, you produce a dart of blood with which you can make a ranged touch attack. If the attack is successful, you inflict a number of points of damage to the target equal to 1d6+4 for every ten points of damage you suffered in this way. Additionally, if the target suffers 10 or more points of damage in this way, you also inflict 1d6 points of bleed damage.
Blood Frenzy (Su): Whenever you are within 30 feet of a creature suffering bleed damage, you gain a +1 bonus on all attack and damage rolls. This bonus is doubled against creatures currently suffering bleed damage. At 9th level, 14th level, and again at 19th level, these bonuses increase by +1.
Blood Line (Su): If you have a sample of blood from a creature, you can use that blood as an additional component when casting the spell. If you do, the caster level for your spell is increased by 2, and the saving throw DC (if any) is increased by 1. If the saving throw DC for the spell would be modified by having a piece of the individual, such as with a scrying spell, then the DC is increased by 5, instead. The target’s blood must have been harvested from his body within a number of days equal to your Charisma modifier, or else this ability does not work.
Blood Poison (Su): Any creature which drinks your blood must succeed on a Fortitude save or suffer 1d8 points of Charisma drain. This effect applies whether the creature drinks your blood directly from your body, such as a vampire with its blood drain attack, or if the creature consumes your blood after it has left your body. You can extract an amount of your blood sufficient for a single dose of this effect by dealing a number of points of damage equal to 1d8 + your Strength modifier to yourself. These samples of your blood remain viable for 1 day per point of Charisma modifier you possess. This is a poison effect.
Blood Shield (Su): You can transform your own blood into an opaque sphere of bloody armor. As a standard action, you can suffer an amount of damage equal to up to 1d6 for every 4 levels you possess. You gain a +1 natural armor bonus to your AC for every 3 points of damage you suffer in this way. This bonus lasts for 1 minute per oracle level you possess, and you can use this ability a number of times per day equal to 3 + your Charisma modifier.
Blood Trace (Ex): If you have a creature’s blood, you can perform a special 1-mintue ritual to determine the creature’s direction and distance. Additionally, if you are within 30 feet of a creature whose blood is in your possession, you can pinpoint that creature’s position as a swift action. Finally, if you possess a sample of blood from an immediate relative of the target (a parent, sibling, or child), you can use the same ritual to detect the direction of the target, though not the distance, and you can pinpoint such a creature at a range of 15 feet.
Boil Blood (Su): You can cause the blood of a creature within 30 feet to boil. The target must succeed on a Fortitude save or become sickened for a number of minutes equal to your Charisma modifier. Whenever the target would suffer any amount of bleed damage, he suffers an additional amount of bleed damage equal to 1/2 your character level. You must be at least 7th level before you can select this revelation.
Heal Wound (Su): You cause the lost blood of a creature to return to his body, closing his wounds and recovering his lost hit points. The target regains a number of hit points equal to the number of hit points lost in the previous round. You must be at least 5th level before you can select this revelation.
Return Blood (Su): As a full-round action you can cause lost blood to return to a creature. The target immediately stops suffering any bleed damage and immediately regains a number of hit points equal to the amount of bleed damage he suffered in the last 3 rounds.
Final Revelation: Upon reaching 20th level, you can use the power of a blood sacrifice to cast spells. As a full-round action, you can deliver a coup de grace against a helpless living creature in order to execute it. If the attack kills the target, you may cast any spell you know with a level less than or equal to 1/2 the sacrificial victim’s Hit Dice as a free action, without consuming a spell slot.