There are those in this world who have nothing left. They have been
scarred by the Shadow so deep that nothing can save them from the
despair they live in. There is no more joy in life for them, and so,
they live to bleed. As their life drains from their bodies, they become
stronger, bolder, and near euphoric. Nothing can bring to them what
bleeding does. These are the Bloodletter. They are not suicidal, for
they enjoy nothing more than the rush of battle and the mixing of their
blood with their enemies, but the rest of the world is pale and dry to
them in comparison, and offers them nothing. Some Bloodletters have
taken this to a level of near spirituality, and see the spilling of
their own blood as a form of praise. They are more often than not
loners, and when forced into a unit, they distance themselves as much
as possible.
1. Blood Rise, Blood Draw 2. Battle Hardened 3. Blood Daze 4. Fast Healing (x1) 5. Blood Sight 6. Battle Hardened 7. Double-Edged Sword 8. Fast Healing (x2) 9. Blood Debt 10. Battle Hardened 11. Dance of the Red Knife 12. Fast Healing (x3) 13. Blood Rise, Greater 14. Battle Hardened 15. Blood Daze, Greater 16. Fast Healing (x4) 17. Blood Sight, Greater 18. Battle Hardened 19. Bloody Retaliation 20. Fast Healing (x5)
Blood Draw (Ex): Whenever wielding a piercing or
slashing weapon, the character may do damage to himself with it as a
free action. He may do up to the weapon's maximum damage (after
modifiers) each round. The character must self-inflict a minimum amount
of damage equal to their character level before each battle, or lose
all abilities from Bloodletter for that encounter. Battle Hardened(Ex): The character is so used to
battle that they can tolerate more pain than they normally would be
able to. The character gains 6 hit points. This effect stacks with
itself, and other similar effects, such as the Toughness Feat. Blood Rise(Su): As they lose blood, the
Bloodletter revels in it, and awaken to the world around them, and
become more difficult to hit as their adrenaline rises. For every 10
points of damage inflicted upon the charater since the beginning of
battle, their Dodge bonus to AC is increased by 1. Self-inflicted
damage is counted for this effect, but subdual is not. At level 13, the
increase becomes 1 for every 5 points of damage. This effect lasts
until five minutes after the end of battle. Blood Daze (Su): As they lose blood, the
Bloodletter enters into a near-spiritual daze, allowing them to attack
their enemies without holding back. For every 10 points of damage
inflicted upon him since the beginning of battle, his melee damage may
be increased by 1, instead of his Dodge bonus (from Blood Rise).
Self-inflicted damage is counted for this effect, but subdual is not.
The character may use any combination bonuses from Blood Rise and Blood
Haze. Bonuses may be transferred at the beginning of the character's
turn, as a free action. At level 15, the increase becomes 1 for every 5
points of damage. This effect lasts until five minutes after the end of
battle. Blood Sight (Su): As they lose blood, the
Bloodletter focuses more intently on the enemy before him, and is able
to strike at them more accurately. For every 10 points of damage
inflicted upon the charater since the beginning of battle, his melee
base attack bonuses may be increased by 1, instead of his Dodge bonus
(from Blood Rise). Self-inflicted damage is counted for this effect,
but subdual is not. The character may use any combination bonuses from
Blood Sight, Blood Rise and Blood Haze. Bonuses may be transferred at
the beginning of the character's turn, as a free action. At level 17,
the increase becomes 1 for every 5 points of damage. This effect lasts
until five minutes after the end of battle.
Example: Dret is a 6th level Bloodletter Fighter, who
has 70 hit points. He receives 30 damage from a cave troll he is
fighting, and decides to increase his AC, melee Attack Bonus, and melee
damage by +1 each. He receives 20 more damage, and on his next turn
gives himself AC +4, Damage +1. He avoids the next blow, and on his
final turn, gives himself Base Attack +5, allowing him to hit and
finally kill the troll. At 13th level, Dret receives 20 damage, and can
either give himself AC +4, Base Attack +1 and AC +2, or Damage +1 and
Base Attack +1 (or any other combination).
Fast Healing(Su): As their body becomes more used
to bleeding, it is able to heal faster than normal, as well. The
character now recovers his character level plus his Con modifier every
night. At 8th level, this bonus increases to (Con modifier)x2. It
further increases to x3 at 12th level, x4 at 16th level, and finally
(Con modifier)x5 at 20th level. Double-Edged Sword (Ex): During an attack, after
hit success is determined but before damage is rolled, the Bloodletter
may sacrifice a number of hit points up to his level to add that number
to his damage roll. This damage is applied to the character after it is
applied to his enemy. Blood Debt(Ex): The character holds personal
grudges against those who bled him, and makes them pay for it. The
character may make one extra attack of opportunity for each time they
were damaged last round. This effect stacks with feats like "Combat
Expertise". Dance of the Red Knife (Su): With every wound
dealt, the character falls deeper into his blood frenzy, and his
enemies sense this and begin to fear him. Any enemy who has previously
damaged the Bloodletter must make a Will save (DC=character level) in
order to attack again. Once an enemy succeeds this save, he need not
make it again. This ability does not affect creatures immune to fear. Bloody Retaliation(Ex): The character's senses are
so heighted by battle that they can respond to attacks with blinding
speed. Any time the character takes non-magical melee damage from an
enemy, he may immeadiately make one standard attack against that enemy.
There is no limit to the number of enemies he may apply this to, but he
may only attack each enemy once per round with this ability.