Crimson Countess (Harbinger Archetype)

While all Harbingers draw power through understanding and control of negative emotions fueled by the tragedies of life, the Crimson Countess focuses directly on a specific emphasis: the rage of battle. Consumed by wrath, and seeming to almost revel in the hatred of their enemy, the Crimson Countess draws the passion of war into a tangible force found both within and stolen from without: sanguis, a roiling red mixture of their own inner magic and the life they reap from their foes. 
*Note This archetype replaces the Crimson Countess from Dreamscarred Press in Chaos Dreams.
Starting at 1st level, a Crimson Countess' dark claim ability deals 1d4 bleed damage to each creature Claimed. This damage increases by 1d4 at 6th level, and again every four levels thereafter. The Heal DC to stop this bleeding is equal to (10 + 1/2 the Crimson Countess' class level + the Crimson Countess' initiation modifier; [minimum 15]). Supernatural healing does not stop this bleeding unless the healer succeeds at a caster level, manifester level, or veilweaver level check against the Heal DC. When the Crimson Countess' Claim ends on the creature, this bleeding becomes ordinary bleeding and the damage is reduced to 1 per damage die. If the bleeding ends before the Crimson Countess' Claim does, they may re-Claim that creature. 
If a creature is suffering from another bleed effect that would deal more damage or be harder to stop, take the higher of the damages and conditions to stop the bleeding. This still counts as dealing damage with ability for the purposes of generating sanguis.
This ability replaces Ill Tidings.
At 2nd level, a Crimson Countess develops the ability to gain and store sanguis, a unique mixture of the volatile inner magic called animus, and vitae—the life essence of living creatures found in blood. The Crimson Countess gains 1 point of sanguis whenever they claim a creature, and whenever a creature takes damage from their crimson claim ability. A Crimson Countess can only generate sanguis during combat, and their sanguis pool empties itself after the Crimson Countess has spent 1 minute out of combat. This ability counts as having an animus pool for the purposes of meeting perquisites, and sanguis can be spent as animus for any purpose. 
The Crimson Countess gains a morale bonus equal to (1/2 the number of sanguis points they have; [maximum 1/2 their class level]) on attack and damage rolls made as part of initiating a martial strike or counter. If the Crimson Countess spends sanguis on that strike or counter, they calculate this bonus before doing so. In addition, the Crimson Countess gains further abilities using their sanguis as they level up. The DC for any ability listed is equal to (10 + 1/2 the Crimson Countess' class level + the Crimson Countess' initiation modifier).
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:As a move action, a Crimson Countess can spend 1 sanguis to deal damage equal to their class level to each creature who is bleeding from their crimson claim ability. They may spend an additional point of sanguis to heal 1d6 HP per creature damaged this way.
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:Starting at 6th level, a Crimson Countess can spend 4 sanguis as a move action to recover one of their expended boosts or counters.
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:Starting at 10th level, a Crimson Countess can spend 6 sanguis as an immediate action when they would take hit point or ability damage. If they do, they choose a creature currently bleeding from their Crimson Claim ability. That creature must make a successful Fortitude save or take that damage instead of the Crimson Countess. On a successful save, the target takes half that damage rounded down, and the Crimson Countess takes the remainder. This ability can only be use once per encounter.
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:Starting at 14th level, a Crimson Countess can spend 8 sanguis to activate this ability as a standard action. Each creature currently bleeding from their crimson claim ability must succeed at a Fortitude save or be teleported to an unoccupied space of the Crimson Countess' choosing within 60 ft. of them. A Crimson Countess may not use this ability to teleport creatures into spaces that are intrinsically dangerous from them (such as those filled with lava, spaces where they could not breathe, or spaces in the air if the creature cannot fly).
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:Starting at 20th level, a Crimson Countess can spend 10 vitae to activate this ability as a standard action, choosing one creature currently bleeding from their crimson claim ability. That creature must succeed at a Fortitude save or die. On a successful save, the target instead takes 13d6 points of damage. If the target dies from this ability, the Crimson Countess is healed for a number of hit points equal to (1/2 their maximum HP). This ability is a death effect, and can only be used once per encounter.
Finally, a Crimson Countess' class levels count as arcane caster levels for the purposes of qualifying for the Hemomancer feat. If the Crimson Countess gains a vitae pool, they may spend vitae points as sanguis.
This ability replaces Dark Focus.
Starting at 3rd level, a Crimson Countess can move up to their speed as a swift action once per encounter. They may use this ability an additional time per encounter at 9th level, and again at 15th level.
At 9th level, a Crimson Countess also gains the ability to use pool of blood as an at-will spell-like ability. They can change between their pool form and their natural form as a swift action. While in pool form, a Crimson Countess cannot gain sanguis.
At 15th level, a Crimson Countess gains the ability to turn into a bloody mist in addition to their pool form. While in mist form, they gain all the benefits and drawbacks of their pool form, except the mist is a sphere with a radius equal to their pool form, and they gain a fly speed equal to their land speed with perfect maneuverability. In addition, while in pool or mist form, opponents treat spaces shared with the Crimson Countess as difficult terrain.
This ability replaces Grim News.
Category:Classes
Category:Combat Classes
Category:Archetypes