Bloodsense

**Descriptors:** none

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** Fort negates (see text)

*Your blood pulses along with your heartbeat despite being spilled from your body, constantly sending out a signal that you can find your way back to.*

Shaping this veil grants you the ability to sense your blood, allowing you to pinpoint its location as long as it is still relatively fresh. You automatically know the distance and direction of any of your blood that has been spilled within the past 24 hours. You can also use this veil to inject your blood into a creature. Doing so is performed as a melee touch attack as a swift action that deals 1 point of damage to you. You can perform a Sleight of Hand check as part of this melee touch attack to disguise your attempt. If you succeed, the creature is unaware that you injected them with your blood. A struck creature is subject to a Fortitude saving throw; if they fail your blood mingles with theirs for the next 24 hours, allowing you to know the distance and location to the creature and granting you a +1 circumstance bonus on Survival checks to track them, and on Perception checks to spot them. You can also sense that creature if they are within 60 feet of you, as the blindsense ability.

If you use this ability against a creature that does not have blood, or if you choose to instead of injecting the creature, you can instead paint that creature with your blood. This functions as above, save that it provokes no Fortitude save to negate the effects, and lasts for 24 hours or until the creature removes the blood they have been painted with.

Any time a creature deals damage to you with a melee attack, there is a 50% chance that your blood coats their weapon, granting the above benefits against that creature as long as they wield the weapon and don’t clean or remove your blood from the weapon. If a single creature deals damage to you twice in a single round using melee attacks, their weapons are automatically coated with your blood.

Cleaning with water will destroy any of your blood that has been spilled using ability, as will any corrosive chemicals, such as acid or a potent cleaner, or magical effects used to clean.

**Essence:** For each point of essence invested in this veil, you can sense blood that is an additional 24 hours old, and the blood you inject into creatures persists for another 24 hours, and the bonus to Survival and Perception checks granted by this veil increases by 1. When you have at least 4 points of essence in this veil, you can detect creatures injected, painted by, or wielding weapons coated with your blood within 60 feet as blindsight instead of blindsense.

**Chakra Bind (Blood): [D12]** Binding this veil to your Blood chakra allows you to control your blood using only your thoughts. When you inject a creature with your blood, you can use that blood to move the creature's body. As a standard action, you can force that creature to make a single attack against a target of your choice. As a move action, you can force it to move up to its speed. As a full-round action, you can force it to make a full-attack against a creature or creatures of your choice. This a purely mental action on your part, can only be done against creatures within 60 feet who you can currently sense your blood within, and an unwilling target is subject to a Fortitude save to negate this ability each time you use it. The action would put the creature into direct harm (such as forcing it to move into a hazardous location, or forcing it to attack itself) it gains a +4 bonus to this saving throw. If you succeeded on your Sleight of Hand check to hide your injection of blood from the creature, they do not know you are the one forcing them to take these actions. You can also use this ability on yourself, allowing you to take the above actions at any time, as long as you are able to take entirely mental actions. You are not subject to a Fortitude save when using this ability on yourself. This can allow you to act despite being paralyzed, stunned, or otherwise denied your normal actions, as long as the effect denying you your actions is not due to being physically restrained.