Weapon and Armor Proficiency
A crimson dancer is proficient with all simple weapons, light armor, and bucklers. In addition, if this is this character’s first level in any class, she may select a martial tradition of her choice.
A crimson dancer is a frontline fighter, skirmisher and hunter who excels at winning wars through attrition, and slowly gathers more power as a combat encounter extends.
“All that exists can end; and all that withers can have its life stolen. It’s through basic entropy that this world manages to move forward, after all. So instead of this futile war, why not settle down and enjoy a bit of food instead? You’ll die either way, after all.” - Evelynn Mariana, the Scarlet Reaper
The crimson dancer is a role adopted by the specialists of the force of life itself - blood. Whether that means the negative energy that holds undeads together, the oil, gears or magic veins that animate constructs, or the crimson liquids that run throughout mortals. Crimson dancers are aggressive, mobile fighters who leave wounds that can kill all warriors alike within minutes if left untreated. When pushed to their limits, they can even manipulate the blood that falls from their bleeding foes and manifest gruesome abilities fueled by the vitality of other creatures.
Level-by-level Base Attack Bonus, Saving Throws, Special Abilities, and Talents
| Class Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special | Caster Level | Blended Training Talents |
|---|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Autocautery +1, bloodletting, hemomancy, vitae | +0 (1) | 1 (+2 magic) |
| 2nd | +2 | +3 | +0 | +3 | Burst | +1 | 2 |
| 3rd | +3 | +3 | +1 | +3 | Bloodthirst (scent), crimson path (initiation), hemolytic art | +1 | 3 |
| 4th | +4 | +4 | +1 | +4 | Autocautery +2, voracity | +2 | 4 |
| 5th | +5 | +4 | +1 | +4 | Blood identification, empowered hemomancy | +2 | 5 |
| 6th | +6/+1 | +5 | +2 | +5 | Hemolytic art | +3 | 6 |
| 7th | +7/+2 | +5 | +2 | +5 | Decimation, crimson path (understanding) | +3 | 7 |
| 8th | +8/+3 | +6 | +2 | +6 | Autocautery +3, improved blood control | +4 | 8 |
| 9th | +9/+4 | +6 | +3 | +6 | Hemolytic art | +4 | 9 |
| 10th | +10/+5 | +7 | +3 | +7 | Crimson revelation | +5 | 10 |
| 11th | +11/+6/+1 | +7 | +3 | +7 | Eternal body | +5 | 11 |
| 12th | +12/+7/+2 | +8 | +4 | +8 | Autocautery +4, hemolytic art | +6 | 12 |
| 13th | +13/+8/+3 | +8 | +4 | +8 | Crimson Path (secret of blood) | +6 | 13 |
| 14th | +14/+9/+4 | +9 | +4 | +9 | Eat pain | +7 | 14 |
| 15th | +15/+10/+5 | +9 | +5 | +9 | Hemolytic art | +7 | 15 |
| 16th | +16/+11/+6/+1 | +10 | +5 | +10 | Autocautery +5, crimson path (secret of heart) | +8 | 16 |
| 17th | +17/+12/+7/+2 | +10 | +5 | +10 | Bloodthirst (blindsense) | +8 | 17 |
| 18th | +18/+13/+8/+3 | +11 | +6 | +11 | Hemolytic art | +9 | 18 |
| 19th | +19/+14/+9/+4 | +11 | +6 | +11 | Crimson Path (secret of soul) | +9 | 19 |
| 20th | +20/+15/+10/+5 | +12 | +6 | +12 | Autocautery +6, crimson path (realization) | +10 | 20 |
Primary proficiencies, spell pool, casting mechanics, and baseline powers
A crimson dancer is proficient with all simple weapons, light armor, and bucklers. In addition, if this is this character’s first level in any class, she may select a martial tradition of her choice.
A crimson dancer may combine spheres and talents to create magical effects. A crimson dancer is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
A crimson dancer gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
A crimson dancer gains a combat or magic talent every time she gains a level, according to Table: Crimson Dancer. Crimson dancers use their casting ability modifier as their practitioner modifier.
At 1st level, when the crimson dancer uses an attack action or attack of opportunity to deal damage with a melee weapon, she inflicts her bloodletting on that creature.
Alternatively, when she spends at least a standard action creating a magic sphere effect that allows a saving throw or requires an attack roll, any creatures struck by the effect or that fail their save are inflicted with her bloodletting. For magic sphere effects that linger and make multiple attack rolls or require multiple saving throws over many rounds, only the first saving throw or attack roll per creature inflicts bloodletting. When bloodletting is inflicted, a creature suffers bleed damage equal to half the crimson dancer’s Charisma modifier (minimum 1). This bleed damage stacks with any bleed damage originating from the crimson dancer. When inflicting bloodletting on a creature already suffering from it, the bleed damage is increased by the amount of bleed damage that would be applied. Unless otherwise specified, the maximum amount of bleed damage a crimson dancer may apply with the bloodletting ability to a creature is equal to the crimson dancer’s level.
Creatures suffering the maximum amount of bloodletting bleed damage the crimson dancer can inflict are exsanguinated.
The crimson dancer is a master of blood, far and above the skill of all others. At 1st level, she gains the Blood sphere as a bonus magic talent.
At 1st level, the crimson dancer can hold a small pool of collected life force that she can use to power her abilities, known as vitae. A crimson dancer's maximum vitae is equal to her class level + her Charisma modifier (minimum 1). She begins the day with no vitae, but this amount changes throughout the day. If the crimson dancer spends over 1 minute without gaining a point of vitae, she begins to lose points at a rate of one per round. Vitae cannot be gained through any source from a creature that has less than half the crimson dancer's class level in Hit Dice, and cannot be gained if the crimson dancer is not in combat.
The crimson dancer can gain vitae in the following ways, known as vitae sources. Unless otherwise specified, each vitae source can only grant vitae points once per round. Some sources are only gained at specific levels, or are gained when specific class features are obtained.
The crimson dancer can spend vitae in the following ways, known as vitae abilities. Some abilities are only gained at specific levels, or are gained when specific class features are obtained.
At 1st level, the crimson dancer's body is conditioned against the manipulation or shedding of blood; rarely bleeding, even when severely wounded. As long as the crimson dancer has at least 1 vitae, whenever she would suffer hit point damage due to a bleed of any type, she reduces the damage it would deal to 0 and instead loses one point of vitae.
If the crimson dancer would ever suffer blood loss (willing or not) due to a (blood art) talent, she may spend any amount of vitae as an immediate action (or as a free action that can be taken outside of her turn if she was willing) to reduce the damage from the blood loss by 3 per point of vitae spent. She is still considered to have taken the full amount of blood loss for any effects that rely on the amount of blood loss she takes.
Additionally, the crimson dancer gains a +1 bonus to all saving throws, skill checks, and ability checks made against effects produced by the Blood or Duelist sphere. This bonus also applies to the crimson dancer’s CMD whenever she would be subject to a Blood or Duelist sphere effect. Autocautery’s bonus increases by +1 at 4th level and every 4 levels thereafter.
At 14th level, crimson’s dancer vitae storage eventually becomes such an integral part of her body that her mortal heart barely functions. The crimson dancer becomes immune to all poisons, diseases and bleed effects, as well as any sphere effect that originates from the Blood sphere that is otherwise subject to spell resistance. Creatures that can bypass immunity to bleed effects also bypass the crimson dancer’s immunity to sphere effects from the Blood sphere. The crimson dancer may suppress these immunities if she so desires when targeted by an effect she would be immune to, although she cannot then later choose to become immune to that effect while it is ongoing.
This is a supernatural effect.
Note: With the GM’s permission, the bonuses granted from this ability may also apply against non-Duelist sphere or Blood sphere effects that also pertain to blood, bleed effects or other things of a similar nature.
At 2nd level, the crimson dancer learns to pull forth the blood of a bleeding opponent. As a move action (or as a swift action by spending two points of vitae), she may target a creature she can see that is suffering from her bloodletting, forcing them to succeed at a Fortitude save (DC 10 + 1/2 her crimson dancer level + her Charisma modifier) or suffer 1d8 points of bludgeoning, piercing, and slashing damage + 1 damage per point of bleed damage they are suffering from (bleed damage rolled with dice is treated as its minimum result). After this damage, all bleed damage currently affecting her target ends. Starting at 5th level, if the creature is exsanguinated, the damage dealt becomes untyped damage.
At 3rd level, the crimson dancer develops an uncanny sensory perception for blood. She gains a limited scent ability out to 30 feet that can only be used to detect bleeding creatures, or that have less than half their maximum hit points. Additionally, she gains a bonus equal to her class level when attempting Survival checks to track a creature that has left a blood trail, and when attempting Perception checks to locate bleeding creatures.
At 17th level, the crimson dancer gains blindsense 30 feet, but this vision can only sense creatures that can naturally bleed and that do not have bleed immunity.
At 4th level, after spending at least 1 minute with her vitae pool at 0, the crimson dancer gains a +10-foot enhancement bonus to her base land speed, and her next attack that applies bloodletting to a creature that was not bleeding deals an additional 1d6 points of damage. At 12th level and every 8 levels thereafter, these bonuses increase by +10 feet and +1d6 respectively. These bonuses are lost after the crimson dancer gains any amount of vitae.
With further refinement of her senses, the crimson dancer learns to view a creature’s blood in the same way others identify a creature by their faces. Starting 5th level, the crimson dancer is able to taste a creature’s blood in order to identify them (including being entitled to attempt a Knowledge check as if she had seen the creature directly). She is also capable of remembering the identities of various creatures by their blood, and can identify if she has encountered that blood in the past, including information such as the identity of that creature, or the type of creature it is. When attempting any Knowledge checks to identify creatures by their blood, she gains a +2 bonus on that check. A crimson dancer can use this ability only on freshly spilled blood, up to 24 hours after the blood was shed.
Beginning at 5th level, the crimson dancer uses her class level as her caster level with the Blood sphere when affecting a creature that is exsanguinated. This caster level stacks normally with caster levels gained from other sources.
At 7th level, the crimson dancer can concentrate her power, frenzy and might into a single overwhelming attack. She can expend her martial focus in order to make a special attack action with a melee weapon. If her target has less than half their maximum hit points remaining, this attack bypasses all damage reduction, hardness and energy resistance. If the creature struck by the attack is suffering from the crimson dancer’s bloodletting bleed, it deals an amount of bonus damage equal to 2d4 per point of bloodletting bleed damage the creature is suffering from, up to a maximum amount of dice equal to twice the crimson dancer’s level. The crimson dancer gains a bonus to her attack roll equal to her Charisma modifier if the target creature is currently exsanguinated. If a creature is slain from the attack, the crimson dancer regains her martial focus. If the creature survives the attack, the crimson dancer cannot attempt to decimate again for 1 minute. A decimation attack does not apply bloodletting.
At 8th level, the crimson dancer’s magic becomes even stronger upon bleeding foes. When attempting to establish blood control with the Blood sphere, creatures with less than half their maximum hit points suffer a -6 penalty to their save, rather than a -4 penalty. Additionally, the crimson dancer can concentrate on blood control with only a move action, but still requires a standard action to establish it. Each round when she would concentrate on her blood control, she can spend 4 points of vitae to instead concentrate as a swift action, rather than a move action.
Through the absorption of countless creatures' blood, the crimson dancer becomes an unrelenting physiological entity. At 11th level, the crimson dancer ceases to age, and no longer suffers any penalties or gains any benefits related to her age and she cannot be magically aged. Due to her precise control over her body’s makeup, she can appear as any age she would like, and can change her apparent age as a swift action (this does not affect her size category).
At 14th level, when struck by an ability or attack that measures its damage in dice, the crimson dancer may maximize that damage to gain 2 points of vitae. This causes the damage to bypass any temporary hit points she may have, and the damage cannot be redirected or delayed. If the damage would be less than 1/4 of her maximum hit points, she increases it to that amount instead. This feature may be used to gain vitae multiple times each round.
Unless otherwise specified, a hemolytic art can only be chosen once. If a hemolytic art requires a saving throw, the DC is equal to 10 + 1/2 the crimson dancer's level + her Charisma modifier. Certain hemolytic arts require specific class features before they can be taken. Hemolytic arts that modify the burst feature stack with each other, but only a single art marked with an asterisk (*) can be applied to any individual use of burst at a time.
Authors Note: Hemolytic arts that modify the use of the burst feature are not always activated; the crimson dancer chooses which hemolytics arts to activate each time they use the burst feature, and only one art marked with an asterisk can be activated at a time, although it can be activated alongside other hemolytic arts not marked with one. For example, a crimson dancer with Regenerative Burst, Drawn to Me and Internal Burst could utilize both Internal Burst and one of either Drawn to Me or Regenerative Burst, or alltogether decide not to activate any of their hemolytic arts.
The following are paths the crimson dancer may embark upon after gaining the Crimson Revelation feature.
28 options available
The crimson dancer gains a single (blood art) talent of her choice from the Blood sphere. Whenever she uses a (blood art) talent, she may spend 1 point of vitae to use her class level in place of her caster level, even if the target is not exsanguinated. Additionally, she gains the following vitae source:
As a move action, the crimson dancer may spend 2 points of vitae to melt into a puddle of blood, causing her body and all of her equipment to meld into a new shape. In this form, she covers a radius of up to 5 feet, +5 for every 2 class levels with blood, and may transform back to her regular form as a move action. Returning to her natural form allows her to appear in any space she was occupying while transformed. She may shrink or enlarge the radius she covers as a free action at the start of her turn, but must measure the radius in 5-foot increments. Additionally, she gains the following limitations and effects while transformed:
Maintaining this form requires her to spend 1 point of vitae at the end of each round to maintain it, and if she has no vitae remaining she is immediately reformed in the centermost square she occupies, fatigued. This is a polymorph effect.
As a standard action, the crimson dancer can spend 3 vitae points to conjure a storm of piercing, bloody rain. The storm covers a medium range radius around her (100 feet, +10 feet per crimson dancer level), obscuring sight as if it were fog and granting all creatures 20% concealment. Creatures that have the Bloodrunner feat or the blood identification class feature ignore this concealment.
Additionally, at the start of each turn, all enemies in the storm exposed to the rain suffer 1 point of bloodletting bleed damage, stacking it as normal. The storm remains for a number of rounds equal to her crimson dancer level.
When a creature fails a saving throw against her burst, the crimson dancer may spend a spell point as a swift action to attempt to establish blood control on them after her burst resolves. Alternatively, she may spend 4 points of vitae to trigger a valid (blood art) on the creature that failed a saving throw against her burst as a swift action.
The crimson dancer may spend 5 vitae points as a free action after dealing bloodletting bleed damage as part of an attack action in order to sever the creature’s cerebral artery. Creatures with a severed cerebral artery suffer from 2 ability damage to all their Charisma, Intelligence and Wisdom scores each time they suffer hit point damage from her bloodletting bleed (Fortitude negates). Exsanguinated creatures double the amount of ability damage they suffer. The effects of this art end if the creature is no longer suffering from any bleed damage. Creatures that do not possess a head or brain still suffer from the effects of this art, as she instead targets other vulnerable parts of their bodies.
The crimson dancer gains the Gory Armaments talent of the Blood sphere, and always uses her class level in place of her caster level when determining its effects, which stack normally with other bonuses to her caster level.
The crimson dancer's burst becomes more like a refined tugging of a bloody rope. Her burst instead requires a Reflex save, and creatures that fail their saving throw are forcefully pulled 10 feet closer to her, increasing by an additional 5 feet at 9th level and every 3 levels thereafter, though only moving until they are adjacent to her. Creatures that would be pulled into an inherently dangerous space gain a +4 bonus on their saving throw.
As a standard action, or as a swift action by spending 2 more points of vitae, the crimson dancer can spend vitae to empower herself temporarily. Empowerments last for a number of rounds equal to her Charisma modifier, and she may only have one in effect at a time. She can empower herself in the following ways, using her class levels in place of her caster level:
As a standard action, the crimson dancer can spend 3 points of vitae to cause all non-bleeding enemies within 60 feet of her and within line of effect to have their blood pressure begin to rapidly increase for one minute (Fortitude negates). If she applies bloodletting to a creature with heightened blood pressure, they immediately suffer 1d4 bludgeoning damage per crimson dancer level. If the creature does not suffer any bleed damage and a minute of time elapses, they must succeed at an additional Fortitude save or suffer 1d6 damage for each crimson dancer level she possesses and become exhausted. A creature affected by this ability can try to normalize their blood pressure by spending a standard action taking deep breaths, granting them an additional Fortitude save to end the effect early.
Whenever a creature within line of sight becomes exsanguinated, the crimson dancer may spend 3 points of vitae as a free action that can be taken outside of her turn to immediately target that creature with her burst ability.
The crimson dancer may spend 2 vitae points as a free action after applying her bloodletting bleed to a creature to sever their femoral artery. Creatures with a severed femoral artery increase their bloodletting bleed by 1 for every 5 feet they move (only movement using their base speeds and forced movement imposed on them by other creatures count for this purpose), up to the regular limit. When exsanguinated, the creature’s movement speeds are halved. The effects of this art end if the creature is no longer suffering from any bleed damage.
As a move action, the crimson dancer can spend 3 points of vitae to conjure a small floating mote of blood within close range in an unoccupied square. The blood mote slowly gathers the blood of nearby bleeding creatures and empowers itself for a bloody explosion. For each point of damage that creatures within 30 feet of the mote suffer from as a result of a bleed effect or bleed damage, the mote drains their blood and stores it within itself as a blood point. The blood mote initially begins with 6 blood points. When the mote’s duration expires, the mote releases its blood points to deal damage equal to the amount of stored blood points (maximum of 10 per crimson dancer level) to all creatures within close range (25 feet, +5 feet for every 2 class levels). Creatures are entitled to a Reflex save for half damage (DC 10 + 1/2 the crimson dancer’s level + her Charisma modifier). The mote lasts for a number of rounds chosen at creation, with a minimum of 2 rounds and a maximum of 10. She may spend 1 point of vitae as an immediate action at any point after the 2nd round to immediately cause the mote to explode and deal damage. She may also spend a move action to move the mote up to 20 feet in any single direction.
The crimson dancer gains the Duelist sphere Blood Fountain (bleed) talent as a bonus talent, even if she does not possess the base Duelist sphere. She may apply the effects of the talent any time she deals bloodletting bleed damage to a creature. If she spends 2 points of vitae when applying the Blood Fountain (bleed) talent to a creature, any bloody terrain created by that talent is also considered to be difficult terrain.
The crimson dancer's bloodletting wounds are deeper, and far more dangerous than other wounds. A creature suffering from her bloodletting takes slashing damage equal to their current bloodletting bleed damage at the end of their turn if they take a move and standard action, or take a full-round action.
The crimson dancer may spend 2 vitae points as a free action after applying her bloodletting bleed to a creature to sever their humeral artery. Creatures with a severed humeral artery increase their bloodletting bleed by 2 every time they make an attack roll.
Additionally, for every 4 points of bloodletting bleed that the creature is suffering from, the creature suffers a -1 penalty to all attack rolls they make (minimum 1). The effects of this art end if the creature is no longer suffering from her bloodletting bleed.
The crimson dancer can choose to convert lethality to consumption, and fuel her vitae pool instead of dealing damage. When she makes a melee attack action that deals damage, she can choose to forgo all damage dealt by the attack, as well as all secondary effects such as poisons, diseases, or other sphere effects (including bloodletting damage that would be dealt) to instead drain the creature. Draining the creature grants the crimson dancer 1 vitae plus an additional point of vitae for every 4 Hit Dice the creature possesses (though she may not gain vitae from creatures with less than half her class level in Hit Dice as normal), and deals 2 Constitution damage to that creature. A creature can only be drained from once per 24 hours. Additionally, when making a burst, she may choose to have her burst not deal any damage to creatures that would fail their saving throws. Those creatures still end any bleed damage they may have been suffering from, and she gains 1 vitae for each creature that failed their saving throw.
When the crimson dancer uses her burst and successfully damages a creature, she may also inflict either the fatigued or sickened condition for 1 round. The duration increases by 1 round at 7th level and every 6 levels thereafter. She may also spend a point of vitae when using her burst to cause a creature to be battered for the same duration, even if they succeed at their saving throw. At 11th level, she can spend 3 points of vitae to instead apply the exhausted or staggered conditions instead of fatigued or sickened.
By taking her lessons a step further, the crimson dancer can apply her knowledge of a creature’s body to all of her magic. When using a spell effect that requires a saving throw on a creature that has half or less their hit points remaining, they suffer a -2 penalty to that saving throw. This penalty does not stack with the penalty that already exists within the Blood sphere.
As a standard action, or as a move action by spending 2 points of vitae, the crimson dancer may concentrate and trigger her burst on any amount of creatures within medium range, as long as she has line of sight to them. She applies any additional effects to her burst gained from her other hemolytic arts to this burst, but she can only apply the effects of arts marked by an asterisk to a single creature. At 12th level, she can spend 1 vitae point per extra creature to apply the effects of the art to any amount of additional creatures.
There is never enough blood. The crimson dancer increases the maximum bloodletting bleed she can apply to a creature to be equal to twice her class level. This also increases the amount of bleed required to cause a creature to be exsanguinated.
Any time she would apply any amount of bloodletting bleed to a creature, she may spend 2 points of vitae to double that amount.
When the crimson dancer utilizes her burst ability, she heals for a number of hit points equal to 1/4 the amount of damage dealt. At 10th level, this increases to 1/2 of the damage dealt. Healing from this ability cannot bring her above 1/2 her maximum hit points unless she spends 4 vitae points as part of using the burst.
When utilizing a sphere effect, the crimson dancer can spend vitae as a swift action to temporarily heighten her mastery over magic. When creating any non-harmless magic sphere effect, she may spend 5 points of vitae to treat her caster level as if it were her class level. When her caster level is modified in this way, she may not benefit from any caster level bonuses for that sphere effect, but may still have her caster level penalized.
Additionally, she may spend 2 points of vitae as a move action to temporarily gain knowledge of a single magic or combat talent in any sphere she already possesses for 1 minute, or until she uses this ability again to learn a different talent.
The crimson dancer's vitae storage grows so large and powerful that it acts as a secondary heart. Whenever she is healed by the vitality art, she does not need to wait an hour before being able to gain vitae again, and may gain vitae normally. If she would die to a death effect, or would still die to hit point damage after being healed by her vitality art, her vitae storage instead ruptures.
For one minute, she is unconscious and appears to be dead to any attempt made to determine her condition (including magical ones). During this time, her body slowly regenerates itself. After this time passes, she wakes up with a number of hit points equal to her maximum vitae capacity. While regenerating, if her body is destroyed or she suffers damage greater than her maximum vitae storage, this ability is halted and she is slain as normal.
She may also consume her vitae storage as a move action. Doing so ruptures her vitae storage, but grants her vitae equal to 1/2 her class level.
While she has a ruptured vitae storage, she cannot gain vitae from any source as her vitae storage regenerates itself, although she may still spend any vitae she might have remaining.
A ruptured vitae storage regenerates the next time she rests and regain spell points.
As long as the crimson dancer has at least one point of vitae, she gains the benefits of the Diehard feat, and when she takes a standard action while the Diehard feat is active she instead loses one point of vitae rather than taking a point of damage. Each round she may spend a point of vitae to also take a move action when disabled through the Diehard feat, but cannot combine these actions to take a full-round action.
Additionally, she adds her Charisma score in addition to her Constitution score when calculating how many negative hit points she must accrue before she dies.
The crimson dancer's attacks build up internal pressure that causes her bleeding foes to pour blood out of their bodies much like a spring. When creatures create bloody terrain through the Blood Fountain (bleed) talent, they also fill all squares adjacent to the squares they occupy with blood.
The crimson dancer is able to deal bleed damage to any creature that is otherwise immune to bleed damage, as she instead rips into the creature’s life force. She may even make objects bleed, although such bleed damage is ended after one round, and is still reduced by hardness. This ability applies to all forms of bleed damage she applies, not just her bloodletting bleed. Additionally, at 6th level she may ignore a creature’s immunity to bleed effects when utilizing the Blood sphere or any magic sphere effect that requires a creature to bleed, although when doing so such creatures would gain a +4 bonus to their saving throw or armor class. Additionally, she may utilize her burst ability on creatures that are normally immune to it (such as by being immune to Fortitude saves), though such creatures gain a +4 bonus to their saving throw.
If the crimson dancer would ever be killed by hit point damage, her stored vitae attempts to save her life. Before she suffers damage, she is first healed for a number of hit points equal to 3d4, +1d4 per vitae point she has stored, which then spends all vitae she has remaining. She may not gain vitae for any reason for one hour after being healed this way. This ability can only trigger once every 24 hours.
Additionally, she may utilize her metabolize vitae ability as a move action, or as a free action by expending two additional points of vitae.
As a swift action, the crimson dancer may spend 3 points of vitae in order to rend her body with a single manufactured melee weapon she has in hand, coating it in vitae and dealing untyped damage to herself equal to her level. While her weapon is coated in vitae, all melee attack actions with the coated weapon affect all enemies in a 15-foot line originating from her (make a single attack roll and compare it to the armor class of all enemies in the line).
At 12th level, she may instead shape her attacks into a 15-foot cone, or a 30-foot line. At 16th level, her attacks may be shaped into a 30-foot cone, or a 60-foot line. Only a single creature is affected by any effects that modify the attack action, as well as any strike talents or other abilities that enhance a single attack, with all other creatures only suffering her regular weapon damage. All creatures struck by the attack are inflicted with bloodletting, even if the attack was not considered an attack action.
At the start of her turn each round, she must spend 1 point of vitae as a free action to maintain this ability, if she does not, her weapon loses its coating of vitae and this ability expires.
Racial options when taking a level in Crimson Dancer
Gain 1/6th of a Blood sphere talent.
Gain 1/6th of a Duelist sphere talent.
Gain 1/8th of a bonus feat. Bonus feats selected must have the Blood or Duelist spheres as a prerequisite.
The first time each round the crimson dancer gains vitae, she gains an additional +1/6 points of vitae.
Add +1/2 additional damage with the Burst feature.
Increase the DC of the crimson dancer’s Hemolytic Art class features by 1/4.
The crimson dancer’s bloodletting bleed damage increases by +1/4 points.
Add 1/4th of a spell point to the crimson dancer’s spell pool.
Gain 1/6th of a Fencing sphere talent.
The crimson dancer’s base land speed increases by 1ft. (this ability does nothing until selected 5 times).
Gain 1/8th of a Hemolytic Art.
When the crimson dancer applies bloodletting for the first time to a creature, they suffer +1/2 fire damage. A creature can only suffer from this damage once every 24 hours.
2 archetypes for Crimson Dancer
Nimble as air, crimson tempests use air currents to slash millions of cuts on their foes.
In the deepest pits of forgotten cemeteries, certain undead return back to the living with an incomprehensible, insatiable hunger for the world. They seek out the living, draining them of what holds them together in their pursuit to stabilize their own existence; one of life that defies life.