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Blood Maestro (3.5/Tome)

Posted: Sun Mar 08, 2026 4:51 pm
by Kaelik
Blood Maestro
"I dream of the morning. It's not time yet."

Blood Maestros are a blood magician type that sacrifices from themselves to set up battlefield control type effects.

Hit Die: d12
Base Attack Bonus: Full
Good Saving Throws: All Good Saves
Skill Points: 4+Int
Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Religion), Knowledge (Arcana), Listen, Move Silently, Open Lock, Perform (), Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope
Level:Abilities:
1:Blood Instruments, Hidden Vitality, Resupply, Blood Armament (Instrument)
2:Bloodhound, Get Better, Battlefield (Instrument)
3:Blood Armor, Blood Shield (Instrument)
4:Blood Wall (Instrument)
5:Blood Rain (Instrument), Blood Puppeteer (Instrument)
6:Blood Wings
7:Vampire Bat (Instrument)
8:Blood Returns
9:Blood Mist (Instrument)
10:Blood Clone
11:Phalanx (Instrument)
12:Return of Blood
13:Blood Warrior (Instrument)
14:Blood Calls to Blood
15:Wave of Blood (Instrument)
16:
17:Blood Moon (Instrument)
18:Know the Source
19:
20:Blood Apotheosis

====Class Features====

All of the following are class features of the Essentia Necromancer.

Weapon and Armor Proficiency: Blood Maestros are proficient with Simple Weapons and Light Armor, but also anything made out of Blood, and any attack rolls from their instruments.

Blood Instruments (Ex): These are the general rules that apply for all Blood Instruments, which are labeled as Instruments. Blood Instruments are created with a Standard Action. On creation, the Blood Maestro chooses an amount of HP to lose, and they take that HP as damage (untyped) and the Blood Instrument has that much HP.

When created a Blood Instrument has a location. Sometimes the location is a square, and sometimes it's an area, but it's in that area or that square. If an AoE effect includes any part of the Blood Instrument then it effects the Blood Instrument. The Blood Instrument has the HP invested in it, and makes saves using the Save Bonus of the Blood Maestro. It also has Improved Evasion and Mettle, and status conditions have no effect. However, attack rolls targeting it always hit unless the Instrument is Vampire Bat or Blood Warrior AND the Vampire Bat of Blood Warrior was activated within the last round. (The Blood Moon is very far away and potentially unhittable.)

All creatures and enemies, even mindless ones, can intuitively understand that Blood Instruments are valid targets for HP damaging attacks and abilities, and that attacking them would make them stop working. That doesn't mean they understand what they can do, but enemies knowing to disable these effects is not supposed to be a gotcha. However, no effect should EVER tell any non Blood Maestro how many HP a Blood Instrument has left. Most intelligent creatures can do a certain amount of determining what a Blood Instrument does just by looking at it as Blood Instruments look specifically like things that give an idea of their purpose.

Once created Blood Instruments have a Passive effect all the time. They can also be Activated with a Swift Action or an Attack Action. Except for the special case described in Blood Armament, you can never Two Weapon Fight or Rapid Shot to get more Attack Actions to Activate more Instruments. Haste effects and BAB do provide additional Activations. Attacks of Opportunity can't activate anything but Blood Armament. Finally, a standard action can be used to Detonate some but not all Blood Instruments. This loses them all HP removes them from the battlefield and has the Detonate effect.

Any time a Blood Instrument causes a Saving Throw, the DC is 10+1/2 Blood Maestro levels+Constitution Modifier. Any time the Blood Instrument makes an attack roll, it does so using the Blood Maestro's attack bonus, including any bonuses it would get for having a magic weapon, or feat bonuses, or whatever, as if they made the attack.

Blood Instruments are usually stationary once created. Some Activations move Instruments, but if the Activation doesn't move the Blood Instrument, then it can only be moved by Concentrating on it like a spell, which means you move at half speed, tire out faster, and can only do it to one at a time. Potentially Swift Concentration can offset these drawbacks, but then you can't use swift action Activations to move one, so you can only walk around with 1 at no cost or 2 at significant cost, unless you get extra swift actions, which is pretty hard. Moving a Blood Instrument with concentration moves it 40ft.

Blood Instruments increase in power overtime. In the Building Power section are defined the abilities the Instrument gets from continuing to exist. These are cumulative, always getting all the previous abilities along with new ones.

Multiple copies of the same Blood Instrument: There is nothing that stops you from creating multiple copies of the same Blood Instrument. But 1) They can't move very well, so most of them are going to stay in one place. 2) Each one has a specific HP maximum on creation based on how much you put in at creation. 3) You can't restock that blood or increase the HP later, it's just a number that goes down (exception: Vampire Bat). So you can build The Ultimate Blood Castle for defense, but you probably aren't going anywhere with it.

Hidden Vitality (Ex): A Blood Maestro uses their control over their blood to fake or hide damage. Blood Maestros can always look exactly as damaged or not damaged as they want. As a non action response they can make any creature or ability perceive them as having whatever HP or state of damage they want, so long as it's a “still alive” number.

Functionally, this makes them immune to Power Word spells, and able to trick any other effect like the Status spell, or trigger contingent spells with precision whenever they want. But also it means enemies don't ever know how close they are to death.

If they are unaware of an effect that isn't a Power Word trying to determine their HP, such as a covert effect, an enemy scouting them from hiding, or a long range divination, they get whatever default lie the Blood Maestro selects as their default. The default can be changed at any time at not action.

Resupply (Ex): A Blood Maestro can resupply their internal blood from external blood. They are universal receivers, even when it makes no sense, so long as it's blood. They can turn Acid Blood into normal blood and put it in themselves.

As a Standard Action a Blood Maestro can touch any Blood Instrument and heal for the amount of HP it has remaining (destroying but not Detonating the Instrument).

Also as a Standard Action a Blood Maestro can touch any Helpless or Dying creature with blood that is currently bleeding from some kind of wound or that died or was destroyed in the last two minutes and had some kind of bleeding wound. This sucks out all their blood. This usually kills them if they aren't already dead and it heals the Blood Maestro for half their Max HP.

Blood Armament (Su): (Instrument) A Blood Armament is a shift mass of blood that takes the form of whatever Weapon or Weapons the Blood Maestro desires. It is created in a specific 5ft cube within Close Range.

Passive: The Blood Maestro is always considered armed. Also the Blood Armament threatens out to 10ft around itself, using the Blood Maestro's Attacks of Opportunity. It can also be Activated with an Attack of Opportunity either when someone provokes around the Armament or around the Blood Maestro, but only to make a single attack against the provoking target.

Activation: As a swift or attack action the Armament can make an Attack Roll against any enemy it can reach. Since it can be a Composite Bow or Javelin or Bolas or Spiked Chain or whatever, this is usually a lot of things. Attacks originate from the Blood Armament's location and can reach where it reaches.

Special Activation: As a Full Round Action the Blood Armament can be activated to make a Full Attack Action, including Rapid Shotting and/or Two Weapon Fighting as appropriate. For the purpose of this activation the Blood Maestro is considered to have the Rapid Shot and entire Two Weapon Fighting Chain (or whatever your houseruled replacements are). So a level 1 Blood Maestro can spend a Standard Action creating the Arament and then a Swift Action making one attack, and then on their second turn they can throw four Javelins: Base, Two Weapon Fighting, Rapid Shot, and Swift Action.

Detonate: A Detonation of the Armament can roll one single attack roll and make that single attack against any number of valid targets in range.

Building Power: 1 Round: Attacks as Masterwork Weapons
2 Rounds: Attacks as if Greater Magic Weapon was cast on each attack at Caster Level equal to Blood Maestro level.
3 Rounds: Can adopt any material type the Blood Maestro wants for each attack.
4 Rounds: Can have any magic weapon abilities defined as +X abilities equal to the amount of pluses it gets from the 2 rounds ability.

Bloodhound (Ex): The Blood Maestro can smell blood, especially their own. They can track any bleeding creature as if they had Scent, they can detect as Blindsense out to 100ft any bleeding creature.

If any of the Blood Maestro's blood gets on a creature (such as because they are hit with an arrow of blood from a Blood Armament attack) then the Blindsense effect applies out to 200ft and they know what direction to go and can follow a trail with perfect accuracy and no checks out to 1 mile per Blood Maestro level.

Get Better (Ex): The Blood Maestro gets Fast Healing equal to one half their Blood Maestro levels.

Battlefield (Su): (Instrument) The Blood Instrument mimics and entire battlefield, there are corpses and weapons of blood lying all over the ground in an area extending in all directions out to Medium Range. The effect is a spread.

Passive: The battlefield creates Difficult Terrain for everyone but the Blood Maestro who walks upon the ground.

Activation: The Battlefield is filled with clashing figures of blood that take up space. All movement is halved as everyone has to move around these figures to get around, this prevents charging and running even for fliers and stacks with Difficult Terrain, quartering movement. This applies for 1 round, until the Blood Maestro's next turn.

Building Power: The Battlefield grows more powerful as creatures die. It gains Hardness 1 for every creature who dies in the Battlefield up to a maximum of 2 per Blood Maestro level.
If 10 creatures have died in the battlefield then the clashing blood figures become capable of attacking creatures in the Battlefield. Every action that provokes an AoO provokes from the Battlefield. These attacks are not the Blood Maestro's attacks, and the Battlefield has an infinite number of AoOs. Attacks are treated as Masterwork Iron Medium Short Swords wielded by the Blood Maestro.

Blood Armor (Ex): The Blood Maestro armors themself with their own Blood. This is functionally any mundane armor made of blood. Then you apply the Greater Magic Armor spell to it. It also acts as a psuedo person outside of the Blood Maestro. Any spell that targets the Blood Maestro, including rays, touch attacks, whatever, can, after the Blood Maestro attempts a save, be directed into the Armor instead. This kills the armor, causing it to slough off onto the ground, but protects the Blood Maestro from the effects of the spell whatever they might be. This cannot be used to avoid any AoE effect, only targeted spells.

Forming new Blood Armor costs at least 20 HP in damage and takes a standard action. You can only have one Blood Armor at a time, and it has no effect if worn by a non Blood Maestro besides being a normal piece of mundane armor with Greater Magic Armor cast on it.

Blood Shield (Su): (Instrument) The Blood Shield is usually just a flat pane of blood about 5ft by 5ft that floats nearby when created. It can't follow except when activated.

Passive: It provides a +4 Shield bonus and redirects Magic Missiles targeted at the Blood Maestro towards it so long as it is within 30ft.

Activation: Special: Unlike other effects, this one is activated as an Immediate Action. The Blood Shield moves up to 30ft very quickly to interpose itself between the Blood Maestro and an attack. After the attack roll is rolled you can then decide to use the Shield. If used, the attack hits the Shield. Any HP damage is done to the Blood Shield as with any other attack on a Blood Instrument. But the real fun is intercepting death attack arrows, or Ray of Stupidities, or Ray of Stun effects, since those don't do anything to the Shield.

Detonate: The Blood Shield explodes into a Resilient Sphere like effect that provides Total Cover to the Blood Maestro, but for only one round.

Building Power: The range on the movement of the Blood Shield at activation increases by 10ft per Round.

Blood Wall (Su): (Instrument) The Blood Wall is a single long pane of Blood up to 20ft Long per Blood Maestro level and 10ft tall. It can be oriented however, so it can also be the Blood Bridge. It's just a physical object that blocks line of sight and line of effect from both sides and can be attacked like any other wall. Created within Medium Range.

Passive: It's a bridge that can support theoretically infinite weight.

Activation: It becomes intangible to a single creature touching it for one round, allowing them to pass through, or perhaps making them pass through if they decided to walk on an enemy Blood Maestro's Blood Bridge over a pit.

Building Power: The wall slowly solidifies into a permanent object over time. It gains 1 Hardness per round until it caps out at 20 Hardness. Fully Hardened blood looks like Bloodstone instead of a liquid.

Blood Rain (Su): (Instrument) Blood Rain is a circular rain cloud with a 20ft Radius created anywhere within Long Range. It rains blood beneath it that, after it falls 60ft or hits a surface, evaporates to return to the cloud.

Passive: It has the effect of a Rain Storm for anything in the area. Reduce sight range by half, automatically extinguish unprotected flames, 50% extinguish protected flames, -4 on Ranged weapon attacks, spot, listen, and search checks.

Activation: The Blood drops zoom in on creature's eyes, trying to blind them. Creatures within the area must make a Ref save or be Blinded for one round after they leave the Blood Rain or the Cloud is destroyed.

Building Power: The cloud created by this effect grows 10ft in Radius each round. Until it has a Radius of 100ft.

Blood Puppeteer (Su): (Instrument) A Blood Puppeteer is a the upper half of a person holding a puppet cross floating usually about 20ft above a target. Also the Blood Strings attached. This can be created anywhere within Medium Range.

Passive: When created, the Blood Puppeteer has a designated target that is a creature with blood that is already bleeding. It connects it's Blood Strings to the wounds of that creature and forces a Fort Save. If the creature makes the Fort Save then they can ignore the Puppeteer. If they fail, then they are Paralyzed and can take only purely mental actions as the Blood Puppeteer controls their blood, and by extension their body.

Activation: The Blood Puppeteer can only be activated once per round, but when activated it take a Full Round of actions of the controlled creature (including Attacks of Opportunity until the Blood Maestro's next turn). The Blood Maestro moves with the creature during this activation always trying to float 20ft above it.

The Blood Puppeteer can also only take purely physical action, such as movement, attacks, combat maneuvers, ect. It cannot cast spells or use spell like abilities. Some supernatural abilities are “purely physical” like a Dragon's breath attack, and some aren't, like Beblith's Supernatural Plane Shift, or Telepathy, or a Mindflayer's Mindblast.

Special: An Activation can also either force a new Fort save for the Target or direct a Blood Puppeteer to a new target if say, the previous one died. It can move for this purpose up to 30ft.

Building Power: Each round the Save DC increases by 2 up to a cap of +10.

Blood Wings (Ex): The Blood Maestro grows wings of blood that transport the Blood Maestro through Bloodkinesis at a speed of 50ft with Perfect Maneuverability. (Just a new movespeed.)

Vampire Bat (Su): (Instrument) The Vampire Bat is a giant vampire bat made of blood that takes up a large sized creature. It is created with Close Range.

Passive: It has Blindsense 120ft and the Blood Maestro can feel and understand all of the Bat's senses. The Maestro can only feel the sense of the most recent Vampire Bat, not any previous ones.

Activation: It is a creature that takes a full round of actions on activation. But it can only be activated one per round. It has a move speed of 120ft Average Fly and 10ft Land. When it makes an attack roll, if it hits, it forces a Fort Save or does 1d4 Constitution Drain, healing itself for 5hp times the constitution loss. Save Negates.

Building Power: As the Vampire Bat sticks around the potency of it's blood sucking abilities increases.
1 Round: 1d4
2 Rounds: 1d6
3 Rounds: 1d8
4 Rounds: 2d6
5 Rounds: 3d6

Blood Returns (Ex): One Minute after the Blood Maestro is killed all the blood they put into any Blood Instruments within the last hour returns to their body. This brings them back from the dead at 1HP with no level loss and then heals them for that amount of HP.

This effect doesn't work if the blood is blocked by some kind of water tight container or if the blood is on a different plane from them.

Blood Mist (Su): (Instrument) The Blood Mist is a giant Fog Cloud like effect of red tinged mist. It billows out from the Blood Maestro and covers everything within a 200ft radius when created. A wind effect can disperse the Blood Mist like Fog Cloud, but if the entire effect is not disperse then the Blood Mist creeps back in at 10ft per round when the wind effect is no longer present.

Passive: The Blood Maestro knows the exact location of every object and creature in the Blood Mist so long as they are also in it.

Activation: The Blood Mist attempts to force it's way inside the lungs of creatures in the mist who breathe. This no save sickens any such creature (on the first round) until 1 round after they leave the Blood Mist.

Building Power: The ability of the Blood Mist to affect the lungs grows.
1 Round: No Save Sicken.
2 Rounds: Fort Save Nausteas.
3 Rounds: Have to start holding their breath or suffocate.
4 Rounds: Have to start making constitution checks to avoid suffocation.
5 Rounds: Fort Save or they start Suffocating as if they failed the constitution check.
6 Rounds: They start Suffocating as if they failed the constitution check.
7 Rounds: They start Suffocating on the Second Round.
8 Rounds: They start suffocating on the Third Round (death).

Blood Clone (Ex): A Blood Maestro can make an exact clone of themselves out of Blood. It has only three quarters of their max HP. They can have it walk around and pretend to be them with no action costs, but for the Blood Clone to be able to use any Blood Instruments the original must go into a meditative trance taking no actions but having full knowledge of the world around them. If they do so, the Blood Clone is functionally just their character but with 3/4ths HP and if they die their main body stands up and goes back to being the Blood Maestro.

Phalanx (Su): (Instrument) The Blood Phalanx is a 30ft by 30ft square of guys with Polearms made of blood. It occupies those squares like a bunch of creatures and looks like a military unit. Any attacks are made as if with Medium Halberds with Greater Magic Weapon cast on them at CL equal to Blood Maestro level. It can be formed anywhere within Close Range.

Passive: They take attacks of opportunity against any ENEMY creature the provokes within 10ft of them. That's right! Unlike the Battlefield these ones have ally recognition. They have “only 72” AoOs a turn because that's how many of them there are. They also automatically as a free action Set Against A Charge.

Activation: They can move 20ft in any direction making two attacks against anyone within 10ft of them at any point in the movement.

Special: You can order them to form a big circle and take a nap inside them.

Building Power: Rounds 1-2: Two attacks against each creature when activated.
Rounds 3-4: Three attacks.
Rounds 5-6: Four attacks.
Rounds 7-8: Five attacks.

Return of Blood (Ex): The Blood Maestro can perform the feat of Blood Returns on other creatures who have died within the last one minute. They heal the amount the Blood Maestro chooses to transfuse them from their own life.

Blood Warrior (Su): (Instrument) The Blood Warrior is a Medium Sized Humanoid Creature with No LA. It can look like whatever humanoid you want when you create it, but it's always colored red. It is created adjacent to the Blood Maestro.

Passive: The Blood Maestro is a whole ass creature. It can be the target of spells, it can talk with whatever simulated personality the Blood Maestro wants, it can hear and see, ect. It has the HP used to form it, has the attributes, skills, proficiencies, feats, saving throws, and BAB of the Blood Maestro. It is however, Dazed, at all times. This is a special Daze that nothing can cure and no immunity prevents or reduces the effect of. Unlike other Blood Instruments, this one is not immune to status conditions, and since it has attributes it is not immune to attribute damage or drain. It still has Improved Evasion and Mettle.

Activation: The Blood Maestro can activate the Blood Warrior only once per round. When Activated, the Blood Warrior acts immediately on that initiative as if using Tome Fighter Delay and takes it's full round of actions, and then can make AoOs until the Blood Maestro's next turn. This negates the special Daze that prevents actions for one round per activation. It does not negate any other source of Daze.

The Blood Warrior can form whatever weapon it wants out of blood at any time as a non action to do whatever mix and match attacks it wants during it's turn and for AoOs. It can also do the same thing with armor. These are functionally like the Blood Armor and the Blood Armament abilities of the Blood Maestro, but to be clear, the Blood Warrior is not a Blood Maestro and therefore cannot benefit from the soak spells ability of Blood Armor. The Blood Warrior gets the same TWF/Rapid Shot effects as Blood Armament.

Building Power: The Blood Warrior gets the Building Power effects of the Blood Armament first, but it also gets:
1 Round: Nothing
2 Rounds: +4 Enhancement bonus to Strength and Dex.
3 Rounds: +8 Enhancement bonus to Strength and Dex.
4 Rounds: +12 Enhancement bonus to Strength and Dex.
5 Rounds: +16 Enhancement bonus to Strength and Dex.

Blood Calls to Blood (Ex): A Blood Maestro can, as a free action, cause any existing Blood Instrument they have created to explode, and the Blood Maestro disappears from where they are and appears in any square the Blood Instrument took up. They don't know when their Blood Instruments have been destroyed, but since this is a Free Action they can cycle through any number of objects they can remember creating in zero seconds.

Wave of Blood (Su): (Instrument) The Blood Maestro creates a titanic 100ft high, 1000ft long, 200ft deep wave of blood centered on themself.

Passive: This blocks line of effect and line of sight causes people to have to breathe water if they breathe in it. When created it does not force a save, people can see it forming and hold their breath.

Activation: The Wave of Blood moves 100ft in any direction. This can be activated multiple times per round to produce faster movement. Anyone in or entering the Wave must make a Fort and Reflex save. If they succeed on either one they can stay where they are, though they will have to start holding their breath if they are still in the wave. If they fail the save they are picked up by the Wave and bounced around in it's currents unable to escape until they successfully teleport out swim out needing to make DC 20 swim checks for the Stormy Water, get out in some other way, or are slammed into a wall that isn't broken by the wave. If a creature hits a wall like this it takes 40d6 bludgeoning damage. Creatures trapped in the wave definitely have to hold their breath or breathe water.

In addition to picking up creatures and moving them, the Wave also picks up loose objects no save and if an object is not loose, such as because it is a wall of a building or the ground, the wave does 100 damage to each 5ft square. This destroys pretty much all normal wooden objects and destroys any 1ft thick Masonry walls.

Detonate: When the Wave is Detonated, the wave crashes, slamming everyone and everything trapped in the wave into the ground, doing 40d6 bludgeoning damage to them.

Building Power: As the wave moves an accumulates stuff just being inside the wave, even briefly as it passes over you because you made the save, involves getting hit by a bunch of stuff. This scales based on how far the wave has traveled.
0Ft: Nothing
200ft: 2d6 Bludgeoning damage per round.
400ft: 8d6 Bludgeoning damage per round.
800ft: 12d6 Bludgeoning damage per round.

Blood Moon (Su): (Instrument) The Blood Moon is a little different from other Instruments. The Blood Maestra sends a stream of blood up really high in the air, hundreds of miles, to form a red glowing celestialish object. Basically everyone can see this within a wide range, but reaching it is pretty difficult. The Blood Moon is really huge but really far away. The Blood Maestro does still have to choose an amount of HP to put into the Blood Moon when creating it.

Passive: The Blood Moon emanates a red light that powers up any Blood Instrument that it touches. All Blood Instruments in the Blood Moon's light become at their maximum of Building Power immediately on creation.

Activation: The Blood Moon heals all other Blood Instruments in it's light for the amount of HP it has remaining.

Building Power: Special: The Blood Moon does not build in power, as it is giving that power to everything else, instead the Blood Moon loses 1HP per round until it is at 0HP and ceases to exist.

Know the Source (Su): If the Blood Maestro touches any source of blood they know the exact location and status of the creature that shed it if they are on the same plane. If they are on a different plane, they know the plane and status, and can touch the blood again when they get to that plane to get the location.

Blood Apotheosis (Ex): You can anchor your Blood Instruments to your location and if you do they move with you without you taking any actions, even through things like Teleports and such. Functionally this pretty much lets you have all your Instruments up at all times forever, and vastly increases your total power and versatility. (You always have all options, no set up action at the start of the fight, and you get all the Building Power effects all the time.)

You can only apply this to one instance of each Blood Instrument of each type at a time. You can't have 10 different Blood Rain's following you around.