Blood Bandit (Rogue/Sorcerer)

While the acrobat, charlatan, scout, and thug are roles most often assumed by rogues, a small few seek to enhance skills in skullduggery and legerdemain through arcane means. Thus, the blood bandit has emerged from the shadows of the underworld, serving her guild as thief, spy, and arcane striker. Blood bandits complement their talents with magic bestowed upon them through their parents of ancestors somewhere in their heritage. Not only do they wield tremendous powers granted through their ancestral bloodline, they employ stored magic to enhance the effectiveness of magical items or activate those they normally cannot. Deemed as a threat, blood bandits lay in wait to use their most feared ability; that of gaining other bloodline powers for a short time or bleeding their enemies into submission or death. 

Primary Class: Rogue

Secondary Class: Sorcerer

Alignment: Any. 

Hit Dice: d8.

Bonus Skills and Ranks: The blood bandit may select three sorcerer skills to add to her class skills in addition to the normal rogue class skills, one of which must be Spellcraft. The blood bandit gains a number of ranks at each level equal to 6 + Int modifier.

Table: Blood Bandit

Weapon and Armor Proficiency

The blood bandit is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. She is proficient with light armor. She can cast any blood bandit spells while wearing light armor without incurring the normal arcane spell failure chance. A multiclass blood bandit still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Sneak Attack (Ex)

This is exactly like the rogue ability of the same name, except that the blood bandit deals 1d6 damage at 1st level, plus an additional 1d6 damage every three levels thereafter, to a maximum of 7d6 at 19th level.

Bloodline

At 1st level, a blood bandit gains the sorcerer bloodline class ability and may choose from any of the bloodlines listed in the Core Rulebook, Advance Players Guide, Ultimate Magic, or any other Pathfinder source. She adds the skill listed in her bloodline to her class skills, but does not gain her bloodline arcana.

At 2nd level, a blood bandit gains her first bloodline power and each subsequent power every six levels thereafter, up to her third bloodline power at 14th level.

At 6th level and every three levels thereafter, a blood bandit learns an additional spell, derived from her bloodline, up to her fourth level bloodline spell at 15th level. These spells are in addition to the number of spells given on Table: Blood Bandit Spells Known. These spells cannot be exchanged for different spells at higher levels. This ability replaces evasion, uncanny dodge, and improved uncanny dodge.

Device Pool (Su)

At 1st level, the blood bandit gains a reservoir of mystical arcane energy that she can draw upon to enhance the power of magical devices. This arcane pool has a number of points equal to 1/2 her blood bandit level (minimum 1) + her Charisma modifier. The pool refreshes once per day when the blood bandit rests to regain her spells.

At 1st level, a blood bandit can expend 1 point from her device pool as a swift action to gain a bonus equal to 1/2 her level to Use Magic Device skill checks for 1 minute.

At 3rd level, a blood bandit can expend points from her device pool as swift action to activate a magic device that has at least 1 charge remaining. If the magic device requires multiple charges to activate a certain power, the blood bandit must expend the same number of points from her device pool to activate that power. A blood bandit of 3rd level or higher can expend 1 or more points to activate a wondrous item that requires charges to activate. At 5th level she can activate a suit of armor, weapon, or wand.

At 7th level, she can activate a ring. At 9th level, she can activate a rod. At 11th level, she can activate a staff. This ability has no effect on a magic device without charges, or a magic device that has fully depleted its charges. This ability replaces trapfinding.

Rogue Talents

This is exactly like the rogue ability of the same name, except that the blood bandit gains a rogue talent at 2nd level and every three levels thereafter, up to six rogue talents at 17th level.

Improve Device (Ex)

At 3rd level, a blood bandit can expend 1 point from her device pool as swift action to improve a magic device’s effective caster level when it is activated. This increase to the device’s effective caster level is equal to +1 at 3rd level, and increases by an additional +1 every three levels beyond 3rd, up to a maximum of +6. The blood bandit cannot increase the effective caster level of any magic device beyond her current blood bandit level or the device’s maximum caster level, whichever is higher. For example, a 12th level blood bandit drinks a potion of cure moderate wounds that has a caster level of 7th (cures 2d8+7). She expends 1 point from her device pool to increase its effective caster by +4 to 12th, but the cure moderate wounds spell cannot exceed a maximum of 2d8+10 points of damage, regardless of the caster level. Multiple uses of this ability do not stack with themselves, but they do stack with spells or effects that increase the effective caster level of a magic device. This ability replaces trap sense.

Magic Sneak Attack (Su)

At 3rd level, a blood bandit learns to use her sneak attack to deplete the magical energy of a creature. When a blood bandit makes a successful sneak attack against an arcane or divine spellcaster (including spell-like abilities), she can forgo her usual sneak attack damage to instead deal 1 point of temporary Intelligence, Wisdom, or Charisma damage to the creature, dependent upon the creature’s key spellcasting ability. In addition, the target must make a Will saving throw (DC ) or expend one use of a limited-use magical ability or one prepared spell or unused spell slot (spontaneous caster) of its highest level. A limited-use magical ability is any supernatural or spell-like ability which a creature can only activate a certain number of times during a set interval (3/day, 1/hour, etc.). This does not affect abilities which the creature can use at will or which are constant. It also does not apply to magical items or anything else external to a creature. Once the limited-use magical ability or spell is expended, this potential is then stored for up to 24 hours and can be used to gain one additional use or time increment of a limited-use bloodline power. A blood bandit can only have the potential of one use of a limited-use magical ability or spell slot stored at a time. This ability replaces the rogue talent gained at 4th level.

Eschew Materials

At 4th level, a blood bandit gains Eschew Materials as a bonus feat.

Spellcasting

Beginning at 4th level, a blood bandit gains the ability to cast a small number of arcane spells drawn from the blood bandit spell list. She can cast any spell she knows from these schools without preparing it ahead of time.

To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a blood bandit spell is 10 + the spell level + the blood bandit's Charisma modifier.

Like other spellcasters, a blood bandit can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Blood Bandit. In addition, she receives bonus spells per day if she has a high Charisma score.

A blood bandit's selection of spells is extremely limited. A blood bandit begins play knowing two 1st-level spells of her choice. At each new blood bandit level, she gains one or more new spells, as indicated on Table: Blood Bandit Spells Known. (Unlike spells per day, the number of spells a blood bandit knows is not affected by her Charisma score; the numbers on Table: Blood Bandit Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

A blood bandit must rest for 8 hours to regain her daily allotment of spells. These hours do not need to be consecutive. A blood bandit may cast any spell that she knows, provided that she has not yet used her spells per day for that level.

Through 3rd level, a blood bandit has no caster level. At 4th level and higher, her caster level is equal to her blood bandit level –3. This ability replaces evasion, uncanny dodge, and improved uncanny dodge.

Blood Bandit Spells Known

Advanced Talents

At 11th level, a blood bandit can choose an advanced rogue talent whenever she could choose a rogue talent, or when she selects the Extra Rogue Talent feat. The blood bandit adds the following rogue abilities to the list of advanced talents she may select: Evasion, Uncanny Dodge, and Improved Uncanny Dodge. A blood bandit must select Uncanny Dodge before selecting Improved Uncanny Dodge. In the case of the Improved Evasion talent, the blood bandit must have Evasion to select it. A blood bandit treats her level as her rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability she's chosen.

Master Bloodstrike (Su)

At 20th level, a blood bandit becomes incredibly resourceful when dealing sneak attack damage. Each time the blood bandit deals sneak attack damage to a creature, she can choose one of the following three effects: The blood bandit can chose to...

• deal 2d6 points of bleed damage to the target; this damage is taken each round until it is stopped

• gain her fourth level bloodline power for 1 hour, or

• temporarily gain the powers of the target’s affiliated bloodline (up to the third bloodline power only) for 1 hour; these powers suppress her own bloodline powers for the duration of the effect

Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the blood bandit’s level + the blood bandit's Intelligence modifier. Once a creature has been the target of a master strike, that creature is immune to that blood bandit’s master bloodstrike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability. This ability otherwise functions as and replaces master strike.

Rogue Talents

The following rogue talents complement the blood bandit multiclass archetype: Black Market Connections†, Distracting Attack*, Fast Getaway*, Fast Stealth, Finesse Rogue, Guileful Polygot*, Major Magic, Minor Magic, Ninja Trick†, Offensive Defense*, Quick Disable, Rogue Crawl, and Snap Shot*. (*Advanced Player’s Guide, †Ultimate Combat)

Advanced Talents

The following advanced rogue talents complement the blood bandit multiclass archetype: Confounding Blades†, Dispelling Attack, Fast Tumble*, Hide in Plain Sight†, Skill Mastery, Thoughtful Reexamining*, and Unwitting Ally†. (*Advanced Player’s Guide, †Ultimate Combat)

BLOOD BANDIT SPELL LIST

Blood bandits gain access to the following spells.

1st-Level Blood Bandit Spells—arcane mark, color spray, charm person, dancing lights, detect magic, disguise self, expeditious retreat, grease, light, mage armor, mage hand, magic missile, magic weapon, message, mount, read magic, shadow weapon, true strike, vanish, web bolt.

2nd-Level Blood Bandit Spells—alter self, blend, blur, darkvision, detect thoughts, haste, invisibility, knock, levitate, minor image, mirror image, rope trick, see invisibility, shatter, spider climb, steal breath, suggestion, versatile weapon, web, whispering wind.

3rd-Level Blood Bandit Spells—beast shape I, burrow, charm monster, clairaudience/clairvoyance, gaseous form, dispel magic, greater magic weapon, keen edge, locate weakness, major image, marionette possession, nondetection, seek thoughts.

4th-Level Blood Bandit Spells—beast shape II, dimension door, elemental body I, ghost wolf, phantasmal killer, resilient sphere, remove curse, scrying, shadow conjuration, shadow projection, shadow step, shout, stone shape.