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  The Sanguine Disciple
  Interjection Games
  Table of Contents
  Sanguine Disciple
  1
  Table: Everything Bleeds
  4
  Table: Sanguine Disciple Spells Known
  5
  Favored Class Bonuses
  5
  Sanguine Disciple Feats
  6
  Sanguine Disciple Spell List
  6
  Bloodsongs
  11
  Legal
  18
  i
  
  The Sanguine Disciple
  Interjection Games
  The Sanguine Disciple
  "The gods demand our prayers, and, in return, they
  grant us power. Religious dogma insists that we accept
  that the gods are all­powerful, effectively omnipotent
  save for when they step on the toes of another god. If that
  were so, why does every god, including the selfish,
  destructive ones, have at least a passing interest in the
  maintenance of an array of mortal worshippers? The
  fact is we do not factor into the motivations of the vast
  majority of the gods unless we 'mere mortals' are the
  very source of the great powers of which they offer us
  but a small part, just enough to keep the masses
  clamoring for their miracles. Throw off the shackles of
  the deities! Claim what is your own by right of being!
  The power of the heavens is within your very blood, and
  I will teach you to unlock it!"
  ­Lothar the Red, Sanguine Disciple
  Strange warriors who elect to worship the potential of
  mortal flesh rather than the gods, sanguine disciples use
  themselves as ritual foci, drawing from their own vitality
  to fuel both great feats of strength and powerful magic.
  Despite the common perception, not all sanguine disciples
  are walking pillars of muscle. Indeed, bodily constitution,
  not aesthetics, is the true measure of a sanguine disciple,
  and the barrel­chested tavern brawler the next town over
  may be closer to their definition of the mortal ideal than
  the handsome traveling performer.
  Role: Sanguine Disciples are exemplars of the physical
  form and masters of brutal combat. Capable of drawing
  from their own vitality to debilitate their foes in a flurry of
  crippling blows, a fight with a sanguine disciple is much
  like being thrown into a school of piranha: short and
  bloody.
  1
  Table: The Sanguine Disciple
  
  The Sanguine Disciple
  Interjection Games
  Alignment: Any.
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp.) In
  addition, each character begins play with an outfit worth
  10 gp or less.
  The sanguine disciple's class skills are Acrobatics (Dex),
  Climb (Str), Craft (any) (Int), Heal (Wis), Intimidate
  (Cha), Knowledge (arcana) (Int), Knowledge (religion)
  (Int), Perception (Wis), Profession (Wis), Ride (Dex),
  Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str).
  Skill Ranks per Level: 4 + Int modifier
  Class Features
  All of the following are class features of the sanguine
  disciple.
  Weapon Proficiency: Sanguine disciples are proficient
  with all simple weapons, as well as with all melee martial
  weapons that deal slashing or piercing damage. (A
  sanguine
  disciple
  is
  proficient
  with
  melee
  martial
  weapons that deal multiple types of damage so long as
  one of those types is piercing or slashing.)
  Armor Proficiency: Sanguine disciples are proficient
  with light armor, medium armor, and shields (except
  tower shields). A sanguine disciple can cast sanguine
  disciple spells while wearing light or medium armor and
  using a shield without incurring the normal arcane spell
  failure chance. Like any other arcane spellcaster, a
  sanguine disciple wearing heavy armor incurs a chance of
  arcane spell failure if the spell in question has a somatic
  component. A multiclass sanguine disciple still incurs the
  normal arcane spell failure chance for arcane spells
  received from other classes.
  Spells
  A sanguine disciple knows arcane spells drawn from the
  sanguine disciple spell list. He can cast any spell he knows
  without preparing it ahead of time. Every sanguine
  disciple spell has a somantic component and deals
  damage to the sanguine disciple equal to its spell level. To
  learn or cast a spell, a sanguine disciple must have a
  Constitution score equal to at least 10 + the spell level.
  The Difficulty Class (DC) for a saving throw against a
  sanguine disciple's spell is 10 + the spell level + the
  sanguine disciple's Constitution modifier.
  Like other spellcasters, a sanguine disciple can only cast a
  certain
  number
  of
  spells
  per
  day.
  Unlike
  other
  spellcasters, however, the sanguine disciple is not limited
  by prepatation or spell slots. Instead, a sanguine disciple
  can cast each spell he knows once per day. This limitation
  also includes cantrips. A sanguine disciple's spells known
  is given on Table: Sanguine Disciple Spells Known. Rather
  than receive bonus spells per day if he has a high
  Constitution score, a sanguine disciple instead learns new
  spells if he has a high Constitution score. New spells
  learned in this manner can be cast once per day just like
  any other spell. See Table: Ability Modifiers and
  Bonus Spells.
  Upon reaching 7th level, and at every third sanguine
  disciple level after that (10th, 13th, and so on), a sanguine
  disciple can choose to learn a new spell in place of one he
  already knows. In effect, the sanguine disciple “loses” the
  old spell in exchange for the new one. The new spell’s
  level must be the same as that of the spell being
  exchanged, and it must be at least one level lower than the
  highest­level sanguine disciple spell the sanguine disciple
  can cast. A sanguine disciple may swap only a single spell
  at any given level, and must choose whether or not to
  swap the spell at the same time that he gains new spells
  known for the level.
  A sanguine disciple need not prepare his spells in
  advance; however, a sanguine disciple's daily use of each
  spell he knows does not replenish itself unless he gets 8
  hours of rest each night. No study is required.
  Bloodsongs:
  At 1st level, a sanguine disciple has
  achieved communion with the stuff of life itself. Select one
  bloodsong
  from
  Section:
  Sanguine
  Disciple
  Bloodsongs. At 2nd level, 3rd level, 4th level, and every
  two levels beyond 4th, select an additional bloodsong.
  Some bloodsongs have a cost to activate, while others do
  not. Bloodsongs that have a cost to activate also require
  an action to activate, much like a casting time. This is
  listed in each bloodsong's entry.
  Bleed effects applied by bloodsongs stack with bleed
  effects applied by other bloodsongs, as well as bleed
  damage applied by the wounding weapon special ability,
  but not with other bleed effects. All bleed effects caused
  by a sanguine disciple's bloodsongs require a DC 10 + 1/2
  the disciple's class level + the disciple's Constitution
  modifier Heal check to staunch the wound and stop the
  bleeding.
  There are four kinds of bloodsongs.
  Builders ­ Builder bloodsongs are the bread­and­butter of
  the sanguine disciple's arsenal. Each one has a cost to
  activate and generates focus, a resource needed to activate
  finisher bloodsongs. It does not matter if the builder
  misses, is resisted, or otherwise has no effect; focus is
  always generated when a builder is performed.
  Without
  constant
  reinforcement,
  even
  the
  most
  determined warrior can fall from the peak of readiness. As
  such, focus generated by bloodsongs is quite fleeting.
  When generated, a point of focus is given a duration of 1
  minute; when this duration expires, the focus simply
  disappears. Whenever a new point of focus is generated,
  the duration of all stored focus is reset to 1 minute. There
  is no limit to the amount of focus that a sanguine disciple
  can store. (Put another way, the amount of focus a
  sanguine disciple has stored is set to 0 if he hasn't
  generated a point of focus in the last minute.)
  2
  
  The Sanguine Disciple
  Interjection Games
  Finishers ­ Finisher bloodsongs are powerful, often flashy,
  abilities that require focus to function. Each finisher
  bloodsong's entry contains the Focus Needed: line
  entry. In order to perform a finisher bloodsong, the
  sanguine disciple must have at least the listed amount of
  focus stored. Performing a finisher bloodsong sets the
  sanguine disciple's focus to 0.
  Harmonies
  ­
  Harmony
  bloodsongs
  represent
  the
  sanguine disciple's nearly­supernatural control over the
  physiological processes of his body and tend to be double­
  edged swords, granting a significant bonus with an
  equally significant penalty attached. A sanguine disciple
  may only have a single harmony bloodsong in effect at a
  time. Once activated, a harmony bloodsong cannot be
  dismissed; the sanguine disciple must allow it to run its
  course.
  Resonance ­ Resonance bloodsongs do not have a cost to
  activate and are always considered to be in effect.
  The blood point cost for activated bloodsongs can be paid
  in one of two ways.
  Option 1: The sanguine disciple expends that many points
  from his blood pool (see the blood pool class feature).
  Option 2: The sanguine disciple reduces his Constitution
  score by an amount equal to the bloodsong's blood point
  cost for 1 minute. This is neither Constitution damage nor
  Constitution
  drain.
  As
  such,
  recovering
  Constitution
  reduced in this manner can only be achieved by waiting
  out the reduction's duration.
  Sanguine Relic: A sanguine disciple begins play with a
  sanguine relic, which is a bonded masterwork martial
  weapon of his choice. The chosen weapon must be a
  weapon with which he is proficient. The sanguine disciple
  may enhance his sanguine relic as though he had the Craft
  Magic Arms and Armor feat, but can only increase the
  weapon's enhancement bonus or add one of the following
  weapon special abilities: bane, called, cruel, deadly,
  fervent, flaming, flaming burst, heartseeker, huntsman,
  igniting,
  impact,
  keen,
  lifesurge,
  mighty
  cleaving,
  nullifying, ominous, vicious, vorpal, or wounding. A
  sanguine relic cannot be enhanced by any means other
  than this class feature.
  Whenever the sanguine disciple enhances his sanguine
  relic's
  enhancement
  bonus
  or
  adds
  weapon
  special
  abilities, he may choose to sacrifice weapons whose
  enhancements' market value meets or exceeds 150% of
  the market value of that which he wishes to add to his
  relic. This is done instead of crafting in the traditional
  sense. For example, if the disciple wished to add keen to
  his +2 scythe, an increase in market value of 10,000 gp,
  he
  could sacrifice
  eight
  +1
  daggers,
  each with an
  enhancement market value of 2,000 gp, for a total of
  16,000 gp. As this meets or exceeds 150% of the market
  value of the new enhancement to his scythe, 15,000 gp,
  this is a legal sacrifice. Sacrificing weapons to enhance a
  sanguine relic is a ritual that requires 8 hours of work.
  Sacrificed weapons are not destroyed, but are rather
  stripped of their magic and left as masterwork. A
  sanguine disciple may not craft magic items on
  the same day he sacrifices to a sanguine relic.
  A sanguine disciple may choose to change his sanguine
  relic at any time. To do so, he chooses another non­
  magical masterwork martial weapon with which he is
  proficient to be his new relic, then performs a 24­hour
  ritual that consumes diamond dust worth 25% of the
  market value of the enhancements he added to his
  previous sanguine relic using this class feature. At the
  conclusion of the ritual, the new sanguine relic gains the
  enhancement bonus and weapon special abilities of the
  old sanguine relic, while the old sanguine relic shrivels up
  and
  is
  destroyed.
  If
  any
  weapon
  special
  abilities
  transferred in this way are illegal targets for the new
  sanguine relic, such as ranged weapon special abilities
  being transferred to a melee weapon, they still transfer,
  but grant the weapon no benefit. This ability functions if
  the old sanguine relic is no longer in the disciple's
  possession, and even if it has already been destroyed. The
  blood remembers.
  Blood Pool (Su): At 2nd level, a sanguine disciple gains
  a pool of blood points, literally a reserve of the latent
  potential found in blood that he can use to accomplish
  amazing feats. The maximum number of points in a
  sanguine disciple's blood pool is equal to 2 + 1/2 his
  sanguine disciple level.
  Whenever a creature suffering from an ongoing bleed
  effect applied by the sanguine disciple is reduced to 0 or
  fewer hit points while in the heat of combat, the sanguine
  disciple regains 1 blood point. Reducing a creature that
  has fewer Hit Dice than half the sanguine disciple’s
  character level to 0 or fewer hit points does not restore
  any blood points.
  The blood pool is replenished each morning after 8 hours
  of rest or meditation; these hours do not need to be
  consecutive.
  3
  
  The Sanguine Disciple
  Interjection Games
  Everything Bleeds (Ex): At 5th level, a sanguine
  disciple selects a creature type from the sanguine disciple
  everything bleeds table. Creatures of the chosen type that
  are normally immune to bleed effects are no longer
  immune to bleed effects applied by the sanguine disciple's
  bloodsongs. At 11th level and 17th level, a sanguine
  disciple selects an additional creature type from the
  sanguine disciple everything bleeds table.
  Persistent Lacerations (Ex): At 7th level, whenever a
  creature suffering from an ongoing bleed effect applied by
  the
  sanguine
  disciple's
  bloodsongs
  receives
  magical
  healing, the healer must make a DC 10 + 1/2 the disciple's
  class level + the disciple's Constitution modifier caster
  level check. If successful, the bloodsong bleed effect ends
  as normal; if failed, the bleed effect's damage is halved,
  rounded down.
  Vicious Lacerations (Ex): At 13th level, a creature
  suffering from an ongoing bleed effect applied by the
  sanguine disciple's bloodsongs has its damage reduction
  reduced by an amount equal to the sanguine disciple's
  Constitution modifier.
  Sanguine Greed (Ex): At 15th level, a sanguine disciple
  gains immunity to bleed.
  Mortal Lacerations (Ex): At 19th level, creatures
  suffering from an ongoing bleed effect applied by the
  sanguine disciple's bloodsongs receive half benefit from
  fast healing, regeneration, and magical healing of any
  kind,
  including
  magical
  restoration
  of
  ability
  score
  damage or drain. Effects that fully restore hit points,
  ability score damage, or ability score drain are unaffected
  by this ability.
  4
  Table: Sanguine Disciple
  Everything Bleeds
  
  The Sanguine Disciple
  Interjection Games
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some races
  have the option of choosing from a number of other
  bonuses, depending upon their Favored Classes. The
  following options are available to the listed race who have
  sanguine disciples as their Favored Class, and unless
  otherwise stated, the bonus applies each time you select
  the listed Favored Class reward.
  Aasimar – Whenever the aasimar gains a blood point, he
  gains temporary hit points equal to the number of times
  this
  favored
  class
  bonus
  has
  been
  selected.
  These
  temporary hit points last for 1d4 rounds.
  Drow – Add +1/3 dodge bonus to armor class against the
  creature types chosen for the everything bleeds class
  feature.
  Dwarf – Add +1/4 of a resonance bloodsong.
  Elf ­ Add +1/4 of a finisher bloodsong.
  Gnome – Add +1/2 to the Heal DC required to stop bleed
  effects applied by the gnome's bloodsongs.
  Half­elf – Add +1/4 of a builder bloodsong.
  Halfling – Add +1 to Profession checks made to make a
  living during downtime.
  Half­orc – Add +1/6 to the maximum size of the blood
  pool.
  Hobgoblin – Add +1/6 to the maximum size of the blood
  pool.
  Human – Add +1/5 of a bloodsong.
  Kobold – Add +1/2 to the Heal DC required to stop bleed
  effects applied by the kobold's bloodsongs.
  Orc – Add +1/6 to the maximum size of the blood pool.
  Puddling – Add +1/4 of a harmony bloodsong.
  Tiefling – The tiefling's sanguine disciple spells deal ­1/3
  less damage to himself, minimum 0.
  5
  Table: Sanguine Disciple
  Spells Known
  
  The Sanguine Disciple
  Interjection Games
  Sanguine Disciple Feats
  Extra Bloodsong
  Constant physical conditioning allows you to direct the
  power of blood in new and exciting ways.
  Prerequisite: Bloodsong class feature
  Benefit: You gain one additional bloodsong. You must
  meet all of the prerequisites for this bloodsong.
  Special: You can gain Extra Bloodsong multiple times.
  Heart of Steel
  Your sanguine relic has a life all its own, a vitality from
  which you can draw when in great need.
  Prerequisite: Blood pool class feature
  Benefit: You gain a secondary pool of blood points that
  can be used to pay for the activation cost of bloodsongs.
  The number of points in this secondary blood pool is
  equal to 2. Unlike a standard blood pool, a secondary
  blood pool cannot be replenished in the heat of combat.
  Instead, this secondary blood pool replenishes itself
  whenever your primary blood pool is replenished. You
  may only spend points from this secondary blood pool if
  you are actively wielding your sanguine relic.
  Special: You can gain Heart of Steel multiple times. Each
  time, the size of the secondary blood pool increases by +2
  points.
  6
  Table: Sanguine Disciple
  0th­Level Spells
  Table: Spell List Source Legend
  Sanguine Disciple Spell List
  
  The Sanguine Disciple
  Interjection Games
  7
  Table: Sanguine Disciple
  1st­Level Spells
  
  The Sanguine Disciple
  Interjection Games
  8
  Table: Sanguine Disciple
  2nd­Level Spells
  
  The Sanguine Disciple
  Interjection Games
  9
  Table: Sanguine Disciple
  3rd­Level Spells
  
  The Sanguine Disciple
  Interjection Games
  10
  Table: Sanguine Disciple
  4th­Level Spells
  Sanguine Disciple Bloodsongs
  Acquired Taste (Ex)
  Bloodsong Type: Resonance
  Requires: Everything bleeds class feature,
  Sanguine Disciple 12
  Whenever you would gain a blood point from a creature
  whose type matches one of the creature types chosen for
  your everything bleeds class feature, you gain 2 blood
  points instead.
  Adrenaline Surge (Ex)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Sanguine Disciple 10
  Duration: see text
  As an immediate action, you will your body to flood itself
  with adrenaline for a short time, granting you a +2 dodge
  bonus to AC until the end of your next turn.
  Blood Frenzy (Su)
  Bloodsong Type: Finisher
  Cost: 1 Blood Point
  Focus Needed: 2 Focus
  Requires: Sanguine Disciple 6
  Duration: see text
  As a swift action, you throw yourself into a lasting frenzy,
  granting yourself the benefits of the haste spell for rounds
  equal to the number of points of focus you had when you
  activated this bloodsong. The cost of this bloodsong must
  be paid from your own Constitution score, not from your
  blood pool.
  Blood Magic (Ex)
  Bloodsong Type: Harmony
  Cost: 1 Blood Point
  Requires: Sanguine Disciple 4
  Duration: Constitution modifier rounds
  As a swift action, you focus on the mystical properties of
  blood. Whenever you cast a sanguine disciple spell, rather
  than take damage equal to the spell's spell level, you are
  healed for a number of points of damage equal to the
  spell's spell level.
  
  The Sanguine Disciple
  Interjection Games
  Bloodletter Savant (Su)
  Bloodsong Type: Harmony
  Cost: 2 Blood Points
  Requires: Sanguine Disciple 12
  Duration: Constitution modifier rounds
  As a swift action, your vision shifts slightly, allowing you
  to see the blood running molten just under the surface.
  The duration of bleed effects applied by your bloodsongs
  is now doubled, but the effects of the jagged lacerations,
  vicious lacerations, and mortal lacerations class features
  are suppressed.
  Bloodrage (Ex)
  Bloodsong Type: Harmony
  Cost: 2 Blood Points
  Requires: Sanguine Disciple 4
  Duration: Constitution modifier rounds
  As a swift action, you fly into a rage, gaining a +2 morale
  bonus to Strength and Constitution, but taking a ­2
  penalty to AC. While enraged in this fashion, you cannot
  gain focus, blood points, or temporary blood points, but
  you may still cast spells and use items. At 8th level and
  every four levels thereafter, the morale bonuses increase
  by +1, to a maximum of a +6 morale bonus to Strength
  and Constitution at 20th level.
  Bloody Insight (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 4, Knowledge (any) 3 ranks
  Whenever you gain a blood point, but not a temporary
  blood point, you get a +2 insight bonus to all Knowledge
  skills for 1 minute.
  Bloody Persistence (Ex)
  Bloodsong Type: Resonance
  Requires: Any two bloodsongs
  You get a +1 circumstance bonus to hit against creatures
  suffering from an ongoing bleed effect. In addition, when
  rolling for bleed damage, all rolls of '1' are treated as '2'.
  Bolster the Heart's Blood (Su)
  Bloodsong Type: Harmony
  Cost: 1 Blood Point
  Requires: Sanguine Disciple 6
  Duration: Constitution modifier rounds
  As a swift action, your very blood becomes resolute,
  granting you a +2 insight bonus to saving throws made
  against disease and poison, as well as DR 2/­. At 8th level
  and every four levels thereafter, the magnitude of the
  damage reduction increases by +1, to a maximum of DR
  6/­ at 20th level.
  Braced Sinews (Ex)
  Bloodsong Type: Finisher
  Cost: 2 Blood Points
  Focus Needed: 2 Focus
  Requires: Sanguine Disciple 6
  Duration: see text
  As
  an
  immediate
  action,
  you
  brace
  your
  body
  for
  impending violence, granting yourself a +2 insight bonus
  to saving throws until the end of your next turn. At 10th
  level and every four levels thereafter, this bonus increases
  by +1, to a maximum of a +5 insight bonus to saving
  throws at 18th level.
  Cauterize Wounds (Su)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Sanguine Disciple 11
  Duration: instantaneous
  As a standard action, you end all bleed effects affecting a
  single creature within 60 feet, dealing fire damage to that
  creature equal to the amount of bleed damage that would
  have been dealt to it by the newly­removed bleed effects
  in the next round. Each point of ability bleed stopped in
  this fashion deals 1 point of damage to that ability score
  instead of dealing fire damage. There is no saving throw.
  Choleric Imbalance (Su)
  Bloodsong Type: Builder
  Cost: 2 Blood Points
  Produces: 1 Focus
  Requires: Sanguine Disciple 8
  Duration: Constitution modifier rounds
  As a standard action, you mark a creature within 30 feet,
  causing its bleeding to elicit an imbalance of the bodily
  humours. If the subject is suffering from an ongoing bleed
  effect, it becomes incredibly angry, gaining the benefits
  and penalties of the rage spell.
  Coagulation Inhibition (Su)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Duration: see text
  As a swift action, you increase the remaining duration of a
  single bleed effect affecting a creature within 30 feet by 1
  round. A successful DC 10 + 1/2 your sanguine disciple
  class level + your Constitution modifier Fortitude save
  negates. At 9th level and 17th level, the duration added by
  this bloodsong increases by +1 round, to a maximum of 3
  rounds of increased duration at 17th level.
  11
  
  The Sanguine Disciple
  Interjection Games
  Cold­Blooded (Su)
  Bloodsong Type: Harmony
  Cost: 1 Blood Point
  Duration: Constitution modifier rounds
  As a swift action, you become stoic and surprisingly even­
  tempered, gaining a +2 insight bonus to saving throws
  against mind­affecting abilities, as well as resistance
  equal to your sanguine disciple class level against cold
  and fire. As your emotions are fairly flat while under the
  effects of this harmony, you cannot gain morale bonuses
  for the duration.
  Constant Fortitude (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 6
  Whenever you reduce your Constitution by 2 or more to
  activate a bloodsong, you get a +1 luck bonus to Fortitude
  saves for 1 minute.
  Cumulative Blood Loss (Ex)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Duration: instantaneous
  As a swift action, you cause a creature within 30 feet who
  is suffering from an ongoing bleed effect to take 1 point of
  Constitution damage with a DC 10 + 1/2 your sanguine
  disciple class level + your Constitution modifier Fortitude
  save
  to
  negate.
  At
  9th
  level
  and
  17th
  level,
  the
  Constitution damage dealt by this bloodsong increases by
  +1, to a maximum of 3 points of Constitution damage at
  17th level. Starting at 13th level, this bloodsong deals
  Constitution drain rather than Constitution damage.
  Cutting Magic (Su)
  Bloodsong Type: Harmony
  Cost: 2 Blood Points
  Requires: Sanguine Disciple 8
  Duration: Constitution modifier rounds
  As a swift action, your incantations become as sharp as
  your sanguine relic. Creatures affected by your sanguine
  disciple spells, yourself included, take bleed damage equal
  to the spell level of that spell. If the spell has a saving
  throw for reduced effect, then the bleed damage is
  negated on a successful saving throw; otherwise, there is
  no saving throw against this bleed damage. Bleed effects
  applied by this bloodsong last for 1d4 rounds.
  Deadened Circulation (Su)
  Bloodsong Type: Harmony
  Cost: 1 Blood Point
  Duration: Constitution modifier minutes
  As a swift action, your pulse slackens to the bare
  minimum necessary to sustain life. Mindless undead, who
  are reliant upon the scent of flowing blood to track their
  prey, cannot perceive you as though you were invisible as
  the invisibility spell. Performing any action that requires a
  full­round action or standard action gets your blood
  flowing again, causing this harmony to end immediately.
  Debilitating Strike (Ex)
  Bloodsong Type: Builder
  Cost: 2 Blood Points
  Produces: 1 Focus
  Requires: Sanguine Disciple 8, Heal 6 ranks
  Duration: instantaneous
  As a standard action, you make a single attack with any
  weapon, aiming for where muscle meets bone. If the
  attack hits and deals damage, you also deal 1 point each of
  Strength damage, Dexterity damage, and Constitution
  damage to the target. Starting at 17th level, this bloodsong
  deals ability drain rather than ability damage.
  Deep Wound (Ex)
  Bloodsong Type: Finisher
  Cost: 1 Blood Point
  Focus Needed: 4 Focus
  Requires: Sanguine Disciple 6
  As a standard action, you make a single attack with any
  weapon, aiming for areas where the flesh is already
  compromised. If the attack hits and deals damage, the
  target takes 1d3 points of Constitution damage for every
  five sanguine disciple levels you possess.
  Exsanguinate (Su)
  Bloodsong Type: Finisher
  Cost: 1 Blood Point
  Focus Needed: 2 Focus
  Requires: Sanguine Disciple 8
  Duration: instantaneous
  As a standard action, you deal damage to a single creature
  within 60 feet equal to the amount of bleed damage that
  will be dealt to it next round. There is no saving throw.
  Extinguish (Ex)
  Bloodsong Type: Finisher
  Cost: 3 Blood Points
  Focus Needed: 5 Focus
  Requires: Sanguine Disciple 20
  Duration: instantaneous
  As a standard action, you make a single attack with any
  weapon, aiming to end the fight with a single blow. If the
  attack hits and deals damage, the target dies with a DC 20
  + your Constitution modifier Fortitude save to negate.
  The cost of this bloodsong must be paid from your blood
  pool, not from your own Constitution score.
  Fatiguing Flow (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 8, Heal 5 ranks
  Creatures within 10 feet of you who are suffering from an
  ongoing bleed effect are fatigued.
  12
  
  The Sanguine Disciple
  Interjection Games
  Flowing Grace (Su)
  Bloodsong Type: Harmony
  Cost: 1 Blood Point
  Requires: Sanguine Disciple 10, Acrobatics 4 ranks
  Duration: Constitution modifier rounds
  As a swift action, you become more in tune with the fluid
  squelching about in the flesh sack you call a body,
  granting you a measure of grace that most opponents find
  completely impossible to track, but making you less aware
  of the outside world. You no longer provoke attacks of
  opportunity with your movement, but can no longer make
  attacks of opportunity.
  Fountain Shot (Ex)
  Bloodsong Type: Finisher
  Cost: 0 Blood Points
  Focus Needed: 3 Focus
  Duration: see text
  As a swift action, you focus on the major arteries of
  nearby creatures. The next time you successfully hit and
  deal damage with your sanguine relic this round, you deal
  an additional 1d4 + your sanguine disciple level points of
  bleed damage to the target. Bleed effects applied by this
  bloodsong have no finite duration. Instead, bleed effects
  applied by this bloodsong halve their damage each round
  and end once the bleed damage is 0. For example, a bleed
  effect that deals 10 damage the first round will do 5
  damage the second round, 2 damage the third round, 1
  damage the fourth round, and expire the 5th round.
  Fumbling Influence (Ex)
  Bloodsong Type: Resonance
  Whenever a creature within 10 feet of you receives
  magical healing, it takes 1 point of bleed damage. Bleed
  effects applied by this bloodsong last for 1 round.
  Gladiator's Roar (Ex)
  Bloodsong Type: Finisher
  Cost: 0 Blood Points
  Focus Needed: 4 Focus
  Requires: Sanguine Disciple 8
  Duration: see text
  As a standard action, you let out a primal roar, focusing
  your aggression on a single creature within 30 feet. Make
  an Intimidate check to demoralize the subject. You have a
  circumstance bonus to this Intimidate check equal to half
  your sanguine disciple level, rounded down. If successful,
  the subject also takes bleed damage equal to twice the
  number of rounds for which it is demoralzied. Bleed
  effects applied by this bloodsong last for 1d4 rounds.
  Gouging Strikes (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 8
  Whenever damage dealt by a successful attack with your
  sanguine relic is wholly negated by damage reduction, you
  deal bleed damage equal to your sanguine relic's base
  damage die to the subject. Bleed effects applied by this
  bloodsong last for 1 round.
  Flaring Temper (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 10
  Whenever you are critically hit, you gain 1 temporary
  blood point. This temporary blood point lasts until the
  end of your next turn.
  Heartbeat Blows (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 16
  Each time you hit a target, you gain a +1 bonus on attack
  rolls against that target. This bonus stacks with each hit
  against that target, but lasts only until the end of your
  turn.
  Hobble (Ex)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Sanguine Disciple 6
  Duration: 1 round/level
  As a swift action, you interfere with the flow of blood in
  the body of a single creature within 30 feet. The subject
  now provokes an attack of opportunity whenever it takes a
  5­foot step. A successful Acrobatics check made to move
  through a threatened area (DC = opponent's Combat
  Maneuver Defense) allows a 5­foot step to be made
  without provoking an attack of opportunity.
  Hot­Blooded (Su)
  Bloodsong Type: Harmony
  Cost: 1 Blood Point
  Requires: Sanguine Disciple 6
  Duration: Constitution modifier rounds
  As a swift action, you become reactive, aggressive, and
  otherwise hot­headed, gaining a +10­foot bonus to base
  land speed. Whenever you are under the effects of one or
  more morale bonuses, you gain a +1 luck bonus to all
  saving
  throws;
  however,
  whenever
  you
  are
  shaken,
  frightened, or panicked, you take a ­10­foot penalty to
  base land speed and a ­1 penalty to all saving throws.
  Induced Arrhythmia (Ex)
  Bloodsong Type: Finisher
  Cost: 0 Blood Points
  Focus Needed: 3 Focus
  Requires: Sanguine Disciple 4
  Duration: see text
  As a swift action, each time you hit a target until the end
  of your turn, that target takes a ­1 penalty on attack and
  damage rolls. This penalty stacks with each hit against
  that target, but lasts only until the end of its next turn.
  13
  
  The Sanguine Disciple
  Interjection Games
  Insistent Focus (Su)
  Bloodsong Type: Harmony
  Cost: 2 Blood Points
  Requires: Sanguine Disciple 12
  Duration: Constitution modifier rounds
  As
  a
  swift
  action,
  your
  peripheral
  vision
  becomes
  unfocused, forcing you to focus straight ahead. Whenever
  you charge, you get to make an additional attack at your
  highest attack modifier. In addition, you take a ­4 penalty
  to AC against attacks of opportunity. This additional
  attack does not stack with pounce or other abilities that
  grant the charger a full attack.
  Invigoration (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 7
  Whenever you gain a blood point, but not a temporary
  blood point, you are healed for 1d4 points of damage.
  Lethargy (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 4
  Creatures within 10 feet of you who are suffering from an
  ongoing bleed effect take a ­10­foot penalty to base land
  speed.
  Master of Harmonics (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 20,
  any four harmony bloodsongs
  You can maintain two harmony bloodsongs at one type.
  Normal: You can only maintain a single harmony
  bloodsong at a time.
  Melancholic Imbalance (Su)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Sanguine Disciple 4
  Duration: Constitution modifier rounds
  As a standard action, you mark a creature within 30 feet,
  causing its bleeding to elicit an imbalance of the bodily
  humours. If the subject is suffering from an ongoing bleed
  effect, it becomes demoralized.
  Starting at 11th level, this bloodsong can be activated as a
  swift action.
  Music of the Blood (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 20,
  any three builder bloodsongs,
  any three finisher bloodsongs
  Once per round, you may activate a bloodsong with an
  activation time of a swift action as a free action instead.
  The blood point cost of that bloodsong is increased by +1.
  The cost of a bloodsong activated in this manner must be
  paid from your blood pool, not from your
  Constitution score.
  Overflowing Vitality (Su)
  Bloodsong Type: Finisher
  Cost: 2 Blood Points
  Focus Needed: 1 Focus
  Requires: Sanguine Disciple 20
  Duration: see text
  As a standard action, you cause yourself to overflow with
  vitality. Immediately upon activating this bloodsong and
  at the beginning of your turn for rounds equal to the
  amount of focus you had when you activated this
  bloodsong, you gain 20 temporary hit points. These
  temporary hit points last for 1 round.
  Oxygenate (Su)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Duration: 1 minute/level
  As
  a
  standard
  action,
  you
  oxygenate
  your
  blood,
  increasing your base land speed by +30 feet. This is an
  enhancement bonus. Starting at 9th level, you also get a
  +1 insight bonus to Reflex saving throws.
  Phlegmatic Imbalance (Su)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Sanguine Disciple 4
  Duration: Constitution modifier rounds
  As a standard action, you mark a creature within 30 feet,
  causing its bleeding to elicit an imbalance of the bodily
  humours. If the subject is suffering from an ongoing bleed
  effect, it takes a ­2 penalty to Strength and Constitution.
  At 8th level and every four levels thereafter, the penalty to
  Strength increases by ­1, to a maximum of ­6 at 20th level.
  Precision Bleeding (Ex)
  Bloodsong Type: Builder
  Cost: 2 Blood Points
  Produces: 1 Focus
  Requires: Sanguine Disciple 4
  Duration: instantaneous
  As a standard action, you lash out and sever tendons and
  arteries in a precise fashion, looking to debilitate a
  specific faculty possessed by the subject. Make a single
  attack with any weapon. On a successful hit that deals
  damage, choose an ability score; the subject takes 1 point
  of ability damage bleed, where the ability score bled is the
  chosen
  ability
  score.
  Bleed
  effects
  applied
  by
  this
  bloodsong last for 1 round, plus an additional round for
  every five sanguine disciple levels you possess.
  Pugilist (Ex)
  Bloodsong Type: Resonance
  Requires: Improved Unarmed Attack, Sanguine Disciple 8
  Your unarmed attacks deal a point of bleed damage on a
  successful hit that deals damage.
  14
  
  The Sanguine Disciple
  Interjection Games
  Red Arc (Su)
  Bloodsong Type: Builder
  Cost: 2 Blood Points
  Produces: 1 Focus
  Requires: Sanguine Disciple 10
  Duration: instantaneous
  As a standard action, you cleave the air in a wide arc,
  dealing 1d4 points of bleed damage for every two
  sanguine disciple levels you possess to all creatures in a
  15­foot cone. A successful DC 10 + 1/2 your sanguine
  disciple class level + your Constitution modifier Fortitude
  save negates. Bleed effects applied by this bloodsong last
  for 1d4 rounds.
  Red Harvest (Su)
  Bloodsong Type: Finisher
  Cost: 1 Blood Point
  Focus Needed: 3 Focus
  Requires: Sanguine Disciple 4
  Duration: instantaneous
  As a standard action, you promote internal bleeding in all
  foes within 30 feet, 1d4 points of bleed damage for every
  two sanguine disciple levels you possess with a DC 10 +
  1/2 your sanguine disciple class level + your Constitution
  modifier Fortitude save to negate. Bleed effects applied by
  this bloodsong last for 1d4 rounds.
  Remote Laceration (Su)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Sanguine Disciple 4
  Duration: instantaneous
  You slash the air as a swift action, dealing bleed damage
  equal to your sanguine disciple level to a single creature
  within 30 feet. A successful DC 10 + 1/2 your sanguine
  disciple class level + your Constitution modifier Fortitude
  save negates. Bleed effects applied by this bloodsong last
  for 1 round.
  Reopen Wounds (Ex)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Sanguine Disciple 4
  Duration: see text
  As a standard action, the sanguine disciple slashes at
  recently closed wounds in an effort to reopen them. Make
  an attack with any weapon. If the attack hits and deals
  damage, choose one bleed effect previously affecting the
  subject that was ended in the last round. That bleed effect
  resumes its effect as though it were not ended. Further, if
  the bleed effect has a finite duration, it is treated as
  though it were newly­applied.
  Repetitive Hacking (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 6
  You gain a +2 bonus on all damage rolls you make against
  creatures suffering from an ongoing bleed effect.
  Retaliate (Ex)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Quick Draw, Sanguine Disciple 6
  Duration: instantaneous
  Whenever you are dealt damage in melee by a creature in
  a square you threaten, if you have a free hand, you may
  draw a melee weapon and make a single attack with it at
  that creature as an immediate action.
  Roiling Lifeblood (Su)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Sanguine Disciple 8
  Duration: 1 round
  As a swift action, you momentarily excite the blood,
  granting yourself the benefits of the haste spell. The cost
  of
  this
  bloodsong
  must
  be
  paid
  from
  your
  own
  Constitution score, not from your blood pool.
  Sanguine Flood (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 20
  Whenever you gain a blood point, you also gain a
  temporary blood point. This temporary blood point lasts
  until the end of your next turn.
  Sanguine Focus (Ex)
  Bloodsong Type: Finisher
  Cost: 0 Blood Points
  Focus Needed: 2 Focus
  Duration: see text
  As a swift action, you get a +1 bonus to the the Difficulty
  Class of all saving throws called for by your bloodsongs
  until the end of your turn. At 11th level, this increases to a
  +2 bonus.
  Sanguine Hunger (Ex)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Duration: see text
  As a swift action, you channel a deep hunger into your
  sanguine relic. Until the end of the round, each successful
  hit made with the sanguine relic also deals 1 point of bleed
  damage. At 9th level and 17th level, the amount of bleed
  damage dealt increases by +1, to a maximum of 3 bleed
  damage at 17th level. Bleed effects applied by this
  bloodsong last for rounds equal to your Constitution
  modifier.
  Sanguine Shift (Ex)
  Bloodsong Type: Resonance
  When rolling for initiative, before you roll, you may pay 1
  blood point. If you do, you get a +2 bonus to your
  initiative roll.
  15
  
  The Sanguine Disciple
  Interjection Games
  Seeing Red (Ex)
  Bloodsong Type: Finisher
  Cost: 0 Blood Points
  Focus Needed: 3 Focus
  Duration: 1 round/level
  As a standard action, you force your blood to express
  additional vitality, gaining 1 temporary blood point and
  temporary hit points equal to your sanguine disciple class
  level. At 11th level, the number of temporary blood points
  gained increases to 2.
  Shared Pain (Su) [curse]
  Bloodsong Type: Finisher
  Cost: 2 Blood Points
  Focus Needed: 3 Focus
  Duration: 1 round/2 levels
  Requires: Sanguine Disciple 14
  Pain is a blessing, and blessings should be shared! As a
  standard action, you curse a single creature within 30 feet
  to relay the suffering it experiences to other creatures.
  Each round, all other creatures within 10 feet of the
  cursed creature take damage equal to the bleed damage
  taken by the cursed creature from ongoing bleed effects. A
  successful DC 10 + 1/2 your sanguine disciple class level +
  your Constitution modifier Fortitude save negates the
  damage.
  Creatures
  with
  more
  HD
  than
  the
  cursed
  creature get a +4 circumstance bonus to their Fortitude
  save.
  Shrapnel Skin (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 12
  Creatures who hit you in melee are showered in splinters
  of hardened keratin, taking 1 point of bleed damage.
  Bleed effects applied by this bloodsong last for 1d4
  rounds.
  Signed in Blood (Su)
  Bloodsong Type: Finisher
  Cost: 1 Blood Point
  Focus Needed: 2 Focus
  Requires: Any one finisher bloodsong
  Duration: 1 round/level
  As a standard action, you brand a creature within 30 feet
  with its own blood. Whenever you activate a bloodsong
  targeting another creature within 30 feet of the marked
  creature, including bloodsongs targeting yourself, the
  marked creature takes 1 point of Constitution damage
  with a DC 10 + 1/2 your sanguine disciple class level +
  your
  Constitution
  modifier
  Fortitude
  save
  for
  half
  damage. At 15th level, this bloodsong deals Constitution
  drain instead of Constitution damage and the marked
  creature takes Constitution drain whenever you activate a
  bloodsong targeting another creature within 60 feet.
  Spasmatic Influence (Su)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Any one builder bloodsong
  Duration: instantaneous
  As a standard action, the you manipulate the blood of a
  creature
  within
  30
  feet,
  causing
  it
  to
  twitch
  uncontrollably.
  The
  subject
  provokes
  attacks
  of
  opportunity with a DC 10 + 1/2 your sanguine disciple
  class level + your Constitution modifier Fortitude save to
  negate. Each provoked attack of opportunity that hits and
  deals damage extends the duration of all bleed effects on
  the subject by 1 round. Creatures without blood are
  immune to this ability.
  Staggering Strike (Ex)
  Bloodsong Type: Finisher
  Cost: 0 Blood Points
  Focus Needed: 3 Focus
  Requires: Sanguine Disciple 4
  Duration: instantaneous
  As a standard action, you aim to disorient, not kill. Make a
  single attack with any weapon. On a successful hit that
  deals damage, the target is staggered for 1 round with a
  DC 10 + 1/2 your sanguine disciple class level + your
  Constitution modifier Fortitude save to negate.
  At 9th level and 16th level, the amount of focus required
  to perform this finisher is reduced by 1.
  Supreme Conditioning (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 20, Con 20
  You gain a +1 luck bonus to saving throws. In addition,
  whenever you make a successful Fortitude save against a
  harmful effect, you may spend 2 blood points. If you do,
  you ignore all effects of that harmful effect, such as
  damage and the application of conditions, such as poison
  or disease. If you are unconscious, you cannot use this
  bloodsong.
  Surgical Strike (Ex)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Sanguine Disciple 6
  Duration: see text
  As a swift action, you get a +4 insight bonus to the next
  attack roll you make before the end of the round.
  Thrill of the Hunt (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 10
  Whenever you act in a surprise round, you gain 1
  temporary blood point. This temporary blood point lasts
  until the end of the surprise round.
  16
  
  The Sanguine Disciple
  Interjection Games
  Trickling Infusion (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 6
  Whenever you spend a blood point, but not a temporary
  blood point, you are healed for 1 point of damage. This
  ability
  does
  not
  activate
  when
  you
  reduce
  your
  Constitution score to activate a bloodsong. At 13th level,
  this bloodsong heals you for an additional point of
  damage.
  Twisting Criticals (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 12
  Whenever you critically hit with a weapon that deals
  piercing or slashing damage, you deal an additional 1d10
  points of bleed damage. Bleed effects applied by this
  bloodsong last for 1 round.
  Vampiric Strikes (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 12
  Whenever you critically hit with your sanguine relic, you
  gain temporary hit points equal to your Constitution
  modifier. These temporary hit points last for 1 round.
  Vampirism (Su)
  Bloodsong Type: Finisher
  Cost: 2 Blood Points
  Focus Needed: 3 Focus
  Requires: Sanguine Disciple 14
  Duration: instantaneous
  As a standard action, you draw the vitality out of a
  creature within 30 feet, dealing 1d4 points of damage per
  sanguine disciple class level with a DC 10 + 1/2 your
  sanguine disciple class level + your Constitution modifier
  Fortitude save for half. Damage dealt by this bloodsong is
  returned to you as temporary hit points. These temporary
  hit points last for 1 minute.
  Vengeful Butchery (Ex)
  Bloodsong Type: Resonance
  Requires: Toughness, Sanguine Disciple 10
  Whenever your current hit points are less than half of
  your maximum hit points, increase the duration of all
  bloodsong bleed effects with a finite duration that you
  apply by +1 round.
  Vermilion Empowerment (Su)
  Bloodsong Type: Finisher
  Cost: 1 Blood Point
  Focus Needed: 3 Focus
  Requires: Sanguine Disciple 12
  Duration: see text
  As a swift action, you empower your sanguine relic with
  the fresh blood of those around you. Until the end of your
  turn, your sanguine relic has a circumstance bonus to
  damage equal to the number of creatures suffering from
  ongoing bleed effects within 30 feet, to a maximum of
  your Constitution modifier.
  Vicious Rebuttal (Ex)
  Bloodsong Type: Resonance
  Requires: Combat Reflexes
  Your attacks of opportunity deal 1d4 bleed damage on a
  successful hit. Bleed effects applied by this bloodsong last
  for 1 round.
  Vigor of Battle (Ex)
  Bloodsong Type: Resonance
  Requires: Combat Reflexes, Sanguine Disciple 14
  Whenever you begin your turn flanked by foes, you get 1
  temporary blood point. This temporary blood point lasts
  for 1 round.
  Vigor of Infuriation (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 16,
  any five resonance bloodsongs
  Whenever a creature makes its saving throw against a
  single­target bloodsong you activated that has a saving
  throw to negate, you are refunded the activation cost of
  that bloodsong.
  Vile Condemnation (Su) [curse]
  Bloodsong Type: Finisher
  Cost: 1 Blood Point
  Focus Needed: 3 Focus
  Requires: Sanguine Disciple 10
  Duration: 1 round/level
  As a standard action, you curse a single creature within 30
  feet to water the land with its heart's blood. All bleed
  damage dealt to the cursed creature is maximized. A DC
  10 + 1/2 your sanguine disciple class level + your
  Constitution modifier Fortitude save negates the curse.
  Vitality (Ex)
  Bloodsong Type: Resonance
  Requires: Sanguine Disciple 2
  You gain a bonus to your maximum hit points equal to
  half your sanguine disciple level, rounded down.
  Vital Sap (Su)
  Bloodsong Type: Builder
  Cost: 1 Blood Point
  Produces: 1 Focus
  Requires: Sanguine Disciple 5
  Duration: 1 round/3 levels
  Choose. Strength, Dexterity, or Constitution. As a swift
  action, a single creature within 30 feet takes a ­2 penalty
  to the chosen ability score with a DC 10 + 1/2 your
  sanguine disciple class level + your Constitution modifier
  Fortitude save to negate. Creatures suffering from an
  ongoing bleed effect take a ­2 penalty to this Fortitude
  save. The subject's Strength, Dexterity, or Constitution
  score cannot drop below 1. This penalty does not stack
  with itself. At 10th level, choose two ability scores instead.
  At 15th level, do not choose any ability scores. This
  bloodsong imposes a ­2 penalty to Strength, Dexterity,
  and Constitution.
  17
  
  The Sanguine Disciple
  Interjection Games
  OPEN GAME LICENSE Version 1.0a
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  13 Termination: This License will terminate automatically if You fail to comply with all
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  14 Reformation: If any provision of this License is held to be unenforceable, such
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and
  Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene,
  with
  Clark
  Peterson,
  Erica
  Balsley,
  Kevin
  Baase,
  Casey
  Christofferson,
  Lance
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original
  content from TSR.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC;
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason
  Nelson, Stephen Radney­MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ
  Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors:
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen
  Radney­MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors:
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim
  Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C.
  McCoy, Jr., Tom Phillips, Stephen Radney­MacFarland, Thomas M. Reid, Sean K
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason
  Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC;
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle,
  Jim
  Groves,
  Tim
  Hitchcock,
  Hal
  MacLean,
  Jason
  Nelson,
  Stephen
  Radney­
  MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  The Sanguine Disciple, Copyright 2014 Interjection Games, LLC.
  [End of License]
  Notice of Open Game Content: This product contains Open Game Content as defined in
  the Open Game License, above. Open Game Content may only be used under and in
  terms of the Open Game License.
  Designation
  of
  Open
  Game
  Content:
  The
  statistical
  information
  and
  general
  descriptions of creatures, abilities, traps, and other related facets of those elements
  within this document are Open Game Content as described in the Open Game License
  and may be used as Open Game Content.
  Product Identity is not available for Use or reuse without the express written consent of
  Bradley Arthur Crouch of Interjection Games.
  Designation of Product Identity: Product Identity in this product includes the following
  terms; Interjection Games, the Interjection Games logo.
  This document is copyright Bradley Arthur Crouch of Interjection Games, 2014. It is
  intended
  for
  personal
  use
  and
  may
  not
  be
  redistributed
  or
  reproduced without express written consent of Bradley Arthur Crouch of Interjection
  Games.
  18
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Interjection Games/The Sanguine Disciple, A Maneuvers Base Class.pdf