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Bloodletter

Bloodletters are the strongest and most brutal of all fighters to ever set foot in the multiverse. Their feats of strength and utter savagery rival those of the most powerful giants and the most bloodthirsty berserkers. They are warriors supreme and the fool who gets in their way is a dead fool. Bloodletters draw upon their inner strength and the spirits of those they kill to invoke magical effects that increase their fighting abilities. They are easily distinguished by the runes that seem to be etched into their flesh just below the neckline. These runes are a clear indication of the Bloodlettters power as each one appears as they gain a new ability. Their origins in history are dark indeed. Speculation suggests that Bloodletter's began as a Cult of Vampire worshippers, how and when they learned to absorb their victims abilities is a secretly fiercely guarded by all Bloodletters.

Ability Requirements: Strength 17, Constitution 15
Prime Requisites: Strength, Constitution
Alignment: Any non-Good
Weapons: Slashing Only
Armor: Any
Magical Items: Fighter
Races Allowed: Human, Mul, Dwarf, Half-Giant


  • Bloodletter's save, attack, and gain hit points as a Fighter.
  • Bloodletter's use the wizard experience tables.
  • Bloodletters cannot be healed by priestly magic and potions are only half effective (minimum of 1).
  • A Bloodletter, upon initiation, is bonded to a weapon of his choice. This weapon must be used for any of their powers to take effect. Should it be lost, the Bloodletter must spend an entire month in atonement and quest for a new weapon.
  • The Bloodletter may specialize/ master in his weapon of choice.
  • Blood letters take additional damage from weapons that are made vs. vampires as if they were vampires and an additional point of damage from silver weapons.
  • At 2nd level, Rune of Savage Voice: a Bloodletter can issue a Battle Cry that acts as a Fear spell with a +2 to save, once per day.
  • At 3rd level, Rune of Irritant Voice: the Bloodletter can taunt as per the wizard spell once per day.
  • At 4th level, Rune of Blood: on a natural roll of a 20, the Bloodletter absorbs all weapon damage (i.e. no strength bonuses) done to his opponent as hit points. Extra hit points above the normal are lost after one hour.
  • At 5th level, Rune of Resolve: the Bloodletter becomes immune to fear.
  • At 5th level, the Bloodletters weapon becomes +1.
  • At 7th level, Rune of Heart: on a natural roll of 20, the Bloodletter absorbs the victims hitpoints and gains a point of Constitution. This bonus lasts for one round per level and increases hit points as such. Damage taken comes from the extra hit points first.
  • At 9th level, Rune of Anvil: on a natural roll of 20, the Bloodletter absorbs the victims hitpoints, gains a point of Constitution, and a point of Strength. This bonus lasts for one round per level and increases damage and to hit modifiers.
  • At 10th level, the Bloodletters weapon becomes +2.
  • At 13th level, Rune of Bloodletting:the Bloodletter absorbs his victims abilites on a roll of 18, 19, or 20.
  • At 13th level, Rune of Bloodlust:the Bloodletter doubles the effect of any item that involves vampirism, such as a Ring of Vampiric Regeneration.
  • At 15th level, the Bloodletters weapon becomes +3.


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Original content ©1999–2001 Brian D Swedorski. New content ©2025–2026 Jeff. User-submitted material remains the property of its respective authors.