Ferrin
2009-03-20, 03:42 AM
I created this base class mostly out of boredom but also because I liked the duskblade class, but didn't like the armor and weapons part of it, the Bloodmagus from complete arcana was also, say... *cough* A minor help. Regardless, this was what became of it; I Present to you...
The Bloodmagus
Bloodmagus
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th
1st|
+1|
+2|
+0|
+2|Blood Rites, Improved Unarmed Strike, Durable Casting, Natural Armor|3
2nd|
+2|
+3|
+0|
+3|Rampant Healing 2|4
3rd|
+3|
+3|
+1|
+3|Bloodfist|4
4th|
+4|
+4|
+1|
+4||4|3
5th|
+5|
+4|
+1|
+4|Rampant Healing 3|5|4
6th|
+6|
+5|
+2|
+5|Transfer Blood|5|4
7th|
+7|
+5|
+2|
+5||5|4|3
8th|
+8|
+6|
+2|
+6|Rampant Healing 4|6|5|4
9th|
+9|
+6|
+3|
+6|Bloodfist(Full-Attack)|6|5|4
10th|
+10|
+7|
+3|
+7||6|5|4|3
11th|
+11|
+7|
+3|
+7|Rampant Healing 5|6|6|5|4
12th|
+12|
+8|
+4|
+8|Drain Blood|6|6|5|4
13th|
+13|
+8|
+4|
+8||6|6|5|4|3
14th|
+14|
+9|
+4|
+9|Rampant Healing 6|6|6|6|5|4
15th|
+15|
+9|
+5|
+9|Bloodwalk|6|6|6|5|4
16th|
+16|
+10|
+5|
+10||6|6|6|5|4|3
17th|
+17|
+10|
+5|
+10|Rampant Healing 7|6|6|6|6|5|4
18th|
+18|
+11|
+6|
+11|Inner Control|6|6|6|6|5|4
19th|
+19|
+11|
+6|
+11|Bloodwalk(swift)|6|6|6|6|5|4
20th|
+20|
+12|
+6|
+12|Rampant Healing 8, Regeneration|6|6|6|6|6|5[/table]
D12
Weapon and armor proficiencies: A Bloodmage is proficient in all simple weapons plus the Scythe. A Bloodmagus is not proficient in any armor, casting any spell with a somatic component in any type of armor interferes with a Bloodmagus's arcane gestures, which may cause his spells to fail.
Bloodmagus Class Skills:
Concentration(Con), Craft(Int), Heal(Wis), Intimidate(Cha), Knowledge(Arcana)(Int), Knowledge(Nature)(Int), Spellcraft(Int)
Skills per level: 2 + Int modifier(x4 at 1st level)
Spellcasting:
Primary Casting Stats: Constitution and Charisma
A Bloodmagus casts arcane spells, he prepares spells as a wizard by inscribing them in his skin instead of a spellbook, this deals no damage to the Bloodmagus. Whenever a spell is cast the wound lights up and then regenerates almost instantly. Anyone with a high enough Knowledge check can then use Decipher Script to see which spells the Bloodmagus has prepared. If a Bloodmagus has not used up all of his spells for that day before dawn the spells remain on his skin and are useable until he casts them but the Bloodmagus loses that many spells of the levels of the spells he still has inscribed on his skin. If a Bloodmagus did not inscribe all of his spells on his body he may cast them as a sorcerer would but he takes 1 damage per level of the spell when he casts them. That damage can't be prevented by any means and requires a concentration check for the spell to be cast.
A Bloodmagus begins play with three 1st level spells from the Necromancy, Transmutation, or Enchantment schools, these spells can be taken from any class's spell list and are added to the Bloodmagus's own. Every level after 1st the Bloodmagus may learn one additional spell from the Necromancy, Transmutation, or Enchantment schools and adds it to his class list, you can choose any spell that's available for you to cast. At 4th, 7th, 10th, 13th, 16th, and 19th level you may unlearn any spell known and add any other spell of the Necromancy, Transmutation, or Enchantment schools with the same level as the spell exchanged and add it to your spells known.
Charisma effects save DC's. Constitution determines whether the bloodmagus can prepare or cast a spell and his bonus spells per day.
Class Features:
Blood Rites(Su): The Bloodmagus is able to increase the power of his spells by sacrificing some of his lifeforce to empower the spell. Whenever the Bloodmagus casts a spell he may pay 2 health per level of the spell, the spells effective caster level increases by 1, this bonus increases to +2 at level 8 and +3 at level 15. The damage from this ability can't be prevented by any means.
Natural Armor: The natural armor of a bloodmagus increases by 1 per point of constitution bonus, up to a maximum of his Bloodmagus level. This is an increase, not a bonus, so it stacks with any other increases or bonuses granted by other effects.
Improved Unarmed Strike: The Bloodmagus gains Improved Unarmed Strike as a bonus feat.
Durable Casting(Ex): A Bloodmagus has a knack for being able to concentrate on casting spells and maintaining them despite taking damage while doing so. For the purpose of making a Concentration check to cast, concentrate on, or direct a spell when he might be distracted by damage, a blood magus subtracts his level from any hit point damage dealt to him by an attack that strikes him during the action (or whenever he is subject to a source of continuous damage, such as Melf’s acid arrow). A bloodmagus still takes all the damage dealt to him, but the damage is less likely to affect his ability to cast, concentrate on, or direct spells successfully. For example, a 1st-level Bloodmagus can “ignore” 1 point of damage from each source that damages him while casting a spell for the purpose of determining the DC of his Concentration
check to cast successfully. If struck for 5 points of damage while casting a spell, he must make a Concentration check to successfully cast, but the DC is only 10 + 4 (damage dealt minus 1) + the spell’s level. A 11th-level Bloodmagus could ignore up to 11 points of damage dealt from each source that damages him during casting (and thus wouldn’t have to make a Concentration check if struck for 11 points of damage or less).
Rampant Healing(Su): Beginning at level 2 the Bloodmagus gains the supernatural ability to heal himself but can only do so for a number of rounds equal to twice his constitution bonus per day, the rounds need not be consecutive. The Bloodmagus gains Fast Healing 2 for the duration of the effect, this effect increases by 1 starting at level 5 and every 3 levels after that. Activating or disabling this ability is a free action.
Bloodfist(Su): Beginning at 3d level the Bloodmagus may, as a standard action, cast any Range: Touch or inflict spell he knows and deliver it with his unarmed strike or natural attack as a melee attack. When using this ability you may choose to either use an unused spell slot and take 2 additional damage per level of the spell or use a prepared spell slot with the spell used in this way. At 9th level you may use this ability as part of a full-attack action, if you do the spell will be cast on each hit but you only lose one spell slot or take damage once from this ability. The damage from casting a spell spontaneously with this ability can't be prevented by any means.
Transfer Blood(Su): Beginning at 6th level the Bloodmagus can transfer life between himself and another creature. The Bloodmagus can transfer his own health to any creature he touches, the maximum health that can be transfered per day is twice his class level times his constitution bonus. So an 8th level Bloodmagus with 24 Constitution can transfer a total of 112 health per day. Using this ability is a standard action which requires touching the recipient. Constructs, Elementals, Oozes, plants, Undead and any other creature without blood or a similiar substance is immune to this effect.
Drain Blood(Su): Beginning at 12th level the Bloodmagus can drain health from an opponent. The Bloodmagus must succeed on a touch attack, if the attack hits he deals 1d6 times his constitution bonus damage + 2 per caster level of the Bloodmagus(DC: 10 + 1/2 caster level + Constitution bonus, Fortitude half), the Bloodmagus is healed for the ammount of damage dealt. A Bloodmagus may use this ability in combination with his Bloodfist ability. This ability can be used a number of times equal to the Constitution bonus of the Bloodmagus.(You only use up one use when you use it together with Bloodfist) Using this ability is a Standard Action unless used with Bloodfist. Constructs, Elementals, Oozes, plants, Undead and any other creature without blood or a similiar substance is immune to this effect.
Bloodwalk(Su): Beginning at 15th level the Bloodmagus gains the supernatural ability to transport himself long distances via the blood of living creatures. As a standard action that does not provoke attacks of opportunity the Bloodmagus can enter any living creature(except Constructs, Elementals, Oozes, plants, Undead and any other creature without blood or a similiar substance) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A Bloodmagus merely designates a direction and distance (“a living creature twenty miles due west of here”), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the endpoint unless he has previously obtained a sample of that creature’s blood and has it preserved in a vial that he carries. The entry and destination creatures need not be familiar to the blood magus. A blood magus cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, a blood magus chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a blood magus wishes otherwise. In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. You may also make a full-attack action when you leave a creature but you take a -5 penalty on all attacks this turn unless you succeed a DC 30 concentration check. You can use this ability once per day for every point of constitution bonus minus 2, so if you would have 26 constitution you can use this ability 6 times per day(+8 constitution bonus minus 2). At 19th level you may use this ability as a swift action, using this ability in this manner uses up 2 uses of Bloodwalk for the day.
Inner Control(Ex): Beginning at 18th level the Bloodmagus has perfect control over his own blood, he becomes immune to dessicating and bleed damage and gains damage reduction 5/Bludgeoning. In addition he can remove any poison in his body by concentrating as a full-round action.
Regeneration(Ex): Beginning at 20th level the Bloodmagus can regrow lost parts of his body and can only be truly killed by fire and acid. All damage dealt to the Bloodmagus is subdual damage except fire and acid. The Bloodmagus can regrow lost bodyparts in 5d6 minutes or instantly if he holds the lost bodypart to the stump. In addition the Bloodmagus gains Fast Healing 2 permanently, this stacks with Rampant Healing when activated.
Updates: March 21st.
1; Removed the Constitution bonus. Was unnecesary and looked cluttery.
2; Clarified the wording of Bloodfist as to needing a melee attack to hit, not a melee touch attack.
The Bloodmagus
Bloodmagus
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th
1st|
+1|
+2|
+0|
+2|Blood Rites, Improved Unarmed Strike, Durable Casting, Natural Armor|3
2nd|
+2|
+3|
+0|
+3|Rampant Healing 2|4
3rd|
+3|
+3|
+1|
+3|Bloodfist|4
4th|
+4|
+4|
+1|
+4||4|3
5th|
+5|
+4|
+1|
+4|Rampant Healing 3|5|4
6th|
+6|
+5|
+2|
+5|Transfer Blood|5|4
7th|
+7|
+5|
+2|
+5||5|4|3
8th|
+8|
+6|
+2|
+6|Rampant Healing 4|6|5|4
9th|
+9|
+6|
+3|
+6|Bloodfist(Full-Attack)|6|5|4
10th|
+10|
+7|
+3|
+7||6|5|4|3
11th|
+11|
+7|
+3|
+7|Rampant Healing 5|6|6|5|4
12th|
+12|
+8|
+4|
+8|Drain Blood|6|6|5|4
13th|
+13|
+8|
+4|
+8||6|6|5|4|3
14th|
+14|
+9|
+4|
+9|Rampant Healing 6|6|6|6|5|4
15th|
+15|
+9|
+5|
+9|Bloodwalk|6|6|6|5|4
16th|
+16|
+10|
+5|
+10||6|6|6|5|4|3
17th|
+17|
+10|
+5|
+10|Rampant Healing 7|6|6|6|6|5|4
18th|
+18|
+11|
+6|
+11|Inner Control|6|6|6|6|5|4
19th|
+19|
+11|
+6|
+11|Bloodwalk(swift)|6|6|6|6|5|4
20th|
+20|
+12|
+6|
+12|Rampant Healing 8, Regeneration|6|6|6|6|6|5[/table]
D12
Weapon and armor proficiencies: A Bloodmage is proficient in all simple weapons plus the Scythe. A Bloodmagus is not proficient in any armor, casting any spell with a somatic component in any type of armor interferes with a Bloodmagus's arcane gestures, which may cause his spells to fail.
Bloodmagus Class Skills:
Concentration(Con), Craft(Int), Heal(Wis), Intimidate(Cha), Knowledge(Arcana)(Int), Knowledge(Nature)(Int), Spellcraft(Int)
Skills per level: 2 + Int modifier(x4 at 1st level)
Spellcasting:
Primary Casting Stats: Constitution and Charisma
A Bloodmagus casts arcane spells, he prepares spells as a wizard by inscribing them in his skin instead of a spellbook, this deals no damage to the Bloodmagus. Whenever a spell is cast the wound lights up and then regenerates almost instantly. Anyone with a high enough Knowledge check can then use Decipher Script to see which spells the Bloodmagus has prepared. If a Bloodmagus has not used up all of his spells for that day before dawn the spells remain on his skin and are useable until he casts them but the Bloodmagus loses that many spells of the levels of the spells he still has inscribed on his skin. If a Bloodmagus did not inscribe all of his spells on his body he may cast them as a sorcerer would but he takes 1 damage per level of the spell when he casts them. That damage can't be prevented by any means and requires a concentration check for the spell to be cast.
A Bloodmagus begins play with three 1st level spells from the Necromancy, Transmutation, or Enchantment schools, these spells can be taken from any class's spell list and are added to the Bloodmagus's own. Every level after 1st the Bloodmagus may learn one additional spell from the Necromancy, Transmutation, or Enchantment schools and adds it to his class list, you can choose any spell that's available for you to cast. At 4th, 7th, 10th, 13th, 16th, and 19th level you may unlearn any spell known and add any other spell of the Necromancy, Transmutation, or Enchantment schools with the same level as the spell exchanged and add it to your spells known.
Charisma effects save DC's. Constitution determines whether the bloodmagus can prepare or cast a spell and his bonus spells per day.
Class Features:
Blood Rites(Su): The Bloodmagus is able to increase the power of his spells by sacrificing some of his lifeforce to empower the spell. Whenever the Bloodmagus casts a spell he may pay 2 health per level of the spell, the spells effective caster level increases by 1, this bonus increases to +2 at level 8 and +3 at level 15. The damage from this ability can't be prevented by any means.
Natural Armor: The natural armor of a bloodmagus increases by 1 per point of constitution bonus, up to a maximum of his Bloodmagus level. This is an increase, not a bonus, so it stacks with any other increases or bonuses granted by other effects.
Improved Unarmed Strike: The Bloodmagus gains Improved Unarmed Strike as a bonus feat.
Durable Casting(Ex): A Bloodmagus has a knack for being able to concentrate on casting spells and maintaining them despite taking damage while doing so. For the purpose of making a Concentration check to cast, concentrate on, or direct a spell when he might be distracted by damage, a blood magus subtracts his level from any hit point damage dealt to him by an attack that strikes him during the action (or whenever he is subject to a source of continuous damage, such as Melf’s acid arrow). A bloodmagus still takes all the damage dealt to him, but the damage is less likely to affect his ability to cast, concentrate on, or direct spells successfully. For example, a 1st-level Bloodmagus can “ignore” 1 point of damage from each source that damages him while casting a spell for the purpose of determining the DC of his Concentration
check to cast successfully. If struck for 5 points of damage while casting a spell, he must make a Concentration check to successfully cast, but the DC is only 10 + 4 (damage dealt minus 1) + the spell’s level. A 11th-level Bloodmagus could ignore up to 11 points of damage dealt from each source that damages him during casting (and thus wouldn’t have to make a Concentration check if struck for 11 points of damage or less).
Rampant Healing(Su): Beginning at level 2 the Bloodmagus gains the supernatural ability to heal himself but can only do so for a number of rounds equal to twice his constitution bonus per day, the rounds need not be consecutive. The Bloodmagus gains Fast Healing 2 for the duration of the effect, this effect increases by 1 starting at level 5 and every 3 levels after that. Activating or disabling this ability is a free action.
Bloodfist(Su): Beginning at 3d level the Bloodmagus may, as a standard action, cast any Range: Touch or inflict spell he knows and deliver it with his unarmed strike or natural attack as a melee attack. When using this ability you may choose to either use an unused spell slot and take 2 additional damage per level of the spell or use a prepared spell slot with the spell used in this way. At 9th level you may use this ability as part of a full-attack action, if you do the spell will be cast on each hit but you only lose one spell slot or take damage once from this ability. The damage from casting a spell spontaneously with this ability can't be prevented by any means.
Transfer Blood(Su): Beginning at 6th level the Bloodmagus can transfer life between himself and another creature. The Bloodmagus can transfer his own health to any creature he touches, the maximum health that can be transfered per day is twice his class level times his constitution bonus. So an 8th level Bloodmagus with 24 Constitution can transfer a total of 112 health per day. Using this ability is a standard action which requires touching the recipient. Constructs, Elementals, Oozes, plants, Undead and any other creature without blood or a similiar substance is immune to this effect.
Drain Blood(Su): Beginning at 12th level the Bloodmagus can drain health from an opponent. The Bloodmagus must succeed on a touch attack, if the attack hits he deals 1d6 times his constitution bonus damage + 2 per caster level of the Bloodmagus(DC: 10 + 1/2 caster level + Constitution bonus, Fortitude half), the Bloodmagus is healed for the ammount of damage dealt. A Bloodmagus may use this ability in combination with his Bloodfist ability. This ability can be used a number of times equal to the Constitution bonus of the Bloodmagus.(You only use up one use when you use it together with Bloodfist) Using this ability is a Standard Action unless used with Bloodfist. Constructs, Elementals, Oozes, plants, Undead and any other creature without blood or a similiar substance is immune to this effect.
Bloodwalk(Su): Beginning at 15th level the Bloodmagus gains the supernatural ability to transport himself long distances via the blood of living creatures. As a standard action that does not provoke attacks of opportunity the Bloodmagus can enter any living creature(except Constructs, Elementals, Oozes, plants, Undead and any other creature without blood or a similiar substance) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A Bloodmagus merely designates a direction and distance (“a living creature twenty miles due west of here”), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the endpoint unless he has previously obtained a sample of that creature’s blood and has it preserved in a vial that he carries. The entry and destination creatures need not be familiar to the blood magus. A blood magus cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, a blood magus chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a blood magus wishes otherwise. In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. You may also make a full-attack action when you leave a creature but you take a -5 penalty on all attacks this turn unless you succeed a DC 30 concentration check. You can use this ability once per day for every point of constitution bonus minus 2, so if you would have 26 constitution you can use this ability 6 times per day(+8 constitution bonus minus 2). At 19th level you may use this ability as a swift action, using this ability in this manner uses up 2 uses of Bloodwalk for the day.
Inner Control(Ex): Beginning at 18th level the Bloodmagus has perfect control over his own blood, he becomes immune to dessicating and bleed damage and gains damage reduction 5/Bludgeoning. In addition he can remove any poison in his body by concentrating as a full-round action.
Regeneration(Ex): Beginning at 20th level the Bloodmagus can regrow lost parts of his body and can only be truly killed by fire and acid. All damage dealt to the Bloodmagus is subdual damage except fire and acid. The Bloodmagus can regrow lost bodyparts in 5d6 minutes or instantly if he holds the lost bodypart to the stump. In addition the Bloodmagus gains Fast Healing 2 permanently, this stacks with Rampant Healing when activated.
Updates: March 21st.
1; Removed the Constitution bonus. Was unnecesary and looked cluttery.
2; Clarified the wording of Bloodfist as to needing a melee attack to hit, not a melee touch attack.