Anonymouswizard
2010-01-08, 05:46 PM
It is said that the blood magus is written of as a gimmick class, having to few weak abilities to make ten levels out of. Here I attempt to make the blood magus what he should be: an interesting choice for characters who want to explore the use of blood magic.
Blood Magus
Requirements
Alignment: any but lawful good.
Skills: concentration 6 ranks.
Feats: greater fortitude, toughness.
Spells: arcane caster level 5th.
Special: must have returned from the dead.
{table]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1|+0|+2|+0|+0|Blodd magic, durable casting|+1 level of existing arcane spellcasting class
2|+1|+3|+0|+0|Death knell|+1 level of existing arcane spellcasting class
3|+1|+3|+1|+1|[I]Blood draught{/I]|+1 level of existing arcane spellcasting class
4|+2|+4|+1|+1|Bloodseeking spell|+1 level of existing arcane spellcasting class
5|+2|+4|+1|+1|Bloodwalk|-
6|+3|+5|+2|+2|Thicker than water|+1 level of existing arcane spellcasting class
7|+3|+5|+2|+2|Awaken blood|+1 level of existing arcane spellcasting class
8|+4|+6|+2|+2|Blood blast|+1 level of existing arcane spellcasting class
9|+4|+6|+3|+3|Gore master|+1 level of existing arcane spellcasting class
10|+5|+7|+3|+3|Lord of blood|-[/table]
Hit die: d6.
Skills: Bluff (Cha), Concentration (Cha), Craft (Int), Heal (Wis), Profession (Wis), and Spellcraft (Int).
Skill points at each level: 2+intelligence modifier.
Weapon and armour proficiency: none.
Blood magic: a blood magus may fuel his spells with his blood instead of using spell slots. Whenever the blood magus uses this ability he must declare what spell he is casting, and then take constitution damage equal to the level of the spell.
A blood magus is also able to replace the material components of a spell with a drop of his own blood, and in doing so increases the spells power. The pinprick required for this feature deals one point of damage that ignores all types of damage resistance and is a free action (just like using spell components) that becomes a normal part of casting a spell. Using this feature increases the caster level and save DC of the spell by 1.
If a spell has a costly material component (greater than 1 gp) it must be provided during the casting.
Durable casting: a blood magus has learned to concentrate on spells despite taking damage while doing so. When hit by an attack that causes damage while casting a spell a blood magus may "ignore" one point of damage per bloodmagus level. If the blood magus can ignore all damage dealt then they do not have to make a check.
Blood Magus
Requirements
Alignment: any but lawful good.
Skills: concentration 6 ranks.
Feats: greater fortitude, toughness.
Spells: arcane caster level 5th.
Special: must have returned from the dead.
{table]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1|+0|+2|+0|+0|Blodd magic, durable casting|+1 level of existing arcane spellcasting class
2|+1|+3|+0|+0|Death knell|+1 level of existing arcane spellcasting class
3|+1|+3|+1|+1|[I]Blood draught{/I]|+1 level of existing arcane spellcasting class
4|+2|+4|+1|+1|Bloodseeking spell|+1 level of existing arcane spellcasting class
5|+2|+4|+1|+1|Bloodwalk|-
6|+3|+5|+2|+2|Thicker than water|+1 level of existing arcane spellcasting class
7|+3|+5|+2|+2|Awaken blood|+1 level of existing arcane spellcasting class
8|+4|+6|+2|+2|Blood blast|+1 level of existing arcane spellcasting class
9|+4|+6|+3|+3|Gore master|+1 level of existing arcane spellcasting class
10|+5|+7|+3|+3|Lord of blood|-[/table]
Hit die: d6.
Skills: Bluff (Cha), Concentration (Cha), Craft (Int), Heal (Wis), Profession (Wis), and Spellcraft (Int).
Skill points at each level: 2+intelligence modifier.
Weapon and armour proficiency: none.
Blood magic: a blood magus may fuel his spells with his blood instead of using spell slots. Whenever the blood magus uses this ability he must declare what spell he is casting, and then take constitution damage equal to the level of the spell.
A blood magus is also able to replace the material components of a spell with a drop of his own blood, and in doing so increases the spells power. The pinprick required for this feature deals one point of damage that ignores all types of damage resistance and is a free action (just like using spell components) that becomes a normal part of casting a spell. Using this feature increases the caster level and save DC of the spell by 1.
If a spell has a costly material component (greater than 1 gp) it must be provided during the casting.
Durable casting: a blood magus has learned to concentrate on spells despite taking damage while doing so. When hit by an attack that causes damage while casting a spell a blood magus may "ignore" one point of damage per bloodmagus level. If the blood magus can ignore all damage dealt then they do not have to make a check.