Tavar
2010-02-11, 09:19 PM
I've always like the idea that the Blood Magus embodies, flavor wise, but at the same time the crunch just doesn't really seem to match, at least not the way I envision it. So I decided to redo the PrC, and see if I could do better.
Blood Magus
Requirements:
Skills: Concentration 8 ranks, Heal 4 ranks.
Feats:Great Fortitude, Endurance
Spell Casting: Able to cast 3rd level spells.
HD:d6
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting
1st | +0 | +2 | +0 | +0 | Basic Blood Casting, Durable Casting, Spell Like Abilities| -
2nd | +1 | +3 | +0 | +0 | Enhanced Diehard, Blood Elixar| +1 level of existing Spellcasting Class
3rd | +1 | +3 | +1 | +1 | Advanced Blood Casting, Spell Like Abilities| +1 level of existing Spellcasting Class
4th | +2 | +4 | +1 | +1 | Bloody Runes | +1 level of existing Spellcasting Class
5th | +2 | +4 | +1 | +1 | Master Blood Crafting, Spell Like Abilities| - [/table]
Skills Points: 2+Int Modifier
Class Skills: Concentration, Craft, Heal, Knowledge Arcana, Knowledge Religion, Knowledge Nature, Profession, Spellcraft
Basic Blood Casting: Blood Maguses learn to utilize the power of their blood. They can use their blood in addition to or in place of a material component. If in place, treat this like eschew materials. If in addition to, he acts as though his caster level was 1 higher. In either case, using this ability deals 1 damage to the blood magus and this damage cannot be prevented by DR.
Durable Casting: Due to their violent and often debilitating casting methods, blood maguses train their concentration especially hard. They never lose spells due to using their class features, and may add their class level as an insight bonus to all concentration checks.
Enhanced Diehard: At second level, blood maguses understanding of life increases, and thus they are protected from it's end. Blood Maguses no longer are disabled when they reach 0 hp, nor are they dying from -1 to -9. When reduced to 0 hit points, they can act as if they weren’t disabled (that is, they ignore the normal restriction to only a single move or standard action per turn). They do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When reduced to –1 to –9 hit points, they do not fall unconscious. They do not automatically lose 1 hit point each
round when at –1 to –9 hit points. When their current hit points drop to –10 or lower, they immediately die. This ability counts as the feat Diehard for abilities and prerequisites.
Brew Blood Elixir: Potions are made of expensive liquids, mixed together, then infused with the spellcasting power of their creator. And what liquid is more expensive than one's own blood? Blood Maguses can now brew potions using their own blood, thus negating the cost in gold. This also gives them the unique ability to store the potions in their body. They may have a number of potions stored equal to half their class level, and activating them is a move action that does not provoke. However, they cannot share these potions with others. In all other ways they are potions, and follow the costs as normal. For purposes of prerequisites, this counts as the feat Brew Potions. If the potion is brewed outside their body, doing so lowers their HP total by 2 per spell level. This penalty dissipates after 24 hours, or after a casting of Wish, miracle, or similar abilities.
Advanced Blood Casting: Blood Maguses gain greater insight into the power of blood. They may now use blood components in place of expensive material components or Foci. They receive damage equal to the material component's cost divided by 100 or damage equal to the Focus's cost divided by 1000, rounded up in both cases. Unlike normal damage, this damage cannot be healed or prevented for 5 rounds or the duration of the spell, whichever is greater.
Bloody Runes: Ink is simply colored liquid is it not? As with potions, blood maguses learn to use their own blood to craft scrolls. Again, using this allows one to craft scrolls without spending money on components. In all other ways they are scrolls, and follow the costs as normal. This ability counts as the feat Scribe Scroll for prerequisites. In addition, if the caster uses a spellbook, they may copy new spells into their spell book without paying the cost. In either case, doing so lowers the HP total of the caster by 4 per spell level copied or scribed, and this penalty dissipates after 24 hours or the casting of wish, miracle, or similar abilities.
Spell Like Abilities: At first level, the caster gains the ability to cast Deathwatch 1/day per spell level as a spell like ability. This does not influence their alignment.
At 5th level, they gain the ability to cast Blood Scrying (http://www.giantitp.com/forums/showpost.php?p=7872379&postcount=10) as a spell like ability once per day, and the deathwatch ability changes to at will.
Master Blood Casting: Blood Maguses reach perfect understanding of blood. They may now use their own body's life force instead of using a higher level spell slot to cast metamagic. Doing this takes more time than normal, so the spell's casting time is increased to a full round action unless it took more time to cast normally (quicken spell cannot be used with Master Blood Component). By Sacrificing 1 point of Con Per effective spell level(Magic Missile is 1 ESL, Silent Magic missile is 2 ESL), they may add 1 +4 or less Metamagic that they know. They can only do this once per spell. This sacrifice cannot be prevented in any way, including such things as the Stronheart Vest. As long as the spell is in effect or for 10 rounds, whichever is longer, the ability damage cannot be undone through natural healing or any magic less potent than Wish/Miracle/Equivalent level abilities. In that case, each casting heals 1 point of damage. After that period, the damage can be healed normally.
Blood Magus
Requirements:
Skills: Concentration 8 ranks, Heal 4 ranks.
Feats:Great Fortitude, Endurance
Spell Casting: Able to cast 3rd level spells.
HD:d6
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting
1st | +0 | +2 | +0 | +0 | Basic Blood Casting, Durable Casting, Spell Like Abilities| -
2nd | +1 | +3 | +0 | +0 | Enhanced Diehard, Blood Elixar| +1 level of existing Spellcasting Class
3rd | +1 | +3 | +1 | +1 | Advanced Blood Casting, Spell Like Abilities| +1 level of existing Spellcasting Class
4th | +2 | +4 | +1 | +1 | Bloody Runes | +1 level of existing Spellcasting Class
5th | +2 | +4 | +1 | +1 | Master Blood Crafting, Spell Like Abilities| - [/table]
Skills Points: 2+Int Modifier
Class Skills: Concentration, Craft, Heal, Knowledge Arcana, Knowledge Religion, Knowledge Nature, Profession, Spellcraft
Basic Blood Casting: Blood Maguses learn to utilize the power of their blood. They can use their blood in addition to or in place of a material component. If in place, treat this like eschew materials. If in addition to, he acts as though his caster level was 1 higher. In either case, using this ability deals 1 damage to the blood magus and this damage cannot be prevented by DR.
Durable Casting: Due to their violent and often debilitating casting methods, blood maguses train their concentration especially hard. They never lose spells due to using their class features, and may add their class level as an insight bonus to all concentration checks.
Enhanced Diehard: At second level, blood maguses understanding of life increases, and thus they are protected from it's end. Blood Maguses no longer are disabled when they reach 0 hp, nor are they dying from -1 to -9. When reduced to 0 hit points, they can act as if they weren’t disabled (that is, they ignore the normal restriction to only a single move or standard action per turn). They do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When reduced to –1 to –9 hit points, they do not fall unconscious. They do not automatically lose 1 hit point each
round when at –1 to –9 hit points. When their current hit points drop to –10 or lower, they immediately die. This ability counts as the feat Diehard for abilities and prerequisites.
Brew Blood Elixir: Potions are made of expensive liquids, mixed together, then infused with the spellcasting power of their creator. And what liquid is more expensive than one's own blood? Blood Maguses can now brew potions using their own blood, thus negating the cost in gold. This also gives them the unique ability to store the potions in their body. They may have a number of potions stored equal to half their class level, and activating them is a move action that does not provoke. However, they cannot share these potions with others. In all other ways they are potions, and follow the costs as normal. For purposes of prerequisites, this counts as the feat Brew Potions. If the potion is brewed outside their body, doing so lowers their HP total by 2 per spell level. This penalty dissipates after 24 hours, or after a casting of Wish, miracle, or similar abilities.
Advanced Blood Casting: Blood Maguses gain greater insight into the power of blood. They may now use blood components in place of expensive material components or Foci. They receive damage equal to the material component's cost divided by 100 or damage equal to the Focus's cost divided by 1000, rounded up in both cases. Unlike normal damage, this damage cannot be healed or prevented for 5 rounds or the duration of the spell, whichever is greater.
Bloody Runes: Ink is simply colored liquid is it not? As with potions, blood maguses learn to use their own blood to craft scrolls. Again, using this allows one to craft scrolls without spending money on components. In all other ways they are scrolls, and follow the costs as normal. This ability counts as the feat Scribe Scroll for prerequisites. In addition, if the caster uses a spellbook, they may copy new spells into their spell book without paying the cost. In either case, doing so lowers the HP total of the caster by 4 per spell level copied or scribed, and this penalty dissipates after 24 hours or the casting of wish, miracle, or similar abilities.
Spell Like Abilities: At first level, the caster gains the ability to cast Deathwatch 1/day per spell level as a spell like ability. This does not influence their alignment.
At 5th level, they gain the ability to cast Blood Scrying (http://www.giantitp.com/forums/showpost.php?p=7872379&postcount=10) as a spell like ability once per day, and the deathwatch ability changes to at will.
Master Blood Casting: Blood Maguses reach perfect understanding of blood. They may now use their own body's life force instead of using a higher level spell slot to cast metamagic. Doing this takes more time than normal, so the spell's casting time is increased to a full round action unless it took more time to cast normally (quicken spell cannot be used with Master Blood Component). By Sacrificing 1 point of Con Per effective spell level(Magic Missile is 1 ESL, Silent Magic missile is 2 ESL), they may add 1 +4 or less Metamagic that they know. They can only do this once per spell. This sacrifice cannot be prevented in any way, including such things as the Stronheart Vest. As long as the spell is in effect or for 10 rounds, whichever is longer, the ability damage cannot be undone through natural healing or any magic less potent than Wish/Miracle/Equivalent level abilities. In that case, each casting heals 1 point of damage. After that period, the damage can be healed normally.