Sgt. Cookie
2012-02-02, 03:33 PM
The Blue Mage
http://images.wikia.com/finalfantasy/images/a/a9/Ffta-h-bluemage.jpg
Silly clothing: Optional, but highly recomended.
For some people, killing a foe is not enough. They may take trophies from fallen foes, but some people feel a certain... pull. A need to take no physical aspect, but rather, a part of the creature's very being. A Blue Mage is much like a Sorcerer, as their power flows from their own blood.
Game rule information:
Blue Mages have the following game statistics:
Abilities: Constitution is important for any class, and strength is helpful to augment the Blue Mage's combat capabilities, but beyond that, a Blue Mage is MAC. Multi Attribute Compatible. Key attributes depend entirely on the abilities the Blue Mage decides to use.
Alignment: Any
Hit Dice: D8
Starting Age: As Fighter
Starting Gold: As Fighter
Class skills: The Blue Mage's skills (And the ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Knowledge (The Plains), Sense Motive (Wis) and Tumble (Dex)
Skill points at first level: (4 + Int bonus) x 4
Skill points at each additional level: 4 + Int bonus
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Abilities known
Abilities readied
1st
+0
+2
+0
+2
Blue magic, Lancet
1
1
2nd
+1
+3
+0
+3
Improved unarmed strike, Unarmed damage
2
1
3rd
+2
+3
+1
+3
3
2
4th
+3
+4
+1
+4
4
2
5th
+3
+4
+1
+4
5
3
6th
+4
+5
+2
+5
6
3
7th
+5
+5
+2
+5
7
4
8th
+6/1
+6
+2
+6
8
4
9th
+6/1
+6
+3
+6
9
5
10th
+7/2
+7
+3
+7
10
5
11th
+8/3
+7
+3
+7
11
6
12th
+9/4
+8
+4
+8
12
6
13th
+9/4
+8
+4
+8
13
7
14th
+10/5
+9
+4
+9
14
7
15th
+11/6/1
+9
+5
+9
15
8
16th
+12/7/2
+10
+5
+10
16
8
17th
+12/7/2
+10
+5
+10
17
9
18th
+13/8/3
+11
+6
+11
18
9
19th
+14/9/4
+11
+6
+11
19
10
20th
+15/10/5
+12
+6
+12
20
10
Class features: The Following are considered class features for the Blue Mage
Weapon and armour proficiencies:
The Blue Mage is proficient with all simple and martial weapons, light armour and light shields.
Blue Magic:
Blue Magic is a catch-all term that refers to all the abilities that a Blue Mage can steal from enemies.
In order to "learn" an ability, one of three conditions must be met:
1. The Blue Mage lancets an enemy with a learn-able ability. (Only way to learn extraordinary abilities)
2. The ability is used on the Blue Mage. (Some supernatural abilities can only be learned this way. Otherwise, they can be lanceted OR experienced)
3. (This only applies if the Blue Mage has the "Swallow whole" or "Feed" ability) The Blue Mage eats the enemy (Enemy must be dead for the ability to be learned), this bypasses any other tags.
The Blue Mage may only learn one iteration of an ability. I.e, the Blue Mage could not have both a Red Dragon's fire breath and the Gorgon's petrifying breath, as both are considered "Breath attacks".
After learning an ability, it is used in (almost) the exact same way it is described in the monster's stat block. If an ability uses a natural attack that the Blue Mage does not have, then he may substitute an unarmed strike instead. Other things are noted next to the individual ability. Normal touch attacks are used in place of incorporeal touch attacks. (Unless the Blue Mage can become incorporeal). Additionally, Blue Magic abilities that are dependent on size use the Blue Mage's size. Not the size of the creature it was taken from.
Obviously, the Blue Mage does not use the as written DCs.
The Blue Mage may learn and ready only a certain number of abilities. The total number of abilities the Blue Mage may learn is 20, at a rate of one ability per level.
The Blue Mage may only ready a certain number of abilities, this number is equal to his Blue Mage Level divided by 2, rounding up.
Blue Mage levels are substituted for all abilities that use Hd, i.e, a level 12 Blue Mage with 2 racial Hit Die is considered to have 12 Hd, for all blue magic abilities NOT 14.
If the Blue Mage attempts to learn an ability when he is at his maximum, the Blue Mage may decide which ability to forget, including the learned one. The same rules apply to a different iteration of an ability the Blue Mage already knows.
The Blue Mage may swap his readied abilities after five minutes of meditation.
Lancet (Su):
By making a ranged touch attack, range of 25ft + 5ft per Blue Mage class level, the Blue Mage may drain 1d6 hit points per 1/2 Blue Mage class levels, rounded up, and heal for the amount drained. Once used, Lancet cannot be used for 1d4 + 2 rounds.
The Blue Mage also learns any one ability, Blue Mage's choice, if the creature has one.
If the target creature is willing, the Blue Mage may use Lancet without dealing damage or making an attack roll. The Blue Mage then learns any ability the willing target possesses.
Improved unarmed strike:
The Blue Mage gains improved unarmed strike as a bonus feat.
Unarmed damage:
Because may blue magic abilities are used with an unarmed strike, the Blue Mage has learned how to best make use of his attacks. The Blue Mage is considered to be a Monk of half his Blue Mage class levels, in regards to unarmed damage.
The Blue Mage may make unarmed attacks with his fists only.
Blue Magic abilities:
The Following is an alphabetical list of all the abilities a Blue Mage can learn.
If the ability is learned from multiple creatures, note down WHICH creature, including colour/type in certain cases, the ability came from.
The Blue Mage is immune to his own blue magic abilities, but not is not immune to the ability if it comes from the normal creature or another Blue Mage.
The Blue Mage may activate or deactivate any number of abilities as a free action. (Meaning that a Blue Mage doesn't need to walk around with quills coming out of him all day)
Using any blue magic ability is not a good or evil act.
The ability lists function like magic lists in the PHB, I.e, the player knows what spell does what, likewise a Blue Mage knows what ability can be taken from what monster.
Use the following to determine the save DC:
10 + 1/2 Blue Mage level + Cha mod (If Su/Sp) or Con mod (If Ex)
However, if the Monster description states a different ability modifer, then use that instead.
A Note on True Dragon breath weapons: Blue Mages deal damage with a True Dragon's breath weapon as though they had True Dragon HD equal to their Blue Mage level.
For example, a 10th level Blue Mage with a Black Dragon's Breath Weapon (regardless of the damage the Black Dragon did) the Blue Mage would deal 6d4 damage. Whereas, a 16th level Blue Mage would deal 10d4 damage, even if they never copied a new Breath Weapon.
Additionally, this functions as your Age Catagory for any True Dragon Breath Weapon.
Monster Manual 1:
Acid Spray (Ex)
Learned from: Digester, Giant bombardier beetle
Bay (Su)
Learned from:Shadow mastiff, Yeth hound
The Blue Mage's allies are unaffected
Black Cloud (Ex)
Learned from: Achaierai
Breath weapon (Su)
Learned from: Behir, Chimera, True dragons, Dragon turtle, Frost worm, Iron golem, Gorgon, Half-dragons, Hell hound, Mephits, Winter wolf
Chimera, True dragons, Half-dragons and Mephits all give different breath weapons depending on their colour or type
Burn (Ex)
Learned from: Fire elemental, Thoqqua
Captivating Song (Su)
Learned from: Harpy
Allies are unaffected
Charming Gaze (Su)
Learned from: Spirit naga
Confusing Gaze (Su)
Learned from: Umber hulk, Truly horrifying umber hulk
Corrosive Slime (Ex)
Learned from: Delver
The ability "Stone Shape" is considered a part of the Corrosive Slime ability as far as the Blue Mage is concerned. (It doesn't take up a known or readied slot) It is, however, recommended to note the Stone Shape ability down for convenience
Corrupting Gaze (Su)
Learned from: Ghost (Any)
Cursed Wound (Ex)
Learned from: Clay golem
Destructive Harmonics (Su)
Learned from: Destrachan
Electricity Ray (Su)
Learned from: Arrowhawk
Energy Drain (Su)
Learned from: Succubus (Includes the suggestion effect), Devourer, Spectre, Vampire (Any), Vampire spawn, Wight
Must be experienced.
Evil Gaze (Su)
Learned from: Nightwalker
Infernal Wound (Su)
Learned from: Bearded devil, Horned devil
The Blue Mage does not require the specific weapon, slashing or piercing damage is enough.
Must be experienced.
Ink Cloud (Ex)
Learned from: Tojanida, (Never learned from animals)
Leap (Ex)
Learned from: Bulette
You do not use the ability as written, instead it allows you to make two extra attacks, with a +5 untyped bonus to the attack roll.
Moan (Ex)
Learned from: Cloaker
Paralysis (Ex)
Learned from: Carrion crawler, Ghoul, Ghast
Paralytic Tentacles (Ex)
Learned from: Chuul
Requires successful grapple check
Petrifying Gaze (Su)
Learned from: Basilisk, Abysall Greater Basilisk, Medusa
Positive Energy Lash (Su)
Learned from: Ravid
Quills (Ex)
Learned from: Howler
The quills can come from arms, legs, etc. There is no save on a successful grapple check. A medium Blue Mage has 30 quills, small Blue Mages have half that, large Blue Mages have double. When broken off, a quill grows back after 24 hours.
Roar (Su)
Learned from: Dragonne, Leonal, Androsphinx
Shriek (Su)
Learned from: Vargouille
Slime (Ex)
Learned from: Aboleth
Smite (Su)
Learned from: Nalfeshnee
Sonic Lance (Su)
Learned from: yrthak
The ability "Explosion" is considered a part of the Sonic Lance ability as far as the Blue Mage is concerned. (It doesn't take up a known or readied slot) It is, however, recommended to note the Explosion ability down for convenience.
Spikes (Ex)
Learned from: Manticore
Spikes can come from arms, legs, etc
Spit Acid (Ex)
Learned from: ankheg
Strands (Ex)
Learned from: Roper
The ability "Drag" is considered a part of the Strands ability as far as the Blue Mage is concerned. It is recommended to note the Drag ability down for convenience.
When attached to a creature, the strands can be used as tentacles for all effects that use them.
Stunning Croak (Su)
Learned from: Red Slaad
Stunning Glance (Su)
Learned from: Nymph
Stunning Screech (Su)
Learned from: Vrock
Stunning/Lethal Shock (Su)
Learned from: Shocker Lizard
Medium creatures are considered to be two small creatures, large creatures are considered to be four small creatures, etc. Additionally, if the save DC is smaller than the Number of "Small Equivalents", then use the higher DC
Blue Mages may join with other Blue Mages (And/Or Shocker Lizards with a Friendly or higher disposition) to increase the Damage/DC
Unnerving Gaze (Su)
Learned from: Chain devil
Web (Ex)
Learned from: Aranea, Bebilith, Ettercap
MMII:
Blood Sparay (Su): Rogue Eidolon
Brain Lock (Su): Ethereal Doppelganger
Breath Weapon (Su): Brazat, Gem Dragons, Hellfire Wyrm, Yagnoloth
Colour Spray (Su): Corollaxe
Caster level is equal to Blue Mage level
Draining Gaze (Su): Zovvut
Elemental Command (Su): Elemental Weird
The Blue Mage may command a number of Elemental HD equal to his Blue Mage level. The Blue Mage may command elementals for 24 hours, until the Elemental dies or it's summoning ends. Whichever comes first.
Energy Drain (Su): Effigy, Yangoloth
Fear Aura (Ex): Lupinal
Use Charisma for save DC
Fear Gaze (Su): Breathdrinker, Marraenoloth
Force Web (Su): Spellgaunt
Lightning Bolt (Sp): Gold Horror, Platinum Horror
Negative Burst (Su): Deathbringer
Shriek (Ex): Pheonix
Use Charisma for save DC
Silk Slick (Su): Shadow Spider
A Blue Mage can walk along his own slick without issue
Sonic Abilities (Su): Desmodu
Sonic Shriek (Ex): Pulverizer
Stunning Strike (Ex): Runic Guardian
MMIII:
Breath Weapon (Su): Ambush Drake, Cadaver Collector, Greater Cadaver Collector, Alchemical Golem, Mud Golem
Call Brambles (Su): Splinterwaif
Cause Avalanche (Su): Avalacher
Dehydrating Impact (Su): Salt Mummy
Energy Drain (Su): Grimweird
Freezing Gaze (Su): Rejkar
Gaze (Su): Visilight
Negative Wave Pulse (Su): Shadesteel Golem
Shock (Su): Storm Elemental, Any
You use this ability of a Storm Elemental of your Blue Mage level. For example, a 3rd level Blue Mage uses this ability as a Small Storm Elemental, while a level 19 Blue Mage would use this ability as a Huge Storm Elemental.
Shriek (Su): Shrieking Terror
Sonic Pulse (Ex): Gulgar
Spell Siphon (Su): Arcane Ooze
Allies are unaffected.
Thorn Volley (Ex): Battlebriar, Warbound Impaler
Vile Spew (Su): Runehound
Whispers of Loss (Su): Sorrowswarn
Yowl of fear (Su): Feral Yowler
Allies are unaffected
MMIV:
Breath Weapon (Su): Clockroach
Buffeting Winds (Su): Cyclonic Ravager
Corrupting Gaze (Su): Corrupter of Fate
Devouring Larvae (Ex): Quanlos
Fire Bolt (Su): Holocaust Disciple
Flame Burst (Su): Bloodfire Ooze, Blighted Bloodfire
Horrific Gaze (Su): Vitreous Drinker
Justice Strike (Su): Justice Archon
Thorn Burrow (Su): Briarvex
Venom Spray (Ex): Sailsnake
Warping Energy (Su): Zern
MMV:
Avalanche Wave (Su): Malastor
Captivating Call (Su): Frostwind Vigaro
Earthshock (Su): Ken-Kuni
Feeding Frenzy (Ex): Dalmosh
Fire Breath (Su): Ember Guard
You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability
Flame Breath (Su): Ken-Li
You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability
Hail of Razorfeathers (Ex): Steelwing
Soulfire (Su): Solamith
You do not get Soulfire Retort
Spore Pod (Ex): Demonthorn Mandrake
Tainted Energy (Sp): Etherial Defiler
Wind Breath (Su): Ken-Sun
You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability
Misc:
Draconomicom:
Breath Weapon (Su): Abyssal Drake, Dracolich, Faerie Drake, Ghostly Dragon, Planar Dragons (All except Pyroclastic), Squamous Spewer, Storm Drake, Vampiric Dragon, Zombie Dragon
Freezing Touch (Su): Ice Drake
Hypnotyzing Gaze (Su): Jungle Drake
BoVD:
Dark Channel (Sp): Vilewight
Energy Drain (Su): Vilewight
BoED:
Gaze (Su): Firre
Lightshard Strike (Su): Shiradi
You do not need to assume a "Cloud of light shards" to use this ability. If your Blue Mage Level is 5 or less, you only deal damage. If your level is 6-11, your attack functions as Dispell Magic. 12+ the attack functions as Greater Dispell Magic
Dream Ray (Su): Tulani
You do not need to assume a Globe form
Frost Breath (Su): Leskylor
You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability
Bay (Su): Moon Dog
Allies are unaffected, regardless of alignment.
Dragon Magic:
Breath Weapon (Su): Aspect of Bahamut, Aspect of Tiamat (Choose head)
Firey Body (Ex): Blazewurm
Tumbling Flame (Ex): Blazewurm
Beserk Attacks (Ex): Redspawn Berserker
Devour Spell (Su): Spell Eater
Use your Blue Mage level +11 for this ability or your actual Spell Resistance, whichever is higher. If the spell does not beat this pseudo resistance, then you may use the ability as stated in the Spell Eater description. This is not Spell Resistance, as you still take the effect of the spell regardless of the roll.[/roll]
Magic Distortion Aura (Su): Velroc
[i]The Blue Mage and his allies are never considered the closest creature. Allies may cast within this aura without needing to make a Caster Level check.
Drow of the Underdark:
Reactive Web (Ex): Admantine Spider
The Blue Mage may use this ability when he himself is attacked, and against any enemy that deals at least 1 point of damage to any adjacent ally. This is an imediate action. Save DC is Dex based.
Breath Weapon (Su): Deep Dragon
Energy Drain (Su): Huge Husk Scorpion, any Huge or larger Husk Vermin
Disgorge Spiders (Su): Shunned
Due to it's nature, it can only be learned via Lancet. The Blue Mage may only have two swarms at any time. "Spewing" the swarms is not required for a Blue Mage, they may simply "appear" in a square next to the Blue Mage.
Dungeonscape:
Spore Jet (Ex): Ascomoid
Infestation (Ex): Rot Grub Swarm
This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike
Frostburn:
Breath Weapon (Su): Chilblain
Elemental Command (Su): Elemental Weird (Both),
The Blue Mage may command a number of Elemental HD equal to his Blue Mage level. The Blue Mage may command elementals for 24 hours, until the Elemental dies or it's summoning ends. Whichever comes first.
Icy Touch (Su): Entombed
This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike
Ice Blast (Su): Frost Folk
Coldfire Radiance (Su): Frostfell Ghost
Allies are unaffected
Ice Shards (Su): Ice Golem
Ice Breath (Su): Ice Beast
You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability
Sphere of Cold (Su): Ice Toad
Rimefire Bolt (Su): Rimefire Eidolon
If you possess the Eldritch Lancet feat, you may use Rimefire Bolt with an Eldritch Blast attack, dealing an extra 3d6+cha mod damage per blast and allows you to make a full attack with your Eldritch Blast, your Eldritch Blast range is still used, however. Rimefire Bolt counts as an Eldritch Esscence when used as part of an Eldritch Blast.
Beguiling Song (Su): Rusalka
Cold Aura (Su): Shivhad
Bellow (Su): Tlalusk
Frost Glance (Su): Winterspawn
Paralyzing Gaze (Su): Yuki-on-na
Heroes of Horror:
Sink (Su): Bog Imp
Devour Corruption (Ex): Corruption Eater
The Blue Mage does not gain this corruption himself. This ability is only avilable when the Taint optional rule is in play.
Libris Mortis:
Cold to the Touch (Su): Bleakborn
This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike
Mind Thrust (Su): Brain in a jar
Lords of Madness:
Baleful flash (Su): Eye of the deep
Mind Blast (Sp): Elder Brain, Mind Flayer Alhoon, Mind Flayer Ultihard, Mind Flayer Vampire, Urophion,
Screech (Su): Saltor
Strands (Ex): Urophion
The ability "Drag" is considered a part of the Strands ability as far as the Blue Mage is concerned. It is recommended to note the Drag ability down for convenience.
When attached to a creature, the strands can be used as tentacles for all effects that use them.
Magic of Incarnum:
Bile of hatered (Ex): [Hateful] Lost
Fury of Wrath (Ex): [Wrathful] Lost
Mirror of Despair (Ex): [Despairing] Lost
Song of Misery (Ex): [Miserable] Lost
Consume Soul (Su): Souleater
Souls are realeased after the duration expires, however a Blue Mage may "hold onto" allies willing soul(s) instead of releasing them, allowing them to be raised or ressurected for half the cost required for those spells, because the soul is close by.
Miniatures handbook:
Curse Aura (Su): Cursed Spirit
Stunning Strike (Su): Gravehound
Flesh Rotting Gaze (Su): Nothic
Paralasys (Su): Ghirrash
Planar Handbook:
Energy Ray (Ex): Energon (Any)
Smoke (Su): Lesser Nightmare
Allies do not suffer from the -2 penalty, but the Blue Mage still has partial/total concealment from allies.
Sandstorm:
Desert Halo (Su): Desert Devil
Breath Weapon (Su): Sand Dragon, Dustform Creature, Mephit (Any),
Burn (Ex): Lava ooze
Stormwrack:
Sonic Pulse (Su): Hammerclaw
Paralytic Tentacles (Ex): Slime Chuul
Requires successful grapple check
Infernal Wound (Su): Echinoloth
Does not require the specific weapon. Slashing/Piercing damage is enough.
Note for DMs: It is recommended that you allow the Blue Mage to start with abilities that come from monsters with a CR equal to or less than the Blue Mage's ECL.
Blue Mage Feats
Note: Whenever "Lancet Damage", or similar is mentioned, the ability to learn Blue Mage abilities is also included; unless otherwise stated.
Lancet Recovery
Prerequisites: Lancet 3d6
Effect: Your Lancet recovery time becomes 1d2+1. However, this only applies to standalone Lancet, it does not affect any Blue Mage feats, unless otherwise stated.
Lancet Breath [Metabreath]
Prerequisites: Breath Weapon with a recharge time measured in rounds, Lancet 3d6
Effect: Whenever you use a Breath Weapon you may, as a free action, apply half your Lancet Damage, to your Breath Weapon.
Using this feat adds 1d4+2 rounds to your Breath Weapon and you cannot use your Lancet ability for 1d4+6 rounds.
Eldritch Lancet
Prerequisites: Eldritch Blast 2d6, Lancet 2d6
Effect: You may Apply your Lancet Damage to your Eldritch Blast. Applying Lancet damage in this way counts as an Eldritch Essence, with a Spell Level equal to the Eldritch Blast spell level.
Additionally, your Warlock and Blue Mage levels stack with each other to determine Eldritch Blast and Lancet damage.
Using this feat means that you cannot use either your Eldritch Blast OR Lancet for 1d4+2 rounds (Roll once for both). Lancet Recovery cuts this down to 1d2+1 rounds.
Extra Readied Ability
Prerequisites: Blue Magic class feature
Effect: You can ready an additional ability.
Special: This Feat may be taken more than once.
Extra Known Ability
Prerequisites: Blue Magic class feature
Effect: You can know an additional ability.
Special: This Feat may be taken more than once.
Learn By Action
Prerequisites: Blue Magic class feature
Effect: You can learn Extraordinary Blue Mage abilities by simply having them effect you, in the same manner as Supernatural abilities.
Normal: You must use Lancet on an enemy with an Extraordinary Ability in order to learn it.
http://images.wikia.com/finalfantasy/images/a/a9/Ffta-h-bluemage.jpg
Silly clothing: Optional, but highly recomended.
For some people, killing a foe is not enough. They may take trophies from fallen foes, but some people feel a certain... pull. A need to take no physical aspect, but rather, a part of the creature's very being. A Blue Mage is much like a Sorcerer, as their power flows from their own blood.
Game rule information:
Blue Mages have the following game statistics:
Abilities: Constitution is important for any class, and strength is helpful to augment the Blue Mage's combat capabilities, but beyond that, a Blue Mage is MAC. Multi Attribute Compatible. Key attributes depend entirely on the abilities the Blue Mage decides to use.
Alignment: Any
Hit Dice: D8
Starting Age: As Fighter
Starting Gold: As Fighter
Class skills: The Blue Mage's skills (And the ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Knowledge (The Plains), Sense Motive (Wis) and Tumble (Dex)
Skill points at first level: (4 + Int bonus) x 4
Skill points at each additional level: 4 + Int bonus
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Abilities known
Abilities readied
1st
+0
+2
+0
+2
Blue magic, Lancet
1
1
2nd
+1
+3
+0
+3
Improved unarmed strike, Unarmed damage
2
1
3rd
+2
+3
+1
+3
3
2
4th
+3
+4
+1
+4
4
2
5th
+3
+4
+1
+4
5
3
6th
+4
+5
+2
+5
6
3
7th
+5
+5
+2
+5
7
4
8th
+6/1
+6
+2
+6
8
4
9th
+6/1
+6
+3
+6
9
5
10th
+7/2
+7
+3
+7
10
5
11th
+8/3
+7
+3
+7
11
6
12th
+9/4
+8
+4
+8
12
6
13th
+9/4
+8
+4
+8
13
7
14th
+10/5
+9
+4
+9
14
7
15th
+11/6/1
+9
+5
+9
15
8
16th
+12/7/2
+10
+5
+10
16
8
17th
+12/7/2
+10
+5
+10
17
9
18th
+13/8/3
+11
+6
+11
18
9
19th
+14/9/4
+11
+6
+11
19
10
20th
+15/10/5
+12
+6
+12
20
10
Class features: The Following are considered class features for the Blue Mage
Weapon and armour proficiencies:
The Blue Mage is proficient with all simple and martial weapons, light armour and light shields.
Blue Magic:
Blue Magic is a catch-all term that refers to all the abilities that a Blue Mage can steal from enemies.
In order to "learn" an ability, one of three conditions must be met:
1. The Blue Mage lancets an enemy with a learn-able ability. (Only way to learn extraordinary abilities)
2. The ability is used on the Blue Mage. (Some supernatural abilities can only be learned this way. Otherwise, they can be lanceted OR experienced)
3. (This only applies if the Blue Mage has the "Swallow whole" or "Feed" ability) The Blue Mage eats the enemy (Enemy must be dead for the ability to be learned), this bypasses any other tags.
The Blue Mage may only learn one iteration of an ability. I.e, the Blue Mage could not have both a Red Dragon's fire breath and the Gorgon's petrifying breath, as both are considered "Breath attacks".
After learning an ability, it is used in (almost) the exact same way it is described in the monster's stat block. If an ability uses a natural attack that the Blue Mage does not have, then he may substitute an unarmed strike instead. Other things are noted next to the individual ability. Normal touch attacks are used in place of incorporeal touch attacks. (Unless the Blue Mage can become incorporeal). Additionally, Blue Magic abilities that are dependent on size use the Blue Mage's size. Not the size of the creature it was taken from.
Obviously, the Blue Mage does not use the as written DCs.
The Blue Mage may learn and ready only a certain number of abilities. The total number of abilities the Blue Mage may learn is 20, at a rate of one ability per level.
The Blue Mage may only ready a certain number of abilities, this number is equal to his Blue Mage Level divided by 2, rounding up.
Blue Mage levels are substituted for all abilities that use Hd, i.e, a level 12 Blue Mage with 2 racial Hit Die is considered to have 12 Hd, for all blue magic abilities NOT 14.
If the Blue Mage attempts to learn an ability when he is at his maximum, the Blue Mage may decide which ability to forget, including the learned one. The same rules apply to a different iteration of an ability the Blue Mage already knows.
The Blue Mage may swap his readied abilities after five minutes of meditation.
Lancet (Su):
By making a ranged touch attack, range of 25ft + 5ft per Blue Mage class level, the Blue Mage may drain 1d6 hit points per 1/2 Blue Mage class levels, rounded up, and heal for the amount drained. Once used, Lancet cannot be used for 1d4 + 2 rounds.
The Blue Mage also learns any one ability, Blue Mage's choice, if the creature has one.
If the target creature is willing, the Blue Mage may use Lancet without dealing damage or making an attack roll. The Blue Mage then learns any ability the willing target possesses.
Improved unarmed strike:
The Blue Mage gains improved unarmed strike as a bonus feat.
Unarmed damage:
Because may blue magic abilities are used with an unarmed strike, the Blue Mage has learned how to best make use of his attacks. The Blue Mage is considered to be a Monk of half his Blue Mage class levels, in regards to unarmed damage.
The Blue Mage may make unarmed attacks with his fists only.
Blue Magic abilities:
The Following is an alphabetical list of all the abilities a Blue Mage can learn.
If the ability is learned from multiple creatures, note down WHICH creature, including colour/type in certain cases, the ability came from.
The Blue Mage is immune to his own blue magic abilities, but not is not immune to the ability if it comes from the normal creature or another Blue Mage.
The Blue Mage may activate or deactivate any number of abilities as a free action. (Meaning that a Blue Mage doesn't need to walk around with quills coming out of him all day)
Using any blue magic ability is not a good or evil act.
The ability lists function like magic lists in the PHB, I.e, the player knows what spell does what, likewise a Blue Mage knows what ability can be taken from what monster.
Use the following to determine the save DC:
10 + 1/2 Blue Mage level + Cha mod (If Su/Sp) or Con mod (If Ex)
However, if the Monster description states a different ability modifer, then use that instead.
A Note on True Dragon breath weapons: Blue Mages deal damage with a True Dragon's breath weapon as though they had True Dragon HD equal to their Blue Mage level.
For example, a 10th level Blue Mage with a Black Dragon's Breath Weapon (regardless of the damage the Black Dragon did) the Blue Mage would deal 6d4 damage. Whereas, a 16th level Blue Mage would deal 10d4 damage, even if they never copied a new Breath Weapon.
Additionally, this functions as your Age Catagory for any True Dragon Breath Weapon.
Monster Manual 1:
Acid Spray (Ex)
Learned from: Digester, Giant bombardier beetle
Bay (Su)
Learned from:Shadow mastiff, Yeth hound
The Blue Mage's allies are unaffected
Black Cloud (Ex)
Learned from: Achaierai
Breath weapon (Su)
Learned from: Behir, Chimera, True dragons, Dragon turtle, Frost worm, Iron golem, Gorgon, Half-dragons, Hell hound, Mephits, Winter wolf
Chimera, True dragons, Half-dragons and Mephits all give different breath weapons depending on their colour or type
Burn (Ex)
Learned from: Fire elemental, Thoqqua
Captivating Song (Su)
Learned from: Harpy
Allies are unaffected
Charming Gaze (Su)
Learned from: Spirit naga
Confusing Gaze (Su)
Learned from: Umber hulk, Truly horrifying umber hulk
Corrosive Slime (Ex)
Learned from: Delver
The ability "Stone Shape" is considered a part of the Corrosive Slime ability as far as the Blue Mage is concerned. (It doesn't take up a known or readied slot) It is, however, recommended to note the Stone Shape ability down for convenience
Corrupting Gaze (Su)
Learned from: Ghost (Any)
Cursed Wound (Ex)
Learned from: Clay golem
Destructive Harmonics (Su)
Learned from: Destrachan
Electricity Ray (Su)
Learned from: Arrowhawk
Energy Drain (Su)
Learned from: Succubus (Includes the suggestion effect), Devourer, Spectre, Vampire (Any), Vampire spawn, Wight
Must be experienced.
Evil Gaze (Su)
Learned from: Nightwalker
Infernal Wound (Su)
Learned from: Bearded devil, Horned devil
The Blue Mage does not require the specific weapon, slashing or piercing damage is enough.
Must be experienced.
Ink Cloud (Ex)
Learned from: Tojanida, (Never learned from animals)
Leap (Ex)
Learned from: Bulette
You do not use the ability as written, instead it allows you to make two extra attacks, with a +5 untyped bonus to the attack roll.
Moan (Ex)
Learned from: Cloaker
Paralysis (Ex)
Learned from: Carrion crawler, Ghoul, Ghast
Paralytic Tentacles (Ex)
Learned from: Chuul
Requires successful grapple check
Petrifying Gaze (Su)
Learned from: Basilisk, Abysall Greater Basilisk, Medusa
Positive Energy Lash (Su)
Learned from: Ravid
Quills (Ex)
Learned from: Howler
The quills can come from arms, legs, etc. There is no save on a successful grapple check. A medium Blue Mage has 30 quills, small Blue Mages have half that, large Blue Mages have double. When broken off, a quill grows back after 24 hours.
Roar (Su)
Learned from: Dragonne, Leonal, Androsphinx
Shriek (Su)
Learned from: Vargouille
Slime (Ex)
Learned from: Aboleth
Smite (Su)
Learned from: Nalfeshnee
Sonic Lance (Su)
Learned from: yrthak
The ability "Explosion" is considered a part of the Sonic Lance ability as far as the Blue Mage is concerned. (It doesn't take up a known or readied slot) It is, however, recommended to note the Explosion ability down for convenience.
Spikes (Ex)
Learned from: Manticore
Spikes can come from arms, legs, etc
Spit Acid (Ex)
Learned from: ankheg
Strands (Ex)
Learned from: Roper
The ability "Drag" is considered a part of the Strands ability as far as the Blue Mage is concerned. It is recommended to note the Drag ability down for convenience.
When attached to a creature, the strands can be used as tentacles for all effects that use them.
Stunning Croak (Su)
Learned from: Red Slaad
Stunning Glance (Su)
Learned from: Nymph
Stunning Screech (Su)
Learned from: Vrock
Stunning/Lethal Shock (Su)
Learned from: Shocker Lizard
Medium creatures are considered to be two small creatures, large creatures are considered to be four small creatures, etc. Additionally, if the save DC is smaller than the Number of "Small Equivalents", then use the higher DC
Blue Mages may join with other Blue Mages (And/Or Shocker Lizards with a Friendly or higher disposition) to increase the Damage/DC
Unnerving Gaze (Su)
Learned from: Chain devil
Web (Ex)
Learned from: Aranea, Bebilith, Ettercap
MMII:
Blood Sparay (Su): Rogue Eidolon
Brain Lock (Su): Ethereal Doppelganger
Breath Weapon (Su): Brazat, Gem Dragons, Hellfire Wyrm, Yagnoloth
Colour Spray (Su): Corollaxe
Caster level is equal to Blue Mage level
Draining Gaze (Su): Zovvut
Elemental Command (Su): Elemental Weird
The Blue Mage may command a number of Elemental HD equal to his Blue Mage level. The Blue Mage may command elementals for 24 hours, until the Elemental dies or it's summoning ends. Whichever comes first.
Energy Drain (Su): Effigy, Yangoloth
Fear Aura (Ex): Lupinal
Use Charisma for save DC
Fear Gaze (Su): Breathdrinker, Marraenoloth
Force Web (Su): Spellgaunt
Lightning Bolt (Sp): Gold Horror, Platinum Horror
Negative Burst (Su): Deathbringer
Shriek (Ex): Pheonix
Use Charisma for save DC
Silk Slick (Su): Shadow Spider
A Blue Mage can walk along his own slick without issue
Sonic Abilities (Su): Desmodu
Sonic Shriek (Ex): Pulverizer
Stunning Strike (Ex): Runic Guardian
MMIII:
Breath Weapon (Su): Ambush Drake, Cadaver Collector, Greater Cadaver Collector, Alchemical Golem, Mud Golem
Call Brambles (Su): Splinterwaif
Cause Avalanche (Su): Avalacher
Dehydrating Impact (Su): Salt Mummy
Energy Drain (Su): Grimweird
Freezing Gaze (Su): Rejkar
Gaze (Su): Visilight
Negative Wave Pulse (Su): Shadesteel Golem
Shock (Su): Storm Elemental, Any
You use this ability of a Storm Elemental of your Blue Mage level. For example, a 3rd level Blue Mage uses this ability as a Small Storm Elemental, while a level 19 Blue Mage would use this ability as a Huge Storm Elemental.
Shriek (Su): Shrieking Terror
Sonic Pulse (Ex): Gulgar
Spell Siphon (Su): Arcane Ooze
Allies are unaffected.
Thorn Volley (Ex): Battlebriar, Warbound Impaler
Vile Spew (Su): Runehound
Whispers of Loss (Su): Sorrowswarn
Yowl of fear (Su): Feral Yowler
Allies are unaffected
MMIV:
Breath Weapon (Su): Clockroach
Buffeting Winds (Su): Cyclonic Ravager
Corrupting Gaze (Su): Corrupter of Fate
Devouring Larvae (Ex): Quanlos
Fire Bolt (Su): Holocaust Disciple
Flame Burst (Su): Bloodfire Ooze, Blighted Bloodfire
Horrific Gaze (Su): Vitreous Drinker
Justice Strike (Su): Justice Archon
Thorn Burrow (Su): Briarvex
Venom Spray (Ex): Sailsnake
Warping Energy (Su): Zern
MMV:
Avalanche Wave (Su): Malastor
Captivating Call (Su): Frostwind Vigaro
Earthshock (Su): Ken-Kuni
Feeding Frenzy (Ex): Dalmosh
Fire Breath (Su): Ember Guard
You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability
Flame Breath (Su): Ken-Li
You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability
Hail of Razorfeathers (Ex): Steelwing
Soulfire (Su): Solamith
You do not get Soulfire Retort
Spore Pod (Ex): Demonthorn Mandrake
Tainted Energy (Sp): Etherial Defiler
Wind Breath (Su): Ken-Sun
You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability
Misc:
Draconomicom:
Breath Weapon (Su): Abyssal Drake, Dracolich, Faerie Drake, Ghostly Dragon, Planar Dragons (All except Pyroclastic), Squamous Spewer, Storm Drake, Vampiric Dragon, Zombie Dragon
Freezing Touch (Su): Ice Drake
Hypnotyzing Gaze (Su): Jungle Drake
BoVD:
Dark Channel (Sp): Vilewight
Energy Drain (Su): Vilewight
BoED:
Gaze (Su): Firre
Lightshard Strike (Su): Shiradi
You do not need to assume a "Cloud of light shards" to use this ability. If your Blue Mage Level is 5 or less, you only deal damage. If your level is 6-11, your attack functions as Dispell Magic. 12+ the attack functions as Greater Dispell Magic
Dream Ray (Su): Tulani
You do not need to assume a Globe form
Frost Breath (Su): Leskylor
You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability
Bay (Su): Moon Dog
Allies are unaffected, regardless of alignment.
Dragon Magic:
Breath Weapon (Su): Aspect of Bahamut, Aspect of Tiamat (Choose head)
Firey Body (Ex): Blazewurm
Tumbling Flame (Ex): Blazewurm
Beserk Attacks (Ex): Redspawn Berserker
Devour Spell (Su): Spell Eater
Use your Blue Mage level +11 for this ability or your actual Spell Resistance, whichever is higher. If the spell does not beat this pseudo resistance, then you may use the ability as stated in the Spell Eater description. This is not Spell Resistance, as you still take the effect of the spell regardless of the roll.[/roll]
Magic Distortion Aura (Su): Velroc
[i]The Blue Mage and his allies are never considered the closest creature. Allies may cast within this aura without needing to make a Caster Level check.
Drow of the Underdark:
Reactive Web (Ex): Admantine Spider
The Blue Mage may use this ability when he himself is attacked, and against any enemy that deals at least 1 point of damage to any adjacent ally. This is an imediate action. Save DC is Dex based.
Breath Weapon (Su): Deep Dragon
Energy Drain (Su): Huge Husk Scorpion, any Huge or larger Husk Vermin
Disgorge Spiders (Su): Shunned
Due to it's nature, it can only be learned via Lancet. The Blue Mage may only have two swarms at any time. "Spewing" the swarms is not required for a Blue Mage, they may simply "appear" in a square next to the Blue Mage.
Dungeonscape:
Spore Jet (Ex): Ascomoid
Infestation (Ex): Rot Grub Swarm
This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike
Frostburn:
Breath Weapon (Su): Chilblain
Elemental Command (Su): Elemental Weird (Both),
The Blue Mage may command a number of Elemental HD equal to his Blue Mage level. The Blue Mage may command elementals for 24 hours, until the Elemental dies or it's summoning ends. Whichever comes first.
Icy Touch (Su): Entombed
This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike
Ice Blast (Su): Frost Folk
Coldfire Radiance (Su): Frostfell Ghost
Allies are unaffected
Ice Shards (Su): Ice Golem
Ice Breath (Su): Ice Beast
You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability
Sphere of Cold (Su): Ice Toad
Rimefire Bolt (Su): Rimefire Eidolon
If you possess the Eldritch Lancet feat, you may use Rimefire Bolt with an Eldritch Blast attack, dealing an extra 3d6+cha mod damage per blast and allows you to make a full attack with your Eldritch Blast, your Eldritch Blast range is still used, however. Rimefire Bolt counts as an Eldritch Esscence when used as part of an Eldritch Blast.
Beguiling Song (Su): Rusalka
Cold Aura (Su): Shivhad
Bellow (Su): Tlalusk
Frost Glance (Su): Winterspawn
Paralyzing Gaze (Su): Yuki-on-na
Heroes of Horror:
Sink (Su): Bog Imp
Devour Corruption (Ex): Corruption Eater
The Blue Mage does not gain this corruption himself. This ability is only avilable when the Taint optional rule is in play.
Libris Mortis:
Cold to the Touch (Su): Bleakborn
This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike
Mind Thrust (Su): Brain in a jar
Lords of Madness:
Baleful flash (Su): Eye of the deep
Mind Blast (Sp): Elder Brain, Mind Flayer Alhoon, Mind Flayer Ultihard, Mind Flayer Vampire, Urophion,
Screech (Su): Saltor
Strands (Ex): Urophion
The ability "Drag" is considered a part of the Strands ability as far as the Blue Mage is concerned. It is recommended to note the Drag ability down for convenience.
When attached to a creature, the strands can be used as tentacles for all effects that use them.
Magic of Incarnum:
Bile of hatered (Ex): [Hateful] Lost
Fury of Wrath (Ex): [Wrathful] Lost
Mirror of Despair (Ex): [Despairing] Lost
Song of Misery (Ex): [Miserable] Lost
Consume Soul (Su): Souleater
Souls are realeased after the duration expires, however a Blue Mage may "hold onto" allies willing soul(s) instead of releasing them, allowing them to be raised or ressurected for half the cost required for those spells, because the soul is close by.
Miniatures handbook:
Curse Aura (Su): Cursed Spirit
Stunning Strike (Su): Gravehound
Flesh Rotting Gaze (Su): Nothic
Paralasys (Su): Ghirrash
Planar Handbook:
Energy Ray (Ex): Energon (Any)
Smoke (Su): Lesser Nightmare
Allies do not suffer from the -2 penalty, but the Blue Mage still has partial/total concealment from allies.
Sandstorm:
Desert Halo (Su): Desert Devil
Breath Weapon (Su): Sand Dragon, Dustform Creature, Mephit (Any),
Burn (Ex): Lava ooze
Stormwrack:
Sonic Pulse (Su): Hammerclaw
Paralytic Tentacles (Ex): Slime Chuul
Requires successful grapple check
Infernal Wound (Su): Echinoloth
Does not require the specific weapon. Slashing/Piercing damage is enough.
Note for DMs: It is recommended that you allow the Blue Mage to start with abilities that come from monsters with a CR equal to or less than the Blue Mage's ECL.
Blue Mage Feats
Note: Whenever "Lancet Damage", or similar is mentioned, the ability to learn Blue Mage abilities is also included; unless otherwise stated.
Lancet Recovery
Prerequisites: Lancet 3d6
Effect: Your Lancet recovery time becomes 1d2+1. However, this only applies to standalone Lancet, it does not affect any Blue Mage feats, unless otherwise stated.
Lancet Breath [Metabreath]
Prerequisites: Breath Weapon with a recharge time measured in rounds, Lancet 3d6
Effect: Whenever you use a Breath Weapon you may, as a free action, apply half your Lancet Damage, to your Breath Weapon.
Using this feat adds 1d4+2 rounds to your Breath Weapon and you cannot use your Lancet ability for 1d4+6 rounds.
Eldritch Lancet
Prerequisites: Eldritch Blast 2d6, Lancet 2d6
Effect: You may Apply your Lancet Damage to your Eldritch Blast. Applying Lancet damage in this way counts as an Eldritch Essence, with a Spell Level equal to the Eldritch Blast spell level.
Additionally, your Warlock and Blue Mage levels stack with each other to determine Eldritch Blast and Lancet damage.
Using this feat means that you cannot use either your Eldritch Blast OR Lancet for 1d4+2 rounds (Roll once for both). Lancet Recovery cuts this down to 1d2+1 rounds.
Extra Readied Ability
Prerequisites: Blue Magic class feature
Effect: You can ready an additional ability.
Special: This Feat may be taken more than once.
Extra Known Ability
Prerequisites: Blue Magic class feature
Effect: You can know an additional ability.
Special: This Feat may be taken more than once.
Learn By Action
Prerequisites: Blue Magic class feature
Effect: You can learn Extraordinary Blue Mage abilities by simply having them effect you, in the same manner as Supernatural abilities.
Normal: You must use Lancet on an enemy with an Extraordinary Ability in order to learn it.