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PersonMan
2012-11-30, 08:01 PM
Vampires of Aurelia


Aurelia, known colloquially outside its borders as the "Land Most Vile", or Teffelland, is home to many different breeds of power-seekers who turn to magic. As a way to force one's will upon the world, it's considered by a significant portion of the population as one of the best ways to achieve the Aurelian Dream: absolute dominion over your former competition. Such a highly competitive environment has resulted in dozens of variations of even the most common magical technique as everyone, from archmages to students, looks for something to give them an edge. Much of this experimentation results in failure or, in some cases, explosive forms of the original spell, but sometimes an entirely new form of magic is created. Blood magic is one of these.

The "Vampires of Aurelia" were originally a small group that held a monopoly on blood magic, but after a mostly political scuffle between the most powerful members and the brilliant reverse engineering of some of the core principles by the now-famous Arver Rocliff blood magic has become much easier to learn. As the group collapsed, their name eventually became a general term to refer to practitioners of blood magic in Aurelia and outside of it before the name for the strange, in many ways resembling the vampires of folklore, mages that used this new power.



Designer's Note: All of the 'Vampires of Aurelia' classes work with some level of HP-based mechanics, often based on % of remaining HP or similar. If you don't like this kind of mechanic, well...I'm probably not going to remove them, so consider this as you read the class.



The Blood Mage

Prerequisites:
Skills: Concentration 8 ranks, Spellcraft 8 ranks
Spellcasting: Able to cast arcane spells of 3rd level or invocations of equivalent level
Feats: Arcane Blood (new feat, see below)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+2|
+0|
+2|Forced Donation, Blood Pool|

2nd|
+1|
+3|
+0|
+3|Tides of Blood| +1 level of existing class

3rd|
+1|
+3|
+1|
+3|Bloodied Spellcasting| +1 level of existing class

4th|
+2|
+4|
+1|
+4|Spell Healing| +1 level of existing class

5th|
+2|
+4|
+1|
+4|Crimson Reaping|

[/table]

Hit Die: d8
Skill Points per Level: 4 + Int Modifier
Class Skills: Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (all skills, taken separately), Profession and Spellcraft

Weapon and Armor Proficiency: A blood mage gains no new proficiency with weapons or armor.

Forced Donation (Su): At level 1, a blood mage can take direct control of a small portion of an enemy's blood, ripping it from them and using it to heal themselves.

As a standard action, a blood mage may use Forced Donation on a single creature with a circulatory system within 40', dealing 1d8 damage per class level and healing themselves for 2 + 4 per class level above 1st. Forced Donation is a versatile technique; against enemies without circulatory systems it can be adapted to tap directly into the positive energy in their form and can still be used as long as the target is alive.

If a blood mage would heal themselves above their maximum HP, the remainder is added to their Blood Pool, once they reach full HP.

Blood Pool (Su): A blood mage has a pool of blood gained from others, which they can use to fuel their abilities. Any time a blood mage would take damage to use an ability gained from this class, they may instead subtract the cost from their Blood Pool. Any points that are not contained in the Blood Pool are taken as damage.

For example, John the blood mage has a Blood Pool of 3 and uses Tides of Blood. Three of the four points of damage are subtracted from it, and the remaining one is taken by him as damage.

Tides of Blood (Su): At level 2, a blood mage gains a greater level of control over their blood (as well as blood appropriated from others), using it as a weapon. As a move action, a blood mage can deal 4 damage to themselves* to unleash a torret of slicing blood in all directions. All enemies within 30' (+5' per class level above 2nd) take 2d4 + the blood mage's Constitution modifier damage. A Reflex save (DC 12 + the blood mage's Constitution modifier + 1/2 their class level) halves the damage.

Each time they use Tides of Blood, a blood mage gains one Swirling Blood stack. For every Swirling Blood stack they have, the effect of any healing effect (for example, Cure Light Wounds or Fast Healing) they benefit from is increased by 25% per stack. Each stack of Swirling Blood also gives this ability an additional 1d4 points of damage, up to a maximum of 4 stacks, increasing healing effects by 100% and dealing 4d4 extra damage.

For example, John the 4th level blood mage has two Swirling Blood stacks and uses Forced Donation. He would normally heal 8 damage from this, but because of his Swirling Blood stacks the effect is increased by 50% to 12.

Starting at 5th level, a blood mage can use this ability as a swift action and can do it even while moving.

Swirling Blood stacks last one round. At the end of their turn, a blood mage loses any Swirling Blood stacks they have unless they used the ability that turn.

Bloodied Spellcasting (Su): At level 3 a blood mage learns to fully combine a spell with their blood magic. By dealing 1 point of damage to themselves, a blood mage can add their current Tides of Blood damage to the damage of any spell they cast.

Spells that do not do damage, such as Charm Person, can be modified by Bloodied Spellcasting, their base damage is considered 0 for the purpose of this ability.

If the target makes their save against the spell, the extra damage is halved.

Spell Healing (Su): At 4th level, a blood mage can rip life energy from their enemies with every spell cast, as long as their blood is involved in the casting. Whenever a blood mage deals damage with a spell modified by the Bloodied Spellcasting ability, with Tides of Blood, Crimson Reaping or Forced Donation, they heal 10% of the damage dealt. Any healing above their maximum HP is not added to their Blood Pool or gained as temporary HP.

Spells that do area damage heal only 1/2 of the normal amount (so if you hit 4 targets you still heal more than if you hit only one with a single-target spell, but only 4/2 as much and not 4x the normal value).

Crimson Reaping (Su): At 5th level, a blood mage can use an advanced version of the most basic blood magic technique to force the entirety of an enemy's blood from their body. As a full-round action, a blood mage deals 5d8 + their Constitution modifier damage to a single target within 150' (the target must be a valid target for Forced Donation).

This damage is increased by 1d8 per 10% of their maximum HP the target is missing.

If the target is killed by the damage, the blood mage is healed for [the target's Hit Dice] * 4 + their Consitution modifier.


*If this damage is reduced in any way, the ability will not function. If under the effect of, for example, Shield Other, they can choose to have the damage dealt by Tides of Blood ignore this to allow it to function.

A blood mage cannot use Tides of Blood if it would bring them below 0 HP.

---

Playing a blood mage

Combat: Early on, your fairly low HP pool, self-damaging abilities and low range puts you in a dangerous position. Balance out maximizing your damage and keeping yourself safe. In almost all situations, it's best to use Tides of Blood to gain Swirling Blood stacks before Forced Donation, to increase the amount you are healed for (or the amount your Blood Pool is increased by).

Bookkeeping: Yes, it can be fairly complex to run a blood mage. Blood Pool level, calculating how much you heal from each ability you use (remember, Swirling Blood increased healing applies to Bloodied Spellcasting!) and the precise damage of Tides of Blood can be a bit tough at first, especially if you mix it with standard spellcaster upkeep.

I'd recommend using note cards or similar to make a "Blood Statblock", keeping track of your Swirling Blood stacks, HP in Blood Pool, bonus healing, etc. that way.






New Feats

Arcane Blood
Your magic is in your blood...literally.
Prerequisite: Must be capable of casting arcane spells
Benefit: While below 2/3 of your maximum HP, your spells gain a +3 bonus to penetrating spell resistance.

While at below 1/2 of your maximum HP, your spells deal bonus damage equal to your Constitution modifier or last one round longer, at your choice (you choose this for each spell you cast. Nondamaging spells are considered to have a base damage of 0 for this feat.).

While at maximum HP, you gain a +2 bonus to initiative as your magically-empowered blood gives your muscles greater agility.






-----------------------------

Well! This is the start of a new project for me. I'll be reserving a post for my next PrC in the series and then another after that, in case I make more bonus feats, extra spells, or similar and need room.

Feel free to comment!

PersonMan
2012-11-30, 08:02 PM
The Blood Knight

Blood knights are the more martially bent users of blood magic. They understand the power they use so utterly that it becomes something untouchable by things which normally disrupt magic, powered only by their will. In general, blood knights are found in positions of power, political or otherwise, although few show interest in gaining religious authority in the church. The battlefield is their home, however, and every blood knight knows that their abilities are of the most use when surrounded by others fighting and dying.


Quick Summary: In general, a blood knight will enter combat and try to build up Blood Mist stacks quickly, which they can then use to power their abilities.




Prerequisites:
Base Attack Bonus: +4
Feat: Sanguine Slice
Saves: Base Fortitude or Will save bonus +4


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Martial Maneuvers

1st|+1|+2|+0|+0|Blood Mist, Curling Tide |

2nd|+2|+3|+0|+0|Sanguine Missiles |+1 level of existing class

3rd|+3|+3|+1|+1|Crimson Surge, Bloody Infusion |+1 level of existing class

4th|+4|+4|+1|+1|Bask in Bloodshed |

5th|+5|+4|+1|+1|Sanguine Maelstrom |+1 level of existing class

[/table]
Hit Die: d12
Skill Points per Level: 4 + Int modifier
Class Skills: Bluff, Climb, Craft, Diplomacy, Intimidate, Jump, Martial Lore, Profession, Ride, Swim and Tumble

Weapon and Armor Proficiency: A blood knight does not gain any new proficiency with weapons or armor.

Martial Maneuvers: At levels 2, 3 and 5 a blood knight gains new maneuvers known, maneuvers readied, stances known and an increase in initiator level as if they had taken a level in their previous initiating class. If they had multiple initiating classes, they choose one. They do not gain any other benefits, such as class features, of gaining levels in these classes.

Blood Mist (Ex): At level 1, blood spilled by a blood knight collects around them, on their armor or weapon and sometimes even in the air, calling to the sanguine fluid still within its former container.

Each time they damage a creature with a circulatory system, a blood knight gains one Blood Mist stack, to a maximum of 3 + 1 per class level. Blood Mist stacks are lost when a blood knight leaves combat (generally, a blood knight is considered to have left combat when they have not made an attack roll or been damaged for 10 rounds, but there are some exceptions).

While they have at least one Blood Mist stack, a blood knight gains a +1 bonus to attack and damage rolls against a target with a circulatory system that they have damaged in the last 2 rounds.

This bonus increases by 1 every other level, to a maximum of +3 at 5th level.

Curling Tide (Ex): At 1st level a blood knight can will the blood they spill into a surging mass to shield them. As an immediate action, a blood knight can expend one Blood Mist stack to gain cover against a single ranged attack or area effect, gaining the normal bonus to their Reflex save.

Sanguine Missiles (Ex): At level 2 a blood knight can draw together the blood around them to deadly projectiles and use them to attack their enemies at range.

As a swift action, a blood knight can expend one Blood Mist stack to gain one round's worth of Sanguine Missiles. Until the beginning of their next turn, they can use these as ranged weapons with a range of 120' (with no range increment), with no penalty for firing into melee.

A Sanguine Missile deals 1d4+1 damage per class level, plus the blood knight's Constitution modifier. A Sanguine Missile is considered to be magical for the purposes of overcoming damage reduction. If a blood knight is using a weapon with a special property (such as a Holy weapon), the Sanguine Missile gains that property , including material properties such as adamantine but not ones such as Flaming.

Crimson Surge (Ex): At 3rd level, a blood knight can empower their own body with blood taken from enemies. As a swift action, a blood knight can expend one Blood Mist stack to gain a +50' speed bonus to all of their movement modes.

Crimson Surge lasts until the beginning of the blood knight's next turn. While Crimson Surge is active, a blood knight gains a +2 bonus to all saving throws.

Bloody Infusion (Ex): At level 3 a blood knight can heal wounds with the blood around them, sucking the power from it as it seeps into their skin.

As a free action, a blood knight can expend one Blood Mist stack to heal themselves for 4 points of damage per class level. This can only be done once per round.

Bask in Bloodshed (Ex): At 4th level a blood knight's attacks are followed by razor-sharp blood, slicing at everything nearby.

As a swift action, a blood knight can expend one Blood Mist stack to empower all of their attacks for one round. Attacks made during this time deal 1d4 extra damage per class level. Enemies adjacent to the target take damage equal to this bonus damage, plus the blood knight's Constitution modifier.

Sanguine Maelstrom (Ex): At level 5 a blood knight can enter a state of great power, pulling every bit of energy they can wring from their body and the blood around them. Once per day, a blood knight may enter a Sanguine Maelstrom, which lasts for 5 + their Constitution modifier rounds.

While in a Sanguine Maelstrom, a blood knight gains a +6 bonus to saving throws, a +20' bonus to their base land speed and heal themselves for 10% of the damage they deal. Enemies within 10' of a blood knight in a Sanguine Maelstrom at the beginning of their turn take 2 points of Constitution damage as their blood is torn from their bodies (this applies only to creatures with a circulatory system, others take 5d4 damage as the blood rips at their form). A successful Fortitude saving throw (DC 15 + the blood knight's Constitution modifier) halves the damage. The blood knight gains temporary Constitution points equal to the Constitution damage this ability deals. Hit points gained from this temporary increase in Constitution are lost before normal ones.

A blood knight may prolong a Sanguine Maelstrom by expending all of their Blood Mist stacks. This increases the duration by 4 rounds.

New Feats

Sanguine Slice
Blood sharpens your blade, ready to slice at your command.
Benefit: Once per encounter, if you have damaged a creature with a circulatory system in the previous round, you may charge your weapon with violent energy, rending anything you attack with it. Charging your weapon is an immediate action and your weapon remains charged until the end of your next turn. While charged, attacks with your weapon deal an additional 2d4 points of damage and give the target a -2 penalty on Fortitude saves for 1 round.

You may use this feat once more per encounter for every three levels above third you have.

[U]More Maelstroms
You have more strength in your blood than most.
Prerequisite: Must have the Sanguine Maelstrom class feature
Benefit: You may use Sanguine Maelstrom one additional time per day, plus one per four levels you have above 12th.

PersonMan
2012-11-30, 08:05 PM
Feats, etc. might go here. I might also dump misc. info here as well.

A third PrC might also end up gracing this spot, filling the skillmonkey role...maybe.

PersonMan
2012-12-01, 06:51 PM
The Blood Knight is finished and has been added to the second post.

Instead of a skillmonkey type PrC, I might be going for a 'pure' blood warrior, rather than one who augments spells/martial abilities with it.

Then again, this could just as well be a variant Blood Mage.