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Kelvin360
2013-05-08, 07:28 PM
Like the Templar, I've had a few ideas for Classes floating around my brain for some time now. Unlike the Templar, the following are evolutions of previous prestige classes from add-on sourcebooks that I thought could use some touching-up. In the case of the Blood Mage, I just thought the first one sucked. In the case of the Magic Forsaker, I felt more could be added to make up for the severe disadvantage inherent in the class.

I have a fairly good idea of what these two should do, and now I turn to the forums for some help in bringing them down a bit. I'm fully aware that these two restructures are overpowered, and so I'd like some assistance bringing them down to the par of yon average campaign.


Magic Forsaker
Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths has no business considering the path of the forsaker.

The forsaker rebels against the magic of the fantastic world around him. It's not that he doesn't believe in it; he knows full well that magic is real. He has felt its all too tangible power burn over his skin or wrest control of his mind from him. While others may ignore the dangers of magic and succumb to its siren call of power, the forsaker knows better. To him, sorcery is nothing but a crutch that coddles and weakens its users. By depending upon his own resources alone, the forsaker becomes stronger, tougher, smarter, and more nimble than any of his companions. To that end, he treads a lonely path, deliberately depriving himself of magic's benefits and destroying any magic items he finds.

Forsakers can take up any standard or philosophy, though they tend more toward chaos than law. Evil forsakers hunt down and kill the most powerful users of magic that they can find, as if to demonstrate the ultimate weakness of the wizard and the sorcerer. Good forsakes commit themselves to expunging evil sorcery from their world, but they too see themselves as examples of how mundane strength can conquer foul enchantments.

Though forsakers do their best to resist all spells - even beneficial ones - cast upon them, some eventually learn to tolerate their companions' magic. A few claim that they are leading by example; others rationalize that only by consorting with lesser villains can they defeat greater ones. Whatever justification they use, the alliance between forsaker and spellcaster, no matter how temporary or how necessary, is seldom a peaceful one.

Hit Die: d12


Class Skills

The forsaker's class skills (and the key ability for each skill) are Climb (Str), Craft (any) (Int), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), and Wilderness Lore (Wis).

Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier.

The Magic Forsaker
{table=head]Class Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+2|Signature Weapon I, Forsake Magic
2nd|+2|+3|+0|+3|Spell Resistance, Magic Destruction
3rd|+3|+3|+1|+3|Focus, Strike
4th|+4|+4|+1|+4|Ability Bonus, Defense, DR 2/+1
5th|+5|+4|+1|+4|Signature Weapon II, Quick Recovery
6th|+6/+1|+5|+2|+5|Natural Weapons
7th|+7/+2|+5|+2|+5|Follow-Through
8th|+8/+3|+6|+2|+6|Ability Bonus, Improved Strike, DR 4/+2
9th|+9/+4|+6|+3|+6|Distrust Magic, Uncanny Defense
10th|+10/+5|+7|+3|+7|Mettle, Improved Focus
11th|+11/+6/+1|+7|+3|+7|Signature Weapon III
12th|+12/+7/+2|+8|+4|+8|Ability Bonus, DR 6/+3
13th|+13/+8/+3|+8|+4|+8|Trollish Fortitude
14th|+14/+9/+4|+9|+4|+9|Improved Follow-Through
15th|+15/+10/+5|+9|+5|+9|Tough Defense
16th|+16/+11/+6/+1|+10|+5|+10|Ability Bonus, DR 8/+4
17th|+17/+12/+7/+2|+10|+5|+10|Greater Focus, Sharp Weapons
18th|+18/+13/+8/+3|+11|+6|+11|Hate Magic
19th|+19/+14/+9/+4|+11|+6|+11|Lesser Evasion
20th|+20/+15/+10/+5|+12|+6|+12|Ability Bonus, DR 10/+5

[/table]


Class Features

The Following are class features of the forsaker class. Please note that all features are either Extraordinary abilities or feat-like additions.

Weapon and Armor Proficiency: Forsakers are proficient with all light and medium armor, simple and martial weapons, and shields.

Signature Weapons: A forsaker is recognized and formed by the weapons he keeps on his person. These simple yet elegant implements of destruction form a bond with the forsaker, and he with them. At 1st level, he can bond with one weapon that he is proficient with, gaining all benefits as they come. This does not restrict him that to specific weapon; the benefits apply to any weapon of the same kind, though obviously a magical weapon will cause these to be lost.
At 5th level, the forsaker can add a second weapon to his list of Signature Weapons, and again at 11th.

At 2nd level, the forsaker strikes with any of his Signature weapons with a +1 to hit. This stacks with Weapon Focus. At 6th level, any Signature Weapon a forsaker wields has an effective enhancement bonus equal to his damage reduction bonus, including bonuses to attack and damage. At 11th level, any of his Signature weapons strike with bonus damage equal to +2. At 17th level, the forsaker rolls critical hits with any of his Signature weapons as though they had the keen property or its piercing/bludgeoning equivalent. This stacks with Improved Critical.

Forsake Magic: A forsaker cannot willingly use any magic item, weapon, or piece of armor, and must resist any spells cast at him, beneficial or no, if possible. While this code does not necessarily mean that he must immediately kill the caster, anyone casting a spell on a forsaker should prepare for death anyway. A forsaker can give permission to a caster that, as an individual, he trusts implicitly, but he must still resist the spell.

Spell Resistance: The forsaker, starting at 2nd level, gains Spell Resistance equal to his level + 10. Every fifth level, he gains an additional bonus of 1 to the score on top of this (for a total of 16 at 5th, 22 at 10th, 28 at 15th, and 34 at 20th).

Magic Destruction: A forsaker knows innately how to end the menace of magic, be it a man or an object. By spending two consecutive full round actions (subject to attacks of opportunity), a forsaker can break and render utterly useless any non-artifact item permanently. This gives the forsaker a +2 morale bonus to all attacks, skill checks, and saving throws for 5 rounds, and also fuels several key abilities. If he does not break enough magical items to equal a total gold value of his level x 1000 every 24 hours, he loses his Damage Reduction, Spell Resistance, and Focus abilities until he does so.

Focus: At 3rd level, the forsaker is not easily swayed from his goals. He gains a +2 bonus to concentration and a +1 bonus to his will saves.
At 10th level, this bonus increases to +4 and +2, respectively.
At 17th level, the forsaker becomes fully immune to any spells or spell-like abilities that fall under the effects of ‘compulsion’. The previous bonus is still in effect.

Strike: At 3rd level, the forsaker can, as a free action during an attack, subtract up to 5 points from his attack bonus for that attack and add that number to his damage if he hits. For all intents and purposes, this acts as the Power Attack feat.
At 7th, 8th, and 14th level, the forsaker gains the equivalents of the Cleave, Improved Power Attack, and Great Cleave feats, respectively.

Ability Bonus: Every four levels, the forsaker adds +1 to an ability of his choice. This works exactly like the additions to ability scores on every fourth character level, and if both fall on the same level, it is essentially 2 free points to spend. If the forsaker’s 12th level falls on the free point the gains on his 12th character level, he gains an additional point. This follows the pure-class progression for 4 total points at 16th level and 5 at 20th.

Defense: Starting at 4th level, the forsaker learns to better avoid physical blows as well as magical ones. He gains a +1 dodge bonus to his Armor Class.
At 9th level, the forsaker adds his INT modifier (if any) to his Armor Class.
At 15th level, the forsaker adds his CON modifier (if any) to his Armor Class. All three of these bonuses stack with each other.

Quick Recovery: A forsaker recovers from physical injuries more quickly than other people. At 5th level, he gains Fast Healing 1, healing 1 hit point every minute. Every 2 levels thereafter, he heals an additional hit point every minute, to a maximum of 8 hit points every minute at level 19.
At 13th level, the forsaker can heal even more quickly, allowing him to heal half the amount provided by Quick Recovery every round. He still heals every minute in addition to this.

Distrust Magic: A forsaker of a certain caliber can strike fear into the hearts of casters, and recognize them on sight. He gains a +3 bonus to Spellcraft, Intimidate, and Sense Motive when dealing with spellcasters at 9th level.

Mettle: A forsaker can take more punishment than the average person, whether physical or mental. Of course, sometimes he doesn’t have to. Starting at 10th level, if the forsaker is targeted by a spell or spell-like ability that allows a fortitude or will save for half or reduced effect and succeeds, nothing happens instead.

Hate Magic: Merely seeing a spell in progress is a good way to trigger the forsaker’s fury. When fighting an individual whom the forsaker knows for certain is a spellcaster, he gains a +2 bonus to hit and damage against them.

Lesser Evasion: If a forsaker succeeds on a reflex save against a spell that allows one for half damage, he reduces the spell’s damage by 1d6 dice before taking half damage. (To clarify; if a mage casts a 10d6 fireball, a successful save and rolled '5' on the part of the Forsaker means that the Forsaker only takes half damage from 5d6 of the fireball's damage.)


And now, to prove that I don't only make mage-killer classes...

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Blood Mage
A necromancer would argue that death is the path to power. An evoker would argue that destruction is the path to power. An acolyte of the skin would argue that demonic energy is the path to power.

A Blood Mage disagrees with all of these sentiments. The magus understands full well that the greatest weapon in the arsenal of any one being is, in fact, life. And not in just one way.

Blood Magi are arcane casters, risen from the grave with a closer understanding of what it means to be alive. These typically relish the mere act of breathing, and every sustaining heartbeat is like unto a shout of triumph. Even greater, perhaps, than their state of being is the power granted to them by such a close bond with the red river itself - blood.

Not only have they learned of its importance the hard way, but intensive study allows them to manipulate the fluid itself in a variety of ways.

Hit Die: d6


Requirements
Requirements
To qualify to become a blood mage, a character must fulfill all the following criteria.
Alignment: Any non-good
Spellcraft: 10 ranks
Heal: 5 ranks
Feats: Toughness
Special: Must have, at some point, been killed and then brought back to life.

Class Skills
The blood mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Heal (Wis), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.


The Blood Mage
{table=head]Class Level|BAB|Fort|Ref|Will|Special|Spells per Day

1st|+0|+2|+0|+2|Stanch, Blood Magic|+1 level of existing class
2nd|+1|+3|+0|+3|Etch Scar, Scar of Pain|+1 level of existing class
3rd|+1|+3|+1|+3|Improved Toughness|+1 level of existing class
4th|+2|+4|+1|+4|Thicker Than Water, Scar of Wounding|+1 level of existing class
5th|+2|+4|+1|+4|Stronger Blood|+1 level of existing class
6th|+3|+5|+2|+5|Wounding Spells, Scar of Seeking|+1 level of existing class
7th|+3|+5|+2|+5|Extract Blood Elemental|+1 level of existing class
8th|+4|+6|+2|+6|Blood Flow, Scar of Rage|+1 level of existing class
9th|+4|+6|+3|+6|Walking Puppet|+1 level of existing class
10th|+5|+7|+3|+7|Bloodwalk, Scar of Death|+1 level of existing class
[/table]

Class Features

All of the following are class features of the blood mage prestige class.

Weapon and Armor Proficiency: Blood magi gain no proficiency with any weapon or armor.

Spells Per Day: When a new blood mage level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of blood mage to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before he became a blood mage, he must decide to which class he adds each level of blood mage for the purpose of determining spells per day.

Stanch (Ex): If the Blood Mage drops below 0 hit points, he automatically stabilizes. He still dies if he drops to -10 HP or below.

Blood Magic (Su): The Blood Mage is a master of adding the magic of the arcane and the magic of blood together to make even more powerful spells. When he casts a spell that does damage or has a save DC, he can deal damage to himself as a free action to increase either (the Blood Mage cannot increase both the damage and DC of a spell with this ability; he must choose one).

Increasing the damage of a spell by dice (I.e. turning a 9d6 fireball into a 10d6 fireball) costs 3 hit points per spell level per dice divided by two. In the above example, Jerad wants to turn a 9d6 fireball into a 10d6 fireball. Fireball is a level 3 spell and the damage is only increased by 1 dice, so this costs Jerad 4 hit points.

Increasing the damage of a spell by 1 static point costs 1 hit point per spell level divided by two. Thusly, if Jerad wanted to keep the 9d6 fireball, but add an extra 5 points of fire damage, it would cost him 7 hit points.

In a more extreme example, if Jerad wanted to increase the damage of a meteor swarm by 10 dice or 30 static damage, the cost would be 135 hit points for either.

Increasing the DC of a spell costs 5 hit points per DC times the spell level. So if Jerad wanted to increase the DC of a disintegrate by 5, it would cost him 150 hit points

Margins for ease of use:

Dice: (HP=3xSLxD/2)
Static: (HP=1xSLxP/2)
DC: (HP=DCx5xSL/2)

Etch Scar (Sp): By concentrating for a round and speaking an incantation, a Blood Mage can inscribe a magical scar onto an opponent. For all intents and purposes, he is casting a custom spell from his spell book, with a fortitude DC according to charisma or intelligence bonus (whichever is higher) and the ‘level’ of the scar, marked below. Each scar lasts for 1 round per Blood Mage level.

Scar of Pain: The target creature takes a -2 penalty to skill checks, attack, damage, and AC, as well as a 25% arcane spell failure chance. This counts as a level 2 spell.

Scar of Wounding: The target creature takes 2 damage per round and has a 20% vulnerability to any spells augmented by Blood Mage special abilities. This counts as a level 4 spell.

Scar of Seeking: The target creature begins to actively attract blows to a certain vulnerable area. They take a -3 penalty to AC, and any creature striking the scarred individual adds +1 to their critical threat range. This counts as a level 6 spell.

Scar of Rage: The target creature goes berserk, attacking the nearest creature it can see until either it or its target dies. In doing so, they take a -5 penalty to AC and attack rolls, but do an extra 5 damage per hit. This counts as a level 7 spell.

Scar of Death: The target creature only bears this scar for 5 rounds, after which it must make a fortitude save at a DC of 19 + Blood Mage level + CHA/INT Bonus (use higher) or die. In this case, the Blood Mage must spend his round casting in etch a copy of this scar into himself, dealing 10 damage every round until the scar on his opponent fades, and this scar can only be etched once per day. This counts as a level 9 spell.

Improved Toughness (Ex): At 3rd level, the Blood Mage gains an extra 3 hit points, and an extra 1 hit point per character level, applied retroactively. These bonuses stack with normal Toughness.

Thicker Than Water (Ex): The Blood Mage gains hardness of 1 for every 2 levels of Blood Mage he possesses.

Stronger Blood (Ex): The Blood Mage gains a permanent +2 bonus to his Constitution.

Wounding Spells (Su): Whenever the Blood Mage casts a damaging spell on a target, that target takes 2 damage from bleeding per round equal to the level of the spell that was cast. In addition, the spell does an extra 3 damage per spell level if the target is already bleeding. The latter bonus does not apply to bleeding cause by Wounding Spells.

Extract Blood Elemental (Su): Once per week, the Blood Mage can perform a 2-round ritual over a creature at 0 hit points or less. Once finished (assuming the creature has not died in the interval), the creature’s blood is ripped from its body and forms a Blood Elemental (which is the same in all respects as a water elemental) of a size one less than the original creature. In addition, the affected creature cannot be raised except by True Resurrection.

Blood Flow (Su): Once per day, the Blood Mage can exert control over his internal systems to produce more, better blood. For one turn per Blood Mage level, he cannot be affected by Wounding or Bleeding effects, gains +4 CON, and also heals himself of 3 hit points per Blood Mage level.

Walking Puppet (Su): One per day, the Blood Mage can assert control over a creature’s bloodstream, turning them into a puppet under the Mage’s control. Both creatures make an opposed Save (fortitude for the creature, Will for the Mage); if the Blood Mage wins, the targeted creature is affected as though by Dominate Person for a number of rounds equal to however much the Blood Mage succeeded on the opposed roll by. A creature immune to mind effects can still be overcome, but anything without blood cannot.

Bloodwalk (Su): Once per day as a standard action, the Blood Mage can enter a creature (must succeed at a touch attack if the target is unwilling) and teleport any distance the Mage designates on the same plane, exiting from a creature on the other side. The Mage can choose a specific creature to exit from if he has a sample of that creature’s blood.
If he desires, he can make a ‘bloody exit’ from the creature on the other side. If he does, that creature must make a DC 18 fortitude save or die spectacularly. If it succeeds, the creature still takes 16d6 damage from the shock.