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View Full Version : Pathfinder Blood Mage Custom base class



Grayharst
2017-03-14, 11:53 AM
I created this class a while ago, but i wanted to know if people thought this was balanced. I'm pretty happy with it, but I feel like things could be changed for the better.

Blood Mage
Hit Die: d8


Level

BAB

Fort

Ref

Will

Special



1

+0

+2

+2

+0

Blood Magic, Blood Fury, Blood Strike



2

+1

+3

+3

+0

Spatial Distortion



3

+2

+3

+3

+1




4

+3

+4

+4

+1




5

+3

+4

+4

+1

Blood Cleave



6

+4

+5

+5

+2

Solid Blood



7

+5

+5

+5

+2




8

+6/+1

+6

+6

+2

Fluid Form



9

+6/+1

+6

+6

+3




10

+7/+2

+7

+7

+3

Blood Bolt, Blood Form



11

+8/+3

+7

+7

+3




12

+9/+4

+8

+8

+4

Hardened Blood



13

+9/+4

+8

+8

+4




14

+10/+5

+9

+9

+4




15

+11/+6/+1

+9

+9

+5

Blood Lance



16

+12/+7/+2

+10

+10

+5

Bleeding Frenzy



17

+12/+7/+2

+10

+10

+5




18

+13/+8/+3

+11

+11

+6




19

+14/+9/+4

+11

+11

+6

Blood Storm



20

+15/+10/+5

+12

+12

+6

Blood Demon




Starting Gold: 3d6*10
Skill Ranks: 4 + Int mod.
Proficiency: The Blood Mage is proficient with all simple weapons, light and medium armor.
Blood Magic: The Blood Mage is able to manipulate their blood in a multitude of ways to attack their foes. Using their blood in this way is taxing on the mind and body, though. If a Blood Mage uses their own blood for their magic, they take 1d6 lethal damage every use. Regardless of whose blood they are using, it still damages their mind to use their power. Every blood power has a certain amount of strain on the mind, and once that strain exceeds a certain threshold, their true power is unleashed in what is known as a Blood Fury. Blood Mages are able to use blood magic a number of times a day equal to their class level*2, plus their constitution modifier. Once these uses are spent, any additional uses carries the risk of unleashing a blood fury. Every use after max requires a Will save. The DC of the Will save starts at 20, with the save increasing by 2 every time the save is made. Using blood magic makes the mage mentally unstable. Every time the blood mage take slashing or piercing damage, one use of blood magic is consumed.
Blood Fury: While Blood Mages are inherently powerful, they contain even more power while in a fury. Whether they entered a blood fury willingly or not, it still takes a toll on their body. While in a fury, a Blood Mage takes damage every round, until they fall unconscious, at which point they begin dying. They take 1 damage for every 4 levels they possess per round, as well as life lost from any attacks they make during the fury. During the fury, however, all damage they deal is doubled.
Blood Strike: The most basic attack a blood mage can do, this attack deals 1d6 damage as a ranged attack with a range of 5 ft. This attack consumes 1 use, and consumes 1 hp.
Blood Cleave: This attack deals 1d8 damage in a 20 ft arc around the mage. This attack consumes 2 uses, and consumes 3 hp.
Blood Bolt: This attack does 2d6 damage in a straight line, with a range of 100 ft. This attack consumes 3 uses, and consumes 5 hp.
Blood Lance: This attack deals 2d8 damage in a straight line, with a range of 30 ft. This attack can pierce multiple enemies. This attack consumes 5 uses, and consumes 10 hp.
Blood Storm: This ability attacks 10 times, with each attack dealing 3d8 damage. This attack consumes 10 uses, and consumes 20 hp.
Spatial Distortion: The Blood Mage gains the ability to hide collected blood in a pocket dimension. The mage can choose where the entrance to this dimension is. The pocket can hold 1 gallon of blood for every caster level, and one quart is expended whenever the blood is used to kill a creature.
Solid Blood: The Mage can harden his blood into the consistency of steel. This effect can last for up to one day.
Hardened Blood: The Mage can harden his blood into the consistency of adamantium. This effect can last for up to one day.
Fluid Form: The mage gains the ability to freely control the blood he has collected.
Blood Form: Expending half of the blood mage’s total uses of blood magic allows them to convert their body into pure liquid blood. While in this form, the Mage loses all use of equipment and weapons they may have had, and can’t use any physical objects. Also, the mage can alter their body as it is made of liquid. They gain two slam attacks that each do 2d8 damage, plus 1d4 bleed damage. In addition, they become unaffected by piercing attacks. However, if a blood mage in blood form takes more than 20 damage from slashing or blunt damage in one round, their form is released and they become a pool of blood on the ground. They reform 1d6 rounds later.
Blood Demon: Expending half of the blood mage’s total uses of blood magic allows them to convert their body into an advanced form of blood. While in this form, the mage retains use of physical equipment. They gain +6 str, +2 dex, +6 con, four slam attacks that each deal 3d10 damage, plus 1d8 bleed. They are unaffected by piercing and blunt damage, but if they take more than 30 slashing damage in one round, their form in dispersed, similar to Blood Form.
Bleeding Frenzy: The Blood Mage can enter a Bleeding frenzy once per day. While in a Frenzy, the mage deals +2d6 bleeding damage for 5 rounds. However, while in a frenzy, the Blood mage gets -5 to AC.