Bloodmage (Pathfinder Class)

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Bloodmage[edit]

Power to control those with blood or unlock secrets or keep secrets hidden is the true ability of the Bloodmage.

Making a Bloodmage[edit]

Essentially you are a sorcerer with the power to manipulate blood of your enemies or even the blood of yourself. You are a caster & a possible enchanter. You can come up with some supporting abilities to enhance your allies with a great cost.

Abilities: Intelligence would be used for your spells, both bonus spells and access to spell slots will be determined by your intelligence. Constitution would allow you to use your blood magic.

Races: Any.

Alignment: Any.

Starting Gold: 2d6×10 gp (70 gp).

Starting Age: As Sorcerer.

Table:Bloodmage

Hit Die: d8

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Eschew Materials 3 1
2nd +1 +3 +0 +3 Blood Magic 4 2
3rd +1 +3 +1 +3 4 2 1
4th +2 +4 +1 +4 Blood Magic 4 3 2
5th +2 +4 +1 +4 4 3 2 1
6th +3 +5 +2 +5 Blood Magic 4 3 3 2
7th +3 +5 +2 +5 4 4 3 2 1
8th +4 +6 +2 +6 Blood Magic 4 4 3 3 2
9th +4 +6 +3 +6 4 4 4 3 2 1
10th +5 +7 +3 +7 Blood Magic 4 4 4 3 3 2
11th +5 +7 +3 +7 4 4 4 4 3 2 1
12th +6 +8 +4 +8 Blood Magic 4 4 4 4 3 3 2
13th +6 +8 +4 +8 4 4 4 4 4 3 2 1
14th +7 +9 +4 +9 Blood Magic 4 4 4 4 4 3 3 2
15th +7 +9 +5 +9 4 4 4 4 4 4 3 2 1
16th +8 +10 +5 +10 Blood Magic 4 4 4 4 4 4 3 3 2
17th +8 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9 +11 +6 +11 Blood Magic 4 4 4 4 4 4 4 3 3 2
19th +9 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10 +12 +6 +12 Blood Magic 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Bloodmage.

Weapon and Armor Proficiency: Bloodmages are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Spells: Bloodmages prepare spells just like a Wizard. Intelligence is used for DC saves and bonus spells and having access to spell levels. Bloodmages choose their spells from the Sorcerer & Wizard, and Witch list:


Blood Magic

Blood magic is the ability to use blood in rituals that are beyond the norm of sorcery and wizardry. Whenever you use one of your blood magic abilities you must sacrifice blood from yourself or others or dead creatures. If the creature is alive it takes damage of 1d6 per size category of whatever is the subject or area that you are affecting with the blood magic ritual. If the target is smaller than the small size the damage will still be 1d6. You learn one blood magic ability per even level of Bloodmage. To cast blood magic will take 10 minutes unless stated.

Bloodline barrier: Using your blood you can prevents intruders from gaining access to certain areas as if you’re putting a wall of force around the area or object. Only those of your bloodline may enter or the bloodline of whoever’s blood is being used. This blood magic has a time limit of 24 hours for the effects and unless you remake the ritual again or for more blood which means you will take another round of damage. The effects of this blood magic can be ended anytime you wanted. You must have blood requirements and must be of Bloodmage level of 5.

Blood preservation: You can preserve blood that has been extracted from the living. The magic that preserves it will make container cold to the touch and the blood inside will be preserved as long as the vessel that is contained in is not open.

Blood requirement: You can bypass enchanted item requirements for race by using the blood of the race that is required into a vile that allows anyone who possesses this vile will be able to access the requirements of any item that requires the specific race to use it enchantments.

Blood walk: Your blood mage can dive into another living creatures bloodstream and be inside of their body as a standard action. Once you do this you take no damage when you’re inside of the creature and when you jump out as a standard action the creature takes +1d6 bleeding damage per Bloodmage level.

Blood weapon: Sacrificing your blood you can create a weapon or shield of your choice as a standard action. The weapon or shield will have a +1 blood bonus starting at level 1 Bloodmage and every five levels after starting at 5, 10, 15, and 20. Shields that are created do not have an arcane spell failure. This effect lasts one minute per Bloodmage level.

Creature infusion: You can take the blood of a creature of any kind and altering the blood to where whoever drinks it will obtain some of the powers of the creature that’s the blood came from. This effect lasts one minute per Bloodmage level. When it comes to numeric of facts that are created by the creature such as a breath weapon you can use up to half of what you’re Bloodmage level is. Example you obtain a breath weapon that has 10d6 damage and your Bloodmage level is 8th level you will only be able to use 4d6 of that breath weapon. This also applies to other bonuses such as natural armor. Selecting an attribute is also selecting a special ability you only can obtain the biggest attributes that equal each other or are separated by 1. A single +2 increase counts as a single Bloodmage level. So, in other words if you select a special ability that is an attribute you only increase by a +2 on that attribute. You only can obtain the same amount of special abilities from that creature that equals half your Bloodmage level. You must be a Bloodmage of level 6 or higher.

Extract blood elemental: You can summon blood elementals. Either you could take blood from fallen enemies and create blood elementals or sacrifice your own blood or cause enough damage to kill an enemy that allows you to create a blood elemental from their own blood. If you do not kill the enemy when using this power, then the only thing that happens is that they take damage and no blood elemental is created. The blood elemental becomes a water elemental of the same size as the creature that died. And if you’re using blood from fallen creatures to form a blood elemental the fallen creatures could add up together to be a size category that your GM will state. When you cause damage to an enemy, they take 1d6 per Bloodmage level. Enemies may make a fortitude save for half of the damage if they succeed. DC fortitude save 10+ ½ Bloodmage level + intelligence modifier. You can take damage for each dice that is being used to damage you will count as a size category. You only take damage to a maximum of 6d6. 1d6 is for small and every +1d6 after that will increase the size category of water elemental which will be called a blood elemental. You use water elemental for the stats of the blood elemental. The blood elemental will evaporate after one minute after being summoned. You must be a level 10 Bloodmage or higher.

Greater Bloodline barrier: Same as bloodline barrier except you don’t have to refill the ritual anymore the time limit is endless unless you discontinue it yourself or something else you erase the magic. You must have bloodline barrier and must have a Bloodmage level of 10.

Greater Blood walk: Same as Blood walk except you can now control the creature that you dived into. The creature must make a fortitude save of DC 10+½ Bloodmage levels + intelligence modifier. The Bloodmage could choose not to damage the creature or damage the creature when they dive out of the body. You cannot apply your abilities when you’re in control of the body and you cannot access memories of the creature. Must have blood walk and have 10 levels of Bloodmage.

Greater Blood weapon: Same as Blood weapon except now you can choose to either increase the amount of dice for damage of the weapon or increase the critical threat range or increase the critical damage multiplier or range distance if it has any. If you increase the dice damage you simply add 1 more dice to your damage roll. If you choose to increase the critical threat range, you reach critical with one dice number in your weapons critical threat range. The critical multiplier can increase by a +1. If you increase the range of your weapon increases by 100% if it’s a thrown weapon if it’s a projectile being thrown from something like a longbow then it increases by 50%. You can increase your weapon several times every five levels starting at level 4 then 8, 12, and so on and so forth. This effect lasts two minutes per Bloodmage level. You must be a Bloodmage of level 4 or higher and must have Blood weapon.

Greater Creature infusion: Same as Creature infusion except that you can obtain the abilities of a creature that equals your Bloodmage level. In other words, numeric effects such as a breath weapon of 10d6 and your Bloodmage level is 8 you can use 8d6 of the breath weapon or other similar abilities. The duration will also last one hour per Bloodmage level. You can only obtain the same amount of special abilities from that creature that equals your Bloodmage level. You must have Creature infusion and have a Bloodmage level of 12 or higher.

Greater Extract blood elemental: Same as Extract blood elemental except you can take to blood elementals of the same size and combined them to be a size category larger to a maximum of colossal size. You could also reduce the size of a blood elemental and must be one size category smaller for both blood elementals. The duration of a summoned blood elemental will increase to one minute per Bloodmage level. You must be a level 12 Bloodmage or higher and have Extract blood elemental.

Greater Warrior augmentation: Must have a Bloodmage level of 9 or higher and must have warrior augmentation. Same effects as warrior augmentation except blood bonus increases to +6 blood bonus to strength, dexterity, and constitution. You also receive one extra attack that has the same attack bonus as your first attack would be. This effect can now last 24 hours.

Meta-spell blood: You can sacrifice your own blood to place meta-feats when casting a spell. You take +1d6 bleeding damage for each spells lot increased by a meta-feat. this does not take up a spell slots level higher than the spells level when doing this. You must tell your GM when you’re doing this. This ability takes no time to use.

Rebirth: At 8th level, a Bloodmage can prepare a clone of himself that awakens if he is slain. Creating the clone costs 5,000 gp, takes 1 week of work, and requires 3 additional weeks for the clone to grow to maturity. If he dies, the clone awakens as if the Bloodmage had used the clone spell on himself. He can have one inert of himself at a time. Unused clones created by a Bloodmage do not rot.

Superior Blood walk: Same as Greater Blood walk except when you control the creature successfully you can apply your abilities through the body of the creature, and you can pull memories from the creature to yourself. Must have Greater Blood walk and have 15 levels of Bloodmage.

Superior Creature infusion: Same as Creature infusion except that you can obtain the full power of the creature beyond your Bloodmage level is. Examples such as a breath weapon of 10d6 and your Bloodmage level is 8 you can use 10d6 breath weapon damage. Other similar facts can also be done the same way. You can only obtain the same amount of special abilities from that creature that equals your Bloodmage level. The duration will also last one day per Bloodmage level. You must be a Bloodmage of level 16 or higher and have Greater Creature infusion.

Superior Extract blood elemental: Same as Greater Extract blood elemental except the summoned duration will be permanent if you 1d4 constitution damage per size increase. Starting with medium size and over. You must be a level 16 Bloodmage or higher and have Greater Extract blood elemental.

Superior Warrior augmentation: Must have a Bloodmage level of 12 or higher and must have Greater warrior augmentation. Same effects as greater warrior augmentation except blood bonus increases to +8 blood bonus to strength, dexterity, and constitution with one extra attack that has the same attack bonus as your first attack would be and your land speed would increase by a +10 blood bonus and thrown range weapons and melee weapons will deal +10 on damage. This effect will last for one entire week.

Warrior argumentation: Must have a Bloodmage level of 3 or higher. With this ritual you can sacrifice blood from anyone in order to augment yourself or another individual to enhance their warrior abilities. When this ritual is performed add +4 blood bonus to Strength, Dexterity, and Constitution for the next hour. You can extend the ritual by offering the same amount of blood when the ritual was performed.

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.


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