Blood Mage (Prestige Class)


Homebrew and House Rules


Frustrated with the available options, I decided to make my own blood mage.

Special thanks to the writer/designer of this. The class description was better than anything I could write, so I shamelessly stole it.

^_^


"You need permission to access this item".

You'll have to change share setting of the file.


Woops. Fixed--haven't used Google docs in a while and forgot about that feature.


Just as I go to sleep... Eh, I will check it tomorrow. Good night.


Just checked, and nothing shows for me.


Alrighty, Drejk--nighty night!

@ chaoseffect: I followed the link from another computer and it seems to work fine. Are you still having this trouble?


Yeah, still doesn't show for me.


Ah, I think I had it set up so that you had to be signed into google docs to view it. Should work now (if it doesn't I'll just post it here).


It's working for me.

Seems like an interesting class.


Fixed a typo and cleared up a bit of language. Here's the new link:

Blood Mage.


Working for me now.

I like the Blood Magic mechanic a lot, but I like the Blood Pool abilities less. Blood Drain is a cool idea, but a bit underwhelming in practice; a ranged Vampiric Touch sounds amazing, but one that is at your lvl - 5 (minimum) seems like it would be much less so in practice; it's a standard action for not a lot of healing. Claws are also a poor choice I think, as it's a prestige class for full casters who already have 1/2 BAB, and it's a 1/2 BAB class itself. If you want them to be viable, I'd suggest having your character level count as your BAB when using them, and perhaps let you add your primary casting stat instead of strength to hit. The Purge ability is really nice though.


I'll have a look at this when I find the time.

Concept is interesting as well. Leaving a dot here.

Link isn't working. Might just be the work computer, though.


Thanks for the input chaos, I'll try to address each point.

chaoseffect wrote:
I like the Blood Magic mechanic a lot, but I like the Blood Pool abilities less.

I'm a little concerned about the blood magic mechanic. 17 hit pionts seems rather low for 9th level spells. A 20th level spellcaster could spam them for that cost... but, it follows the formula, and really - the mage is putting himself in danger by using it in the first place.

chaoseffect wrote:
Blood Drain is a cool idea, but a bit underwhelming in practice; a ranged Vampiric Touch sounds amazing, but one that is at your lvl - 5 (minimum) seems like it would be much less so in practice; it's a standard action for not a lot of healing.

I'd agree that blood drain would be underwhelming if it were 1/2 blood mage level, but it's not--it's 1/2 caster level, and as blood mage levels stack with whatever class you had before becoming a blood mage, it would start at 3d6. Much better than ld6. Not to mention that self-healing is pretty big for arcane casters--especially when more hit points equals more spellcasting (as per blood magic).

chaoseffect wrote:
Claws are also a poor choice I think, as it's a prestige class for full casters who already have 1/2 BAB, and it's a 1/2 BAB class itself. If you want them to be viable, I'd suggest having your character level count as your BAB when using them, and perhaps let you add your primary casting stat instead of strength to hit.

They aren't the best option for an arcane caster, but with the proper buffs they are workable. Also, many sorcerer bloodlines grant claw-abilities as well. The thing that sets this ability apart is that it has an enhancement bonus rolled into it (and not to mention the wounding property--which heals the blood mage if he has established a vampiric bond). I like the ideas you propose, but I feel they would be too much on top of what is already available. Also, there's not really a precedent for +Int/Wis/Cha melee damage.

An idea that comes to mind would be to allow the blood mage to damage himself while the claws are active to achieve some of your suggestions.

chaoseffect wrote:
The Purge ability is really nice though.

Thanks, I was thinking of Alucard from Castlevania: Symphony of the Night. He could shed bad blood, which is exactly what this ability does!


Also, something just occurred to me: you don't have a limit on the Blood Magic ability, so what's to stop a Blood Mage with Cure spells from sacrificing HP to gain more HP?

Maybe limit the ability so you can only spend a certain amount of HP per day (constitution score, or constitution score + Blood Mage level, or constitution score + 2 X Blood Mage level?). Another idea would be to make the HP sacrificed un-healable, but have it come back automatically after resting in addition to the normal HP gained by resting.


Or limit the class to arcane casters (the main target, really). Then again bards and witches can cast cure light wounds, etc.


I misunderstood the intent behind how it scaled; it is much better if it's off character level. Maybe reword it to make it 100% clear so people like me don't get confused =p

For Claws, I didn't mean casting stat for damage, just to hit. Also, though some full casters also get Claw abilities, they are usually pretty bad (like the elemental rays many Sorcerer bloodlines have at 1st level). They kind of devalue the bloodline they are a part of as a whole.


I like your second idea about the damage being hard to heal, sort of like the clay golem's cursed wounds.

Cursed Wounds:
The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.


I could definitely see something like Cursed Wounds working out well, and it would give what seems like a rather large boost in power a downside (besides counting as evil even if you aren't). Instead of just making it a static number perhaps make it so it gets progressively harder to heal the Blood Mage as he gains levels in the class. Just not quite sure what a good formula would be; maybe DC = 10 + 2/Blood Mage level? At 6 lvl (Blood Mage 1), it would be fairly low at 12 (roll a 6 or better), but then it would begin to outpace the healer's CL until finally at 15th level they would need to make a DC 30 check (a 15 or better).

I'd also assume that the Blood Mage's self heal abilities would not be subject to this.


As the blood drain & vampiric bond abilities are supernatural, I don't think they would be subject to the CL check. I may be wrong, but if this is the case it could be worked in as an exception to the rule.


Here's what Supernatural says:

"These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas."

They aren't subject to SR, and to beat SR you need to make a CL check, so I'd guess you're right about it not being an issue (if that round about logic is actually the way it is); my bad, wasn't considering it was supernatural until you said so ;o


I'm not sure if supernatural effects are considered "magical." I think not, as that's what spell-like abilities would be--but, I'm not convinced--haha. I've always found the sp/su thing a bit confusing.


I have updated the Blood Mage prestige class, taking into account many of the criticisms and suggestions given. Thank you, chaoseffect, for all of your consideration.

What has changed:

  • Revised "Blood Magic." The damage taken by the blood mage is now more difficult to heal. In addition, added an option for a willing creature to take this damage in the blood mage's stead. Although, I did not add a stipulation that the creature must have blood (as I have with other abilities). Perhaps I should... though, I'm sure the intent is clear, as I never stated the blood mage himself must have blood... which raises the question of how this ability might be handled with undead blood mages (see below).
  • Cleared up language for "Blood Drain," making it a bit easier to understand.
  • Revised "Purge." It can now remove a number of temporary negative levels equal to the blood mage's level (rather than 1d4).
  • Revised "Blood Control." It now has no effect on a successful save, and more severe penalties on a failed one (paralyzed rather than nauseated). Added an option of the blood mage to force the target to attack a nearby creature (as per the murderous command spell). This may be too powerful, considering how much is rolled into one ability--but, it's limited to rounds per day, so I think it's fine for a signature ability.
  • Revised "Thicker than Water." It now provides DR 5/bludgeoning (rather than 3). Added an option for the blood mage to double this amount for 1 round by expending a use from his blood pool.

Something I have yet to add, but am considering:

Undead Blood Mages: An undead creature that becomes a blood mage, or a blood mage that becomes undead, may use his Charisma modifier, rather than his Constitution, to determine the effects of all abilities relating to the blood mage class.


I think you should specify that blood is needed; I'd also make it so Blood Magic can be used on helpless creatures, just because it is fitting. Also looking at Blood Magic, it says that the damage dealt that way resist healing, but in the next sentence it says that a check is needed to heal the Blood Mage period; so is it intended for you to just keep track of the damage done through Blood Magic separately (and if so, how does healing work if you have damage from Blood Magic and normal damage), or is that just a downside to having the Blood Magic power (so for all healing)? I'd probably go with all healing. Also, what about the damage dealt this way to a willing creature? Does a healer need to make a check to heal them too?

Also, what happens if the willing target doesn't have enough blood (the damage would take them to negative con score and still not be enough for the spell)? One would assume the spell would fail, but how about the option of letting the Blood Mage finish the spell with his own blood, but still having to pay the triple cost?

I like the change to Thicker than Water; makes it potentially more useful. I know what you mean about Blood Control seeming a bit much, but only once you get the ability to use it as a 30ft burst, but than again it is around the level where you'll have 7th level spells so maybe not... maybe consider having the burst cost two rounds of use (for a maximum of 5 times per day instead of 10)?

As for Undead Blood Mages, I could see it; making things Cha based instead of Con works, but I think I'd add that they can only use blood from willing creatures (or helpless if you make that change), or blood they gain from their vampiric blood pool attack for Blood Magic.

Just a few things I was thinking while reading it over; may seem a bit nitpicky but trying to help you take out ambiguity (the scourge of rpg rules everywhere) =p


chaoseffect wrote:
I'd also make it so Blood Magic can be used on helpless creatures, just because it is fitting.

Being able to use blood magic on helpless creatures seems thematic, but I'd be concerned about the potential exploitation of this rule--that's why I opted not to include such an option. It just seems too powerful, you know?

chaoseffect wrote:
Also looking at Blood Magic, it says that the damage dealt that way resist healing, but in the next sentence it says that a check is needed to heal the Blood Mage period.

The "resists magical healing" was a general/fluff statement. The mechanical rules were presented in the following sentence. Perhaps it should be removed to clear up confusion, since "resist" is a mechanical term.

chaoseffect wrote:
Is it intended for you to just keep track of the damage done through Blood Magic separately (and if so, how does healing work if you have damage from Blood Magic and normal damage), or is that just a downside to having the Blood Magic power (so for all healing)?

I think damage taken to cast spells with blood magic should be tracked separately from normal hit point damage due to the difficulty with which it is healed.

chaoseffect wrote:
What about the damage dealt this way to a willing creature? Does a healer need to make a check to heal them too?

Same rules would apply. The DC would be the same (based upon the blood mage's level and Constitution modifier).

chaoseffect wrote:
What happens if the willing target doesn't have enough blood (the damage would take them to negative con score and still not be enough for the spell)? One would assume the spell would fail, but how about the option of letting the Blood Mage finish the spell with his own blood, but still having to pay the triple cost?

I think if the target of blood magic doesn't have enough hit points to sacrifice, the spell cannot resolve--essentially, nothing happens (no damage/no spell). If the damage taken drops them to below 0, but less than their negative Con score, the spell would resolve and they would begin dying.

If a player were to request that their character takes the remaining damage to complete the spell, I think that's a decision best left to the DM. Personally, I think I'd allow it--but I'm pretty lenient. I usually allow my players to get away with a lot for the cool factor.

chaoseffect wrote:
I know what you mean about Blood Control seeming a bit much, but only once you get the ability to use it as a 30ft burst, but than again it is around the level where you'll have 7th level spells so maybe not... maybe consider having the burst cost two rounds of use (for a maximum of 5 times per day instead of 10)?

Hmm... that's a good idea. Could also limit it to a number of targets equal to the blood mage's Constitution modifier.

chaoseffect wrote:
As for Undead Blood Mages, I could see it; making things Cha based instead of Con works, but I think I'd add that they can only use blood from willing creatures (or helpless if you make that change), or blood they gain from their vampiric blood pool attack for Blood Magic.

This would make vampire blood mages quite interesting. Their ability to dominate the minds of others would be invaluable. They could tap their followers' blood, killing them in droves. Sort of makes me giddy--the thought. Would make for an excellent villain.


So if you have any damage on you at all from Blood Magic, there needs to be a check to heal you (and if there is not there is not a check)? If you have damage from BM as well as from other sources and you get healed with the caster making the check, which gets healed first? Going from that, if only the BM damage is subject to the save, if the healer fails the save can your regular damage still be healed by the spell? Questions like that make my head start to hurt a bit >_<

As for whether or not it can be used helpless, yeah I can see what you mean. The extra (or potentially infinite) spells mechanic is the one thing here that would make most people really nervous. The triple HP cost on willing is a nice touch, as it makes it so they really start to pay for the spells at higher levels. Makes me wonder if the base costs for mage himself should be raised to compensate, maybe to double what it is now? That plus making the damage hard to heal like it is now could bring it more in line with "power at a price" as opposed to "power at a discount" if you know what I mean.

Thinking about it, you still have full spell progression, so you're only really losing some potentially mediocre Bloodline powers or School Powers and getting a lot of cool stuff in return... if the blood magic costs stay the same it might need another mechanical drawback besides the aura and healing difficulty. Saying so because right now I don't know if it's something my personal DM would allow ;o


chaoseffect wrote:
So if you have any damage on you at all from Blood Magic, there needs to be a check to heal you (and if there is not there is not a check)?

A caster level check is required to heal damage taken from using blood magic; damage sustained from other sources is healed normally. This is why keeping track of damage separately is necessary.

chaoseffect wrote:
If you have damage from BM as well as from other sources and you get healed with the caster making the check, which gets healed first? Going from that, if only the BM damage is subject to the save, if the healer fails the save can your regular damage still be healed by the spell?

Damage sustained from other sources is healed first, as it does not require a caster level check. Once this damage is healed, the spellcaster would need to make the check against the effective SR of the blood mage to heal the remaining damage (that sustained from the use of blood magic).

chaoseffect wrote:
Thinking about it, you still have full spell progression, so you're only really losing some potentially mediocre Bloodline powers or School Powers and getting a lot of cool stuff in return... if the blood magic costs stay the same it might need another mechanical drawback besides the aura and healing difficulty. Saying so because right now I don't know if it's something my personal DM would allow ;o

Besides an aura of evil, the character must also enact a ritual sacrifice. Thus, this class is limited to evil characters (at least at first; repentant blood mages might exist, though exceedingly rare).


Oh, and blood mages loose out on the capstone abilities of whatever class they belonged to before becoming blood mages--losing the 20th level bloodline power or school power is pretty big (not to mention the arcane discovery "Immortality," which is flippin' cool).


Ah ok, I understand what you mean now with the healing.

As for the ritual, I guess I'm the odd guy in the group that would suggest that we were going to kill that bandit anyway, so what's the difference between hacking him to pieces in a fight or cutting out his still beating heart for my benefit? ;p

Still, most characters going in are going to be evil anyway, so the aura itself isn't much of a downside if that's the case (as he'd be treated as evil anyway). What I mean is, you are getting a lot of really nice things without having too much of a tangible drawback; you lose the capstone of your base class, true, but it's rare for a party to get to 20, and in the mean time he has potentially all the spells he could ever want per day to console himself about the loss that might not ever affect him. Know what I mean?


Absolutely!


necroooooo.

I'm just a random passerby here but i was looking up bloodmage info bcause my friend told me about it and i came across this post, i read your guys convo and ill add some ideas ive already thought about relating to this.

in terms of the claw you talked about, instead you could give them a dagger with bloodmage lore behind it, and it could give them the ability to summon a magic blade that uses the normal combat system and the special dagger you have lets you use your character level as a BAB (thats one of its effects)

and bam you have a unique, very lore wise, weapon that seamlessly integrates with the class.

and really, supernatural effects being non-magical is something we've always house-ruled. again, i usually specifically look for people who have that mentality in our groups.

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