meeko
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So long story short were starting a new long term campaign in 2 weeks and my super cool GM likes home-brewy stuff. I love Chaotic stuff like rods of wonder ect. So naturaly, when I read the Bloodmage I fell in love with the flavor and mechanics of blood pool and blood surge. Now i want to home brew it into a playable class for the game and i need your help!
Right now hre are my thoughts overall:
First I don't like Bloodmage Initiate feat, so were gutting that. I also want to gut Corpulence, I don't like the flavor nor the crunch of it. If i want to make a deathly skinny blood mage I should be able too.
We need to decide what kind of spell-caster it will be, its casting stat, scale the blood pool/surge so that it fits the class from 1-20, and give it more stuff to bring its power level up, on par with that of a sorcerer or wizard.
I also dont like "fire and forget" and would love to look into another casting system for the class, hopefully one with allot of play-testing for balance.
Like i said my DM is VERY lenient in the Home brew department so anything goes so long as its equal in power with other classes like it. I'm kind of relying on you guys to give me some good input because i'm new to home brewing stuff, and i'll probably end up over powering the class.
Thanks in advance im sure were going to make a kickass class =]
| Te'Shen |
Have you thought of a sorcerous bloodline? Maybe...
Class Skill: Heal.
Bonus Spells: Murderous Command (3rd), Blood Blaze (5th), * (7th), * (9th), * (11th), * (13th), * (15th), * (17th), * (19th).
Bonus Feats: Diehard, Disruptive Spell, Endurance, Fast Healer, Great Fortitude, Sickening Spell, Toughness.
Bloodline Arcana: Whenever you cast a spell that causes damage to a living opponent, the target bleeds for 1 additional point of damage each round for each die of the spell's damage (e.g., 5d4 equals 5 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Bloodline Powers: Like that of a vampire, your magic derives from blood and pain.
Bloody Rune
At 1st level, whenever you deal slashing damage to a creature and take an immediate action to wipe it's blood on your person in a visible place, you gain 5 temporary hit points and a +1 morale bonus on checks and saves based on Constitution. The effects last 1 hour. If you use this ability multiple times, you continue to gain hit points to a maximum of 5 temporary hit points per three caster levels, but the +1 morale bonus on Constitution-based skill checks and saving throws does not stack. You can use this ability a number of times per day equal to 3 + your Charisma modifier, but can only apply it once every 24 hours to any given creature. Creatures that do not have blood are immune to this effect.
Blood Pool
At 3rd level, a you gain a pool of blood points, representing an overload of your system with excess blood to extend your arcane abilities beyond their normal level. A sanguine’s normal pool of blood points is equal to 1/2 her sorcerer level + her constitution modifier. Blood points can be spent at the time of casting to cast a spell without using that spell’s spell slot. The spell slot remains unused. Retaining a spell slot in this manner costs a number of blood points equal to the spell’s level, and these points must be spent at the time of casting. Blood points do not give spellcasters access to spells they don’t already know or have prepared.
Each day, when the you rest to regain spells, you regain blood points up to 1/2 her class level but not beyond your normal blood pool. So, for example, if your sorcerer level is 6 with a constitution of 16 (+3) you have a base blood pool of 6. If you currently has 8 points, you remain at 8 until you spend the extra points.
Blood Surge
At 9th level, you can exert yourself as a free action to instantly gain extra blood points. You can blood surge once per day to gain 2d4 extra blood points. This increases to 2d6 extra blood points and two surges at 13th level and 2d8 extra blood points and three surges at 17th level. Pushing yourself via blood surge in order to gain extra blood points is a gamble. If your current number of blood points exceeds her base blood pool (1/2 sorcerer level + constitution modifier) but less than or equal to twice your base blood pool, you gain the sickened condition. If a blood surge pushs your number of blood points to over twice her blood pool, you immediately fly into a homicidal rage, striking out randomly with your most damaging attacks and abilities at friends and foes alike for 1d6+1 rounds or until your blood pool is reduced to 0 (whichever comes first). At the end of the rage, your blood points drop to 0 and you are nauseated for a number of rounds equal to 3 times the number of rounds spent in the rage.
Some sanguine conduct constant rituals involving leeches or exsanguination in an attempt to regulate their systems. These rituals, which must be undertaken daily during spell preparation, give the sanguine the option of subtracting 1 point from any surging rolls after the results are known, but at the price of a non-cumulative –2 penalty to Constitution. This penalty cannot be removed, save by the sanguine abandoning the rituals for a day (also during spell preparation), which removes it immediately.
Bloodwalk
At 15th level, you gain the ability to transport yourself by way of the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, you can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fluid) whose size equals or exceeds your own and pass 400 ft. + 40' per sorcerer level to another living creature on the same plane in a single round. A sanguine merely designates a direction and distance and the bloodwalk ability transports you to a destination creature as close as possible to the desired location. You can’t specify a named individual as the endpoint unless you have previously obtained a sample of that creature’s blood and have it preserved in a vial that you carry. The entry and destination creatures need not be familiar to you. You cannot use yourself as an entry creature. If an intended entry creature is unwilling, you must make a successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, you choose an adjacent square in which to appear. Entering and exiting a creature is painless unless you wish otherwise. In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If you desire, you can attempt to make a bloody exit from the destination creature. You burst forth explosively from the creature’s body, dealing 1d6 points of damage per sorcerer level and 2 constitution damage unless the creature makes a Fortitude save (DC 10 + 1/2 sanguine's sorcerer level + constitution modifier). If the creature saves, he takes half damage and no constitution damage. When you make a bloody exit, you must succeed on a DC 15 Fortitude save or be stunned for 1 round from the shock of this expulsion. At 20th level, you may use this ability twice per day.
Awaken the Blood
At 20th level, your blood awakens to consciousness, protecting you as it's master and host. Your constitution score increases by 2. When injured, your blood withdraws from wounds, avoiding some damage that you would otherwise take. This ability gives the character damage reduction 10/slashing and piercing, immunity to bleed damage, and you automatically become stable whenever his hit points fall below 0.
This is just cobbled together from a dhampir feat, the blood mage prc, and an ability or two modeled from the blood magus prc. I have no idea about the balance, and it needs bloodline spells and probably an extra bloodline feat or two. Feel free to fix it, use it, or take it out back and shoot it in the head.
Jubrayl Ibor Ardoc
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Hey! - Some of us like our Corpulence thank you very much!
And there's no such thing as a 'bloodmage initiate' - that's Bloatmage if you must, but Hemotheurge is the preferred and respectful term.
Class Source - you might want to get the original flavor before you strip it all out.