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Recently after playing through the Dragon Age games again I became interested in importing the idea of the blood mage from Dragon Age into Pathfinder. It is not completely like the ones in the game but I feel as though it is a good mixture of both pathfinder and Dragon Age rules. I'd like to get some feedback on it and see if there is anything that could be changed to make it better.
Here's the link for it. At the bottom you'll find another link for a few blood magic spells.
https://docs.google.com/document/d/1DE8AnEv3Aj25yig_csmmO4uAeet3IVFQi3lDgBx Fu2o/edit.

Detect Magic |

A couple of things:
1.) Dark Mark is too powerful. The bonus to spell penetration is alright, but completely bypassing SR and spell immunity with all spells is too much. Perhaps limit this to the blood mage's domain spells only? Compare, for instance, to the evoker-wizard's Intense Spells ability which only functions for evocation spells.
2.) I think Assumed Control should grant a profane bonus to a physical ability score of your choice (that way they can't bump their casting stat to increase the DC of their spells). Also, at 10th-level when(if) the blood mage breaks his pact with his patron, does this ability receive a new name?
3.) I'd suggest re-tooling Unyielding Armies to function as a fiend's summon ability. Come up with a list of CR-appropriate outsiders associated with each fiend type and allow them to be summoned with a % chance of success, as per a demon or devil's summon ability (usable 1/day, perhaps, with additional usages requiring the blood mage to sacrifice hp).
4.) "Vile" isn't a damage type in Pathfinder. Perhaps add some synergy, instead? What if the damage caused by the blood mage's natural weapons (Deforming Gift) healed the blood mage of a likewise amount? This would add an incentive to actually use them. As is, they're going to have a hard time hitting anything. Why not let 'em gain some extra juice if they do happen to hit?
5.) "DR over good" is not proper format (also, your intent is not clear). Does this mean that Dealbreaker grants the blood mage DR 10/good (meaning that they take 10 less damage from sources other than good aligned ones, such as a holy weapon) or that he gains DR 10/- against damage inflicted by creatures with the good subtype?
6.) Is the Blood Domain a subdomain? If so, of what? The Evil Domain? If not, what are the other domain spells associated with it?
7.) I'd reduce the fast healing granted by Stem the Flow to 1/2 your caster level. Caster level is important (HD implies all levels, even those taken in fighter, for example, which I don't think you intended).
Disclaimer: I haven't read the blood magic spells linked at the bottom of the document.

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I've looked over your points Detect Magic and they make sense for balance reasons and to just enhance the practicality of the class.
1.) I've changed Dark mark to only apply to blood mage spells as it is quite powerful.
2.) Assumed Control was meant to be only physical anyhow I must of just forgotten to change it beforehand and now it does gain a new name when (if) the deal is broken at 10th level.
3.) Interesting thought I had not thought about making it like their summons but I like it. My concern with using their summons is the percentage will deter some users from ever using this ability.
4.) I had remembered the vile damage type from my days in D&D but I wasn't sure if it around anymore but since its not I went with your suggestion to grant a little healing as it'll give them a reason to actual use their natural attacks and something unique apart from other classes.
5.) Sorry about the confusion i've adapted it to make more sense. It is DR/good so it's penetrated by what gets through that.
6.) I originally was going to have it be a full domain but did not have enough ideas for 9 levels of blood spells so yes it is a subdomain. I've now detailed at the beginning of the class that tells that the blood mage gains either the evil domain or an alignment domain of their patron but they must take the blood subdomain.
7.) I agree it being HD is a little strong so I'm going to change it to caster level as they already take a minor hit to it being a blood mage and as it only heals up to half health I feel as though it will work fine for actual play. If you feel this is still to strong let me know,
Thank you for your feedback it was very helpful, it's quite advantageous to have more than just my mind making this. Anything else you or anyone else has questions or suggestions about please let me know.
The blood mage spells are always open to change and i'm not quite set on what I want the 9th level one to be.