| Michael Worthy |
I'm in the process of creating a Pathinfinder campaign setting, for personal use obviously, based on the Dragon Age (copyright BioWare) series. But whats Dragon Age without Blood Mages? Not nearly as cool is what. For research I did my reading on the in-game Blood Mage specialization, as well as researched the Blood Magus PrC that first debuted back in the 3.5 splatbook Complete Arcana.
I'm concerned about whether or not this prestige class is balanced or not. The Blood Magus in it's 3.5 incarnation was balanced, even if a little gimmicky in my opinion. I made some design changes to incorporate some of the old aspects of the class with ideas from the game.
It looses 3 caster levels over 10 levels, but can use the new, scaling Blood Component to mitigate that. It's Blood Magic thats the problem, an ability that powerful is REALLY dangerous and screams for abuse. I originally set the cost to spell level x5 but thought that was too much, thoughts?
The final caster level loss at level 10 seems kinda arbitrary to be honest, I'd be perfectly willing to drop Blood Walk completely and restore the lost caster level, again, input is appreciated on this one.
As a final note, once this class has all of the kinks worked out you can sub it into your game without any translation issues, despite being built for a Dragon Age setting world. Just re-fluff the Apostate class feature (or remove it entirely) and change the special entry requirements to your liking.
Thank you for reading.
| Aranai |
I'm in the process of creating a Pathinfinder campaign setting, for personal use obviously, based on the Dragon Age (copyright BioWare) series.
I actually already wrote up a prestige class that does exactly that for a friend who wanted to play a blood mage. It's a bit of a mix between blood mages from DA:O and that Blood Magus PrC. You're free to use it if you want. :D
It does lose caster levels, but I think it's justified due to the extra spells storable.
Frankly though, Bloodwalk is a really neat ability, if a bit on the ridiculous side (hence why I kept it in my writeup). If you don't think it fits the flavor you're going for, it's perfectly okay to remove it.
| captain yesterday |
I'm in the process of creating a Pathinfinder campaign setting, for personal use obviously, based on the Dragon Age (copyright BioWare) series. But whats Dragon Age without Blood Mages? Not nearly as cool is what. For research I did my reading on the in-game Blood Mage specialization, as well as researched the Blood Magus PrC that first debuted back in the 3.5 splatbook Complete Arcana.
I'm concerned about whether or not this prestige class is balanced or not. The Blood Magus in it's 3.5 incarnation was balanced, even if a little gimmicky in my opinion. I made some design changes to incorporate some of the old aspects of the class with ideas from the game.
It looses 3 caster levels over 10 levels, but can use the new, scaling Blood Component to mitigate that. It's Blood Magic thats the problem, an ability that powerful is REALLY dangerous and screams for abuse. I originally set the cost to spell level x5 but thought that was too much, thoughts?
The final caster level loss at level 10 seems kinda arbitrary to be honest, I'd be perfectly willing to drop Blood Walk completely and restore the lost caster level, again, input is appreciated on this one.
As a final note, once this class has all of the kinks worked out you can sub it into your game without any translation issues, despite being built for a Dragon Age setting world. Just re-fluff the Apostate class feature (or remove it entirely) and change the special entry requirements to your liking.
Thank you for reading.
you should check out: pathfinder chronicles: city of strangers, they have a prestige class called bloatmage (or hemotheurge if you prefer), it is similar to the bloodmage (but a bit grosser if thats possible)
| Michael Worthy |
@ Aranai:
Thanks for the link, the classes we made are actually quite similar, although I believe that granting both the ability to prepare extra spells by sacrificing hp AND to spontaneously cast spells by sacrificing hp is a bit much. More so for a Wizard than a Sorc, as that class feature only applies to the former, which kind of detracts the latter from taking it, don't you think?
Besides that though I'm thinking of removing Blood Walk from my version of the class, it doesn't fit the theme of the Blood Mage within the DA:O setting. So it will now only lose 2 caster levels.
@ Captain Yesterday:
*shudder* Yeah, thats gross, ugh. Bad mental images now. It's good to see Paizo has already laid a framework for how abilities like these might work. I'm still hoping to fine-tune the Blood Magic class feature (the real monster here) into something workable for a memorable, balanced homebrew class.
A million thanks for pointing it out to me. :)
| Firest |
It looks good to me, though I'm far from an expert.
I do like that you dropped the humunculus in favor of improving the Blood Component power. Also, I agree the entry requirement of dying and being raised was a bit stiff, but it would be good to leave it in as an option IMHO.
And is there a reason you left it as an Arcane PrC only? I always thought that fluff-wise it would be perfect for a druid.
| Aranai |
@ Aranai:
Thanks for the link, the classes we made are actually quite similar, although I believe that granting both the ability to prepare extra spells by sacrificing hp AND to spontaneously cast spells by sacrificing hp is a bit much. More so for a Wizard than a Sorc, as that class feature only applies to the former, which kind of detracts the latter from taking it, don't you think?
Besides that though I'm thinking of removing Blood Walk from my version of the class, it doesn't fit the theme of the Blood Mage within the DA:O setting. So it will now only lose 2 caster levels.
I do agree on the spontaneous thing, looking back on this (She actually hasn't gotten the chance to get into Sanguinist yet, it's her next level). Do you mind if I subsume your blood component idea in favor of it?
| Michael Worthy |
@ Firest
Thanks for your input. The reasons I left it as solely Arcane were strictly fluff-based. As there is no such thing as Divine magic in DA:O. In reality it'd be easy enough to simply waive that pre-req and adjust
the spell progression to include divine accordingly.
The only problem I can forsee with allowing a Druid to become a Blood Mage
is that they make such damn good summoners, Clerics as well to a lesser extent. With the ability to activate Blood Magic and then sacrifice HP to spontaneously convert a "free" spell into a summon, which can then be drained via Blood Sacrifice for more "free" spells, it, well, lets just say it's very stinky cheese. Furthermore Clerics and Druids have a higher base HD, and thus will probably have slightly more hp to throw around with Blood magic to begin with.
With an Arcane caster at the very least Summon Monster spells eat up memorizations that cannot be changed until the next day, or a precious Spell Known slot for a Sorcerer.
Thus while there is no "real" reason a Druid can't be a Blood Mage, caution is advised.
@ Aranai
Go for it! :)
I always though that Blood Magic had a scaling issue, which is why I designed it in the way I did, allowing a Blood Mage to utilize a full caster level despite having a lowered ACL. With the removal of Bloodwalk in my build of the PrC (and thus the restoration of the caster level loss at 10) you may or may not wish to drop Blood Magic down to giving an increase at level 5 only, though TBH sacrificing hp every time you cast and only going 1 caster level above what another, equal level caster can pull out is hardly game-breaking.
| Vitandus |
Blood Mage Prestige Class
Levels: 10 Preqs.: Alignment – Any Evil, Toughness feat, must be able to spontaneously cast arcane spells, knowledge arcana 10 ranks, must know vampiric touch
BAB: Poor Fort Save: Good Ref Save: Poor Will Save: Good HD: d6
Class Skills: As the class the Blood Mage belonged to. Skill Points per level: As the class the Blood Mage belonged to.
Level Special Spellcaster Level
1 Blood Magic +1 Arcane
2 Grave Robber +1 Arcane
3 Sacrifice, Planar Ally, lesser ---
4 Haemorrhage +1 Arcane
5 Blood Slave +1 Arcane
6 Bloodlust, Planar Ally ---
7 One foot in +1 Arcane
8 Grim Sacrifice +1 Arcane
9 Paralyzing Haemorrhage, Planar Ally, Greater ---
10 Blood Spatter +1 Arcane
Blood Magic (Su)
A Blood Mage can call upon the inner powers of their corrupted blood granting her additional power. Starting at 1st level, a
Blood Mage can enter a Blood Trance for a number of rounds per day equal to 4 + her Constitution mod. At each level after 1st, she can Blood Trance for 2 additional rounds. Temporary increases to Constitution, such as those gained by spells like bear's endurance, do not increase the total number of rounds that a Blood Mage can Blood Trance per day. A Blood Mage can enter Blood Trance as a free action.
The total number of rounds of Blood Trance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in Blood Trance any spells she casts are not forgotten, however they do cost her their Spell Level in hit points x3, nor can she be healed by any means other than her other Blood Mage powers. A Blood Mage can end her Blood Trance as a free action and is fatigued after her Blood Trance for a number of rounds equal to 2 times the number of rounds spent in the Blood Trance.
A Blood Mage cannot enter a new Blood Trance while fatigued or exhausted but can otherwise enter Blood Trance multiple times during a single encounter or combat. If a Blood Mage falls unconscious, her Blood Trance immediately ends.
Grave Robber (Su) – By expending 1 to 5 daily spell slots and laying your hand upon a recently slain (within the last 10 rounds) you may regain hit points as if affected by the appropriate level Cure spell. The corpse touched in this way can only be resurrected by a True Resurrection spell, Miracle or Wish. The spell slots given up can be any combination, for example Cure Serious Wounds equivalent could be paid for simply with a level 3 spell per day, or a level one and level two slot, or three level ones. These spells are lost for the day. You may use this ability a number of times a day equal to your Charisma mod + Constitution mod. The Blood mage must be in a Blood Trance to use this ability.
Sacrifice (Su)
By expending 1 to 5 daily spell use slots and making a ranged touch attack against another creature. This ability works exactly like Grave Robber save the creature need not be dead. The target takes the same amount of damage as you are healed. You may use this ability a number of times per day equal your Charisma mod + Constitution mod. Creatures without blood are immune to this ability The Blood Mage must be in Blood Trance to use this ability.
Planar Ally, Lesser: This clerical spell is added to the Blood Mages spells but can only be used to summon creatures of the same alignment (for example a LE Blood Mage can only summon Devils). Casting this spell expends a spell slot of 4th level from your spells per day and can only be cast while in Blood Trance as well as the hit point cost. The spell otherwise functions as written.
Haemorrhage (Su)
The very touch of the Blood Mage boils the blood of their victims. This inflicts searing pain (4d6+3 damage + 1d6+1per level.) and is administered with a ranged touch attack. Damage Reduction of any kind is ignored when using this ability. The victim of this attack makes a Will save, if passed they take half damage. You can use this ability a number of times per day equal to your Charisma mod + Constitution mod. Creatures without blood are immune to this ability. The Blood Mage must be in Blood Trance to use this ability. The damage increases by
Blood Slave (Su)
The Blood Mage burns 1/4 of her TOTAL hit point and takes control of one creature for ten rounds, the target gets a Will save with a penalty equal to the Blood Mages Constitution modifier. A successful save shakes off the effects but leaves the target staggered for the next (Blood Mages Constitution mod + Charisma mod)rounds. You can use this ability a number of times per day equal to your Charisma mod + Constitution mod. Creatures without blood are immune to this ability. The Blood Mage must be in Blood Trance to use this ability.
Bloodlust (Su)
The Blood Mage becomes so attuned to their Blood Trance they begin to feel its ravages. The cost to cast spells is lessened to only hit points x2 and after leaving Blood Trance they are no longer fatigued.
Planar Ally,: This clerical spell is added to the Blood Mages spells but can only be used to summon creatures of the same alignment (for example a LE Blood Mage can only summon Devils). Casting this spell expends a spell slot of 6th level from your spells per day and can only be cast while in Blood Trance as well as the hit point cost. The spell otherwise functions as written.
One Foot in (Su)
The blood mage may now use Grave Robber on dying as well as dead creatures and may expend 6 spells per day levels to receive the effects of a Heal spell. You also gain an additional two uses of this ability per day.
Grim Sacrifice (Su)
You may now expend 6 spells per day levels via Sacrifice to receive the effects of a Heal spell. If your target dies as a result of this ability then the Blood Mages maximum lifespan is increased by a year. You also gain an additional use of this ability per day.
Paralyzing Haemorrhage (Su)
The victim of Haemorrhage must now make a Fortitude save at a penalty equal to the Blood mages Constitution mod or they become paralyzed for a number of rounds equal to the Blood Mages Charisma mod + Constitution mod. A staggered creature gains no save to this effect. You also gain one additional use of this ability per day.
Planar Ally, Greater: This clerical spell is added to the Blood Mages spells but can only be used to summon creatures of the same alignment (for example a LE Blood Mage can only summon Devils). Casting this spell expends a spell slot of 8th level from your spells per day and can only be cast while in Blood Trance as well as the hit point cost. The spell otherwise functions as written.
Blood Spatter (Su)
If the Will save of Blood Slave is failed then after their staggered phase is over they must make a Fortitude save with the same penalties as before or their chest explodes dealing the damage to be rolled again, rerolling 1’s. If the creature dies then all creatures in a 10ft area are hit with their burning blood and take 20 fire damage.
I tried to stay as close to the Dragon Age flavour as I could, I included the Planar Ally spells as NPC Blood Mages in DA can summon demons so it stands to reason they can. Hope you enjoy, sorry about the size of the post.