[Class] Blood Mage

Started by Throndir, April 25, 2012, 10:04:13 AM

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Throndir

---IN PROGRESS---

Blood Mage
Based on Warlock
Spells

Background

Blood Magic is a very dangerous art specialized for the complete destruction of one's enemies. Using their own life force to empower their abilities, Blood Mages deal a great amount of damage to their opponents while recovering their own. This simple fact make Blood Mages some of the most formidable foes one will ever have the displeasure of meeting.

Class Information

All the following are class features of the warlock.
Weapon and Armor Proficiency: Warlocks are profi cient
with all simple weapons. They are profi cient with light armor
but not with shields.
Because the somatic components required for warlock
invocations are relatively simple, a warlock can use any of
his invocations while wearing light armor without incurring
the normal arcane spell failure chance. However, like arcane
spellcasters, a warlock wearing medium or heavy armor or
using a shield incurs a chance of arcane spell failure (all
invocations, including eldritch blast, have a somatic component).
A multiclass warlock still incurs the normal arcane
spell failure chance for arcane spells received from levels in
other classes.
Invocations: A warlock does not prepare or cast spells
as other wielders of arcane magic do. Instead, he possesses a
repertoire of attacks, defenses, and abilities known as invocations
that require him to focus the wild energy that suffuses
his soul. A warlock can use any invocation he knows at will,
with the following qualifi cations:
A warlock?s invocations are spell-like abilities; using an
invocation is therefore a standard action that provokes attacks
of opportunity. An invocation can be disrupted, just as a
spell can be ruined during casting. A warlock is entitled to a
Concentration check to successfully use an invocation if he
is hit by an attack while invoking, just as a spellcaster would
be. A warlock can choose to use an invocation defensively, by
making a successful Concentration check, to avoid provoking
attacks of opportunity. A warlock?s invocations are subject to
spell resistance unless an invocation?s description specifi cally
states otherwise. A warlock?s caster level with his invocations
is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 +
equivalent spell level + the warlock?s Charisma modifi er.
Since spell-like abilities are not actually spells, a warlock
cannot benefi t from the Spell Focus feat. He can, however,
benefi t from the Ability Focus feat (see page 303 of the Monster
Manual), as well as from feats that emulate metamagic effects
for spell-like abilities, such as Quicken Spell-Like Ability
and Empower Spell-Like Ability (see pages 303 and 304 of
the Monster Manual).
The four grades of invocations, in order of their relative
power, are least, lesser, greater, and dark. A warlock begins
with knowledge of one invocation, which must be of the
lowest grade (least). As a warlock gains levels, he learns
new invocations, as summarized on Table 1?1 and described
below. A list of available invocations can be found following
this class description, and a complete description of each
invocation can be found in Chapter 4 of this book.
At any level when a warlock learns a new invocation,
he can also replace an invocation he already knows with
another invocation of the same or a lower grade. At 6th
level, a warlock can replace a least invocation he knows
with a different least invocation (in addition to learning a
new invocation, which could be either least or lesser). At
11th level, a warlock can replace a least or lesser invocation
he knows with another invocation of the same or a lower
grade (in addition to learning a new invocation, which
could be least, lesser, or greater). At 16th level, a warlock
can replace a least, lesser, or greater invocation he knows
with another invocation of the same or a lower grade (in
addition to learning a new invocation, which could be least,
lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations
are subject to arcane spell failure chance as described
under Weapon and Armor Profi ciency above. Warlocks
can qualify for some prestige classes usually intended for
spellcasters; see Warlocks and Prestige Classes, page 18,
for details.

Hit Die
Blood Mages gain 1d6 hit points per level. The character's Constitution modifier applies.

Class Skills
The Blood Mages' class skills are as follows.
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcane lore, current events, streetwise, theology and philosophy) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Int).
Skill Points at 1st Level: (2 + Int modifi er) ? 4.
Skill Points at Each Additional Level: 2 + Int modifi
er.

Level   BAB   Fort   Ref   Will   Class Features           Def   Rep   Invocations known
1st     +0    +0     +0    +2     Invocation (least)       +1    +0    1
2nd     +1    +0     +0    +3     Blood Weapon 1/day +1    +0    2
3rd     +2    +1     +1    +3     Bonus feat                  +2    +0    2
4th     +3    +1     +1    +4     Blood Sacrifice 1/day  +2    +0    3
5th     +3    +1     +1    +4     Invocations (lesser)    +3    +1    3
6th     +4    +2     +2    +5     Blood Weapon 2/day  +3    +1    4
7th     +5    +2     +2    +5     Blood Exile 1/day        +4    +1    4
8th     +6    +2     +2    +6     Blood Sacrifice 2/day  +4    +1    5
9th     +6    +3     +3    +6     Blood Weapon 3/day  +5    +2    5
10th    +7    +3     +3    +7     Invocations (greater) +5    +2    6

Transfusion
With a range of 60 feet, Transfusion is a ranged touch attack (attack/damage increased by intelligence modifier) that affects a single target, allowing no saving throw. Transfusion is the equivalent of a first level spell at class level one, a second level spell at class level three... to a maximum of a ninth level spell at class level seventeen. Also, Transfusion is subject to spell resistance, although feats that improve caster level checks to overcome spell resistance also apply to Transfusion. Transfusion deals no damage to objects. Metamagic feats cannot improve a Blood Mage's Transfusion, since it is a spell-like ability, and not a spell.
Like invocations, Transfusion suffers from the arcane spell failure chance caused by armors. However they, like invocations, ignore the chance of failure form light armors. Transfusion require a somatic component.

At first level, Transfusion deals 1d3 damage. This amount increases by 1d3 every two levels after. (ie: 1d3 at lvl 1, 2d3 at lvl 3, 3d3 at lvl5...)
Furthermore, Transfusion heals the caster by 1 hit point plus an additional hit point for every two levels after. (ie: 1 at lvl 1, 2 at lvl 3, 3 at lvl5...)

Transfusion is an invocation. As such, it counts as a spell-like ability that can be used at will.

Blood Weapon
At level one, the Blood Mage chooses a weapon he is proficient in to be his Blood Weapon. From then on, his attack and damage increases while using the Blood Weapon. When translated, the Blood Mage gets a +1 bonus to his THACO for every even-level of the Blood Mage class (ie: 2,4,6,8...). Furthermore, a Blood Mage, at level two and higher, can, a certain number of times per day, increase his damage roll by his class level/2. This effect lasts for 2d4 + constitution modifier rounds; however, the caster loses 1 hitpoint for each round this effect is active.

Blood Manipulation
The Blood Mage may use blood for a myriad of purposes. Some common examples include: blood keys, blood bindings, and crystal blood. The caster must make a concentration check with DC depending on the chosen activity. Failure results in a fort. save. Upon failing the fort save, the caster takes 1d10 damage + 1d2 for every failed attempt that day.

DC is halved and, in some case, even void when out of combat.

Activity: DC
Blood Key: DC is the same as target lock
Blood Binding: DC is equal to 10 + target's HD
Crystal Blood (in combat): DC 15 + target's HD
Crystal Blood (out of combat): No DC required
Blood Dance: No DC, but higher rolls result in a better performance

Blood Sacrifice
Starting at level four, Blood Mages may sacrifice half their current health (if at negative hitpoints, then the caster loses half the amount required to bring him to -10) in order to cast any Blood Magic spell as a free action.

Blood Exile
An ability named after the infamous "Blood Exile," this ability causes the caster to "channel" for one round. The caster may not take any action while channeling. (Concentration failure not only results in a wasted spell, but also damages the caster an additional 1d10 hitpoints)

After successfully channeling, Blood Exile deals damage to all enemy targets within 15 meters equal to the caster's lost hitpoints + the caster's level. Caster must make a fort. save or be brought to 1 hitpoint (or -9 if the caster has negative hitpoints at the time of the casting). If the caster makes a successful save, then he is only brought down halfway to the aforementioned hitpoint values.

INVOCATIONS----------------------------------------------
---Least---

   * Purge
         Removes poison/disease in the target's body at the cost of 1 hitpoint.
   * Sanguine Blade
         Coats a weapon with the caster's own blood, enchanting it with the ?Life Steal? property.
   * Blood Spike
         A spear of blood emerges from the caster's arm, dealing high damage at the cost of the caster's hitpoints. Multiple Blood Spikes in a short time do increased damage but cost more hitpoints (stacks). Max 5 spikes.
   * Crimson Grave
         The target's blood erupts dealing moderate damage. If target dies from this spell, the caster is healed. Otherwise, the caster takes damage.
   * Least/Lesser/Greater Reconstruction
         The caster reconstructs his body, taking 1d4 temporary constitution damage. Whenever the caster restores hitpoints from any source, he restores an additional 1d2/1d6/1d8 hitpoints.
   * Least/Lesser/Greater Deconstruction
         The caster deconstructs the target's body, dealing 1d4 temporary constitution damage. Whenever the target takes damage from any source, he loses an additional 1d2/1d6/1d8 hitpoints. Furthermore, if the target dies while under the effects of this ability, the caster gains 1d4 bonus constitution points (This ability may revive a caster who died while using Blood Remnant).

   * Baleful Utterance
         Speak word of the Dark Speech and shatter objects as the shatter spell.
   * Beguiling Influence
         Gain bonus on Bluff, Diplomacy, and Intimidate checks.
   * Breath of the Night
         Create a fog cloud as the spell.
   * Dark One's Own Luck
         Gain a luck bonus on one type of saves.
   * Darkness
         Use darkness as the spell.
   * Devil's Sight
         See normally in darkness and magical darkness.
   * Earthen Grasp
         Use earthen grasp as the spell.
   * Entropic Warding
         Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
   * Leaps and Bounds
         Gain bonus on Balance, Jump, and Tumble checks.
   * Miasmic Cloud
         Create a cloud of mist that grants concealment and fatigues those who enter.
   * See the Unseen
         Gain see invisibility as the spell and darkvision.
   * Spiderwalk
         Gain spider climb as the spell and you are immune to webs.
   * Summon Swarm
         Use summon swarm as the spell.

---Lesser---

   * Blood Remnant
         When brought below 0 hitpoints, the caster sinks into a pool of his own blood damaging enemies who lie directly above him. The caster may "move" in this state. 10 ft movement.
   * Bitter Renewal
         Causes the blood within a target's system to ?refresh,? giving the target Regeneration 1 but lowering the target's save by 4. Recasting this ability on the same target negates this affect.
   * Lesser/Greater/Blood Shield
         Activates a shield from the blood of your enemies.
   * Scarlet Cage
         The target's blood stiffens, effectively holding the target in place for the duration.

   * Charm
         Cause a single creature to regard you as a friend.
   * Curse of Despair
         Curse one creature as the bestow curse spell, or hinder their attacks.
   * Dread Seizure
         You speak a word that sends wracking pain through the limbs of a single target creature within 60 feet. Though these seizures are not powerful enough to immobilize the creature, they do reduce all of its speeds by 1/2 (round fractions up to the nearest 5-foot increment). The target also takes a -5 penalty on attacks made against creatures more than s feet away from it (or against creatures outside its own space, for creatures with a natural reach of 0 feet). This effect lasts for 3 rounds; a successful Fortitude save negates the effect.
   * Fell Flight
         Gain a fly speed with good maneuverability.
   * Flee the Scene
         Use short-range dimension door as the spell, and leave behind a major image.
   * Hungry Darkness
         Create shadows filled with a swarm of bats.
   * Ignore the Pyre
         When you use this invocation, you gain remarkable resilience to any one energy type (acid, cold, electricity, fire, or sonic). For 24 hours, you gain resistance equal to your invocation caster level against the energy type of your choice. If you use this invocation a second time before the duration of the first expires, the new resistance and duration replace the old one.
   * Spider-shape
         You can transform yourself into the form of a Small or Medium fiendish monstrous spider.
   * Stony Grasp
         Use stony grasp as the spell.
   * Sudden Swarm
         When you kill a living creature with one of your invocations (including eldritch blast), a swarm of spiders bursts from the corpse.
   * The Dead Walk
         Create undead as the animate dead spell.
   * Voidsense
         Gain blindsense 30 feet.
   * Voracious Dispelling
         Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
   * Walk Unseen
         Use invisibility (self only) as the spell.
   * Wall of Gloom
         Use wall of gloom as the spell.
   * Weighty Utterance
         You speak a word of the Dark Speech, causing one flying creature to be forced downward suddenly. You can affect a single target creature within 60 feet. The target must make a Will save or fall 5 feet per caster level. A creature that is forced to the ground as a result of this invocation takes 1d6 points of damage per 10 feet traveled and cannot fly again for 1 round.


---Greater---

   * Wrath of the Forsaken
         The caster summons a great torrent of blood dealing high damage to his enemies. If target(s) make a fortitude save, they take half damage.

   * Chilling Tentacles
         Use Evard's black tentacles as the spell, and deal extra cold damage to creatures in the area.
   * Devour Magic
         Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
   * Dragon Ward
         Using this invocation makes you resistant to the attacks and special abilities of dragons for 24 hours. You gain the following benefits, which apply against any creature of the dragon type or the dragonblood subtype.
     Immunity to frightful presence.
     Damage reduction 5/- against natural weapons (this stacks with similar damage reduction you might already have, such as from barbarian levels).
     Resistance 20 against any acid, cold, electricity, fire, or sonic damage dealt by a breath weapon.
   * Enervating Shadow
         Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
   * Tenacious Plague
         Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
   * Wall of Perilous Flame
         Create a wall of fire as the spell, but half the damage from the wall results from supernatural powe
   * Warlock's Call
         Use sending as the spell, but risk damage from recipient.


---Blood---

   * Curse of the Undying
         As long as a trace of the caster's body remains, he may reform his body 24 hours after his untimely demise; however, doing so causes the caster to take 1d4 points of permanent constitution damage as well as lose 1d4 levels for the duration (This ability may revive a caster who died while using Blood Remnant).
   * Grim Awakening
         Instantly refreshes the caster as if he had rested for 24 hours, refreshing his spell-like abilities and curing him of fatigue. The caster temporarily gains a 4 point ability bonus to his constitution, strength, and dexterity (This spell cannot refresh itself)
   * Shattered World
         The caster channels enough energy to distort the lands around him, causing those nearby (30 ft) to make a will save or be destroyed. If the caster is interrupted while casting this powerful spell, a rift explodes, damaging both the caster and those unfortunate enough to get too close (10 ft). Furthermore, a minor earthquake erupts upon casting this spell, damaging foes from even far away (50 ft).


   * Dark Discorporation
         Become a swarm of batlike shadows, gaining many benefits of the swarm subtype.
   * Dark Foresight
         Use foresight as the spell, and communicate telepathically with a close target of the effect.
   * Impenetrable Barrier
         You can conjure a wall of force as the spell with this invocation. The wall is black and blocks sight of all kind, You can only have one impenetrable barrier in effect at a time, If you use the invocation a second time before the duration of the first expires, the previous wall disappears. If your barrier is destroyed (such as by a rod of cancellation, a sphere of annihilation, a disintegrate spell, or a Mordenkainen's disjunction spell), you take 1d10 points of damage.
   * Path of Shadow
         Use shadow walk as the spell and speed up natural healing.
   * Retributive Invisibility
         Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
   * Word of Changing
         Use baleful polymorph as the spell, but the effect could become permanent.