Bloodmage (Apath)

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Unofficial rules compendium

Obsessed with the study of the effects of blood and bloodlines on magic, bloodmages swell their bodies and spell power and replicate the powers of sorcerer bloodlines by mastering blood magic.

Class Information

This is a prestige archetype. Bloodmages use their own blood as a magical laboratory.

Publisher: Purple Duck Games.

Prestige Class: Bloatmage and the Bloatmage Initiate feat from Pathfinder Chronicles: City of Strangers.

Build Class Options: The bloodmage is built on the wizard, but the following optional build classes are described below: arcanist, druid, psychic, sacerdote, sorcerer, and witch.

Role: Bloodmages are powerful and volatile spellcasters.

Alignment: Any. Bloodmages gain their powers through careful study, but obtaining samples to study often forces them to go outside codes of ethics and law.

Hit Die: d6.

Class Skills

The bloodmage’s class skills (and the key abilities for each skill) are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

These are all the class features of the bloodmage.

Weapon and Armor Proficiency

A bloodmage is proficient with the Blowgun, crossbow (hand, light, and heavy), dagger, gauntlet (spiked), knife (butterfly and switchblade) AA, and quadrensUC. The bloodmage is not proficient with any armor or shields, and casting arcane spells in armor risks arcane spell failure.

Spells

The bloodmage learns and casts spells exactly like a wizard, including using arcane magic, the effect of Intelligence on spellcasting, spellbooks, spells automatically added to the spellbook, and cantrips.

Absorb Bloodline

Table: Creature Type to Bloodline
Creature Type Bloodline
Aberration, otyugh Otyugh MB1
Aberration, flumph* Flumph MB2
Aberation, starspawn* Starspawn MB4
Aberration, other Aberrant
Animal Animal MB5
Construct Artifice MB5
Dragon* Draconic
Fey, gremlin* Pugwampi MB2
Fey, other* Fey
Humanoid, android Nanite PoR
Humanoid, aquatic Aquatic IYB
Humanoid, dwarf Deep Earth APG
Humanoid, giant* Giant MB5
Humanoid, giant (cyclops)* Cyclopean MB1
Humanoid, gnome* Fey
Humanoid, human* Imperious ARG
Humanoid, kobold* Kobold ARG
Humanoid, orc* Orc OoG
Humanoid, reptilian* Serpentine APG
Humanoid, shapeshifter* Shapeshifter MB5
Humanoid, arcane caster* Arcane
Humanoid, divine caster* Divine MB5
Humanoid, psychic caster* Psychic OA
Humanoid, other* Maestro UM
Magical beast, aranea* Aranea MB3
Magical beast, behemoth* Behemoth MB3
Magical beast, flail snail* Flail Snail MB2
Magical beast, phoenix* Phoenix MB2
Magical beast, sphinx* Sphinx MB1
Magical beast, stirge Stirge MB1
Magical beast, unicorn* Unicorn MB1
Magical beast, other Destined
Monstroud humanoid, lamia* Lamia MB3
Monstroud humanoid, medusa* Medusan MB1
Monstrous Humanoid, other* Accursed UM
Ooze Decay MB5
Outsider, asura* Aranea MB3
Outsider, elohim* Elohim MB4
Magical beast, aranea* Aranea MB3
Outsider, kami* Kami MB3
Outsider, kyton* Kyton MB4
Outsider, oni* Oni DEP
Outsider, psychopomp* Psychopomp MB4
Outsider, rakshasa* Rakshasa UM
Outsider, chaotic evil* Abyssal
Outsider, chaotic neutral* Protean APG
Outsider, elemental* Elemental
Outsider, good* Celestial
Outsider, neutral* Impossible CoB
Outsider, lawful neutral* Inevitable MB1
Outsider, lawful evil* Infernal
Outsider, neutral evil* Daemon BoF
Plant, mi-go* Mi-go MB3
Plant, fungus* Fungal MB4
Plant, other Verdant APG
Undead, nosferatu* Nosferatu MB4
Undead, other Undead
Vermin Insect MB5

References
APG = Pathfinder Roleplaying Game: Advanced Player’s Guide
ARG = Pathfinder Roleplaying Game: Advanced Race Guide
BM = Monstrous Bloodlines for Sorcerers 1-4 © Purple Duck Games
DM = Deep Magic © 2014 Open Design LLC.
UM = Pathfinder Roleplaying Game: Ultimate Magic
OoG = Orcs of Golarion
IYB = In your blood
BoF = Blood of Fiends
P029 = Pathfinder 29: Mother of Flies. Copyright 2010, Paizo Publishing, LLC;
PoR = People of the River
* = Usually intelligent and an evil act to kill for power gain.

A bloodmage can can gain temporary access to sorcerer bloodlines by consuming the blood of magical creatures. He can absorb a bloodline once per day at first level and an additional time per day at level seven and every four levels thereafter. Each use lasts an hour. A bloodmage can only have one absorbed bloodline at a time, absorbing a new bloodline negates any earlier absorbed bloodline.

By drinking one pint of blood tapped from a sorcerer the bloodmage gains limited access to that sorcerer's bloodline. In addition to sorcerers, Table: Creature Type to Bloodline lists bloodlines that can be gained by drinking the blood of any creature of the listed type. When a subtype or description is listed, only creatures that fill the description can give that bloodline. There may be creatures that give other bloodlines, at the GM’s discretion.

At 1st level, a bloodmage can temporarily access the bloodline powers of an absorbed sorcerer bloodline as if she were a sorcerer of his bloodmage level. She gains bloodline powers at the same rate a sorcerer does, at level 1, 3, 9, 15, and 20, and can use these powers when she has absorbed the appropriate bloodline. She uses bloodline powers as a sorcerer of her bloodmage level. Bloodline abilities that can only be used a limited number of times per day count separately for each absorbed bloodline, but if the same bloodline is repeatedly absorbed previous uses carry over. Powers that grant a specific type of familiar or companion do so immediately, temporarily changing the tumor familiar into a creature of the new type.

At 6th level, the bloodmage can access any bloodline spell of a level she can cast, casting the spell at the cost of one blood point per spell level. The blood points are expended as a part of the action to cast the spell.

At 14th level, a bloodmage can access an absorbed bloodline's bloodline arcana.

Tapping Blood for Power

Tapping a pint of blood requires a helpless, willing, or recently dead creature. The process inflicts 1d4 points of Constitution damage on a living donor. The process of draining a corpse must be begun no later than 1 minute after death, and one corpse yields only a single pint of blood. The bloodmage can drink a pint of blood directly from a donor in one minute. By taking 10 minutes to tap the blood, she can preserve a pint of blood indefinitely, to be consumed later as a standard action.

The creature must be corporeal and have blood for this ability to work. Gentle repose can be used to preserve a corpse for later tapping. The blood of summoned creatures give no benefit.

Blood Pool (Su)

A bloodmage has a pool of blood points, representing an overload of his system with excess blood to extend his arcane abilities beyond their normal level. A bloodmage’s normal pool of blood points is equal to half his bloodmage level (minimum 1).

Blood points can be spent at the time of casting to cast a spell without expending the prepared spell. The spell (or spell slot for a spontaneous caster) is retained as if it had not been cast. Retaining a spell (or 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.

Each day, when the bloodmage rests to regain spells, he regains blood points up his normal blood pool but not beyond. If he has more blood points than his normal blood pool, there is no change. Example: A level of 10 bloodmage normally has 5 blood points, but if the bloodmage has 8 points when he prepares spells, he remains at 8.

Bloodsurge (Ex)

A bloodmage can exert himself as a free action to instantly gain extra blood points, but doing so puts himself at risk of a dangerous frenzy. At 1st level, the bloodmage can bloodsurge once per day to gain 1 blood point. At 4th level he can bloodsurge 2/day to gain 1d4 points. At 8th, he can surge 3/day per day, and the die roll becomes 1d8. At 12th, he can surge 4/day, and the roll becomes 1d12. At 20th, he can bloodsurge 5/day, still for 1d12 blood points.

Some bloodmages 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 bloodmage 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 bloodmage abandoning the rituals for a day (also during spell preparation), which removes it immediately.

Blood frenzy (Su)

The bloodmage may push himself via his bloodsurge ability in order to gain a number of extra blood points, but such exertion is a dangerous gamble. If the bloodmage’s current number of blood points is greater than blood pool but less than or equal to his class level, he gains the sickened condition. If his exertions push his blood pool beyond his class level, he immediately flies into a homicidal rage, striking out with his most damaging attacks and abilities, beginning with enemies but insensitive to collateral damage and moving on to friends when no enemies remain. A blood frenzy lasts for 1d6 rounds or until his blood pool or hit points are reduced to 0 (whichever comes first). At the end of the rage, his blood points drop to 0, he takes damage equal to his remaining hit points.

Tumor Familiar (Ex)

The bloodmage gains the alchemist's tumor familiarUM discovery.

Spell Focus

At 2nd level bloodmages gain Spell Focus as a bonus feat.

Hemophilia (Ex)

At 3rd level bloodmages become particularly susceptible to bleed effects, and the DC of any Heal check made to stop a bleed effect is 5 higher than normal. In addition, anytime a bleeding wound is inflicted on a bloodmage, he loses 1 blood point. This loss of blood points is cumulative for multiple bleed attacks, but not each time he takes damage from the same attack.

Corpulence

At 5th level a bloodmage swells up, his body holding a copious amount of blood. This blood empowers his spells, any spell from a school in which he possesses the Spell Focus feat is cast at +1 caster level. As a side effect he is constantly under the effects of a medium load; his maximum bonus to AC from Dexterity is +3, he gains an armor check penalty of –3, and his speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).

At 10th level, a bloodmage becomes so massive that his rolls of fatty, blood-laden flesh grant him a +1 bonus to natural armor.

At 17th level the bonus to natural armor increases to +2 but reduces his speed by 10 feet. This penalty stacks with the penalty from the level 10 ability. This reduction in speed can never reduce the bloodmage’s speed below 5 feet, nor does it affect magical movement. A dwarf bloodmage is immune to this speed reduction.

Table: Bloodmage

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Absorb bloodline (powers), blood pool, bloodsurge (1/day), tumor familiar 3 1
2nd +1 +0 +0 +3 Spell Focus 4 2
3rd +1 +1 +1 +3 Absorb bloodline (power), hemophilia 4 2 1
4th +2 +1 +1 +4 Bloodsurge (2/day d4) 4 3 2
5th +2 +1 +1 +4 Corpulence (+1 caster level, medium encumbrance) 4 3 2 1
6th +3 +2 +2 +5 Absorb bloodline (spells) 4 3 3 2
7th +3 +2 +2 +5 Absorb bloodline (2/day) 4 4 3 2 1
8th +4 +2 +2 +6 Bloodsurge (d8 3/day) 4 4 3 3 2
9th +4 +3 +3 +6 Absorb bloodline (power) 4 4 4 3 2 1
10th +5 +3 +3 +7 Corpulence (+1 AC) 4 4 4 3 3 2
11th +5 +3 +3 +7 Absorb bloodline (3/day) 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Bloodsurge (4/day d12) 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Absorb bloodline (arcana) 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Absorb bloodline (4/day, power) 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 Corpulence (+2 AC, -10 speed) 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Absorb bloodline (5/day) 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Absorb bloodline (power), bloodsurge (5/day) 4 4 4 4 4 4 4 4 4 4

Alternate Build Classes

The bloodmage can be built on these alternate classes: arcanist, druid, psychic, sacerdote, sorcerer, or witch.

The bloodmage learns and casts spells exactly like the build class, including the effect of ability scores on spellcasting and cantrips, orisons, or knacks. The number of spells per day, spell slots, and known spells all use the table for the build class. He only suffers arcane spell failure in armor if he casts arcane spells.

In addition, the bloodmage inherits the following class features from the build class:

Arcanist None.

Druid The blood druid gains the druid's armor and weapon proficiencies (including strictures against metal armor), and all druid class features except wild shape. He gains the druid's Hit Dice, base attack, base saves, class skills (in addition to those of the bloodmage), and two additional skill points per level.

Psychic The blood psychic gains the psychic's psychic discipline class feature, including discipline spells and discipline powers. The blood psychic has no phrenic pool, instead he gains and spends points from his blood pool instead of phrenic pool, which can cause him to rage if handled carelessly.

Sacerdote The sacerdote keeps the advanced spellcasting, bonus languages, calculated targeting, chaotic evil good and lawful spells, divine focus, domains, divine wrath, and manifestation class features. The sacerdote is from Legendary Classes: Sacerdote also by Purple Duck Games.

Sorcerer The sorcerer bloodmage gains Eschew Materials as a bonus feat at level 1. He chooses a bloodline and gains the bloodline spells and bloodline skill as a class skill, but no other benefits.

Witch A blood witch gains the patron spells class feature. He stores spells in his tumor familiar.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have bloodmage as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Dwarf: Count your level as 1/4 level higher to see how many blood point you can hold without entering blood frenzy.
  • Elf: Add 1/2 to your Spellcraft skill bonus.
  • Gnome: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must be from the illusion school.
  • Half-Elf: When casting enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.
  • Half-Orc: 1/5 times per day, when reduced to zero or negative hit points but staying conscious, you gain an additional daily use of blood surge.
  • Halfling : Add +1/2 as a dodge bonus to your AC against attacks of opportunity triggered by casting spells.
  • Human: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must be at least one level below the highest spell level you can cast.


  • Avodim: FEC When you enter a blood frenzy, you gain 2 temporary hit points that disappear at the end of the blood frenzy.
  • Dhamphir: ACG As an immediate action you can spend 1/4 blood points to heal 1d6 hit points per blood point spent. If you do this right after making a blood surge, and reduce your blood pool below the blood frenzy threshold and still have hit point damage remaining, you avoid entering blood frenzy.
  • Dragonblood: FEC You can reduce the spell level increase when using metamagic by 1/5. Doing this costs one point of blood pool per level increase avoided.
  • Erkunae: FEC When negotiating with a creature called by a planar binding spell, you add 1/4 to your Charisma bonus by spending blood points equal to the bonus gained.
  • Qit'ar: FEC As a swift action you can add +1/2 to both acid or cold resistance for one minute at the cost of one point of blood pool.
  • Tengu: ARG Add 5 ft. to the range of your carrion senseARG alternate racial trait. If you do not have this racial trait, you gain carrion sense with a range of 5 ft.
  • Zendiqi: FEC When negotiating with an outsider with the elemental subtype called by a planar binding spell, you can add 1/3 to your Charisma bonus by spending blood points equal to the bonus gained.

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Section 15 Addendum

Pathfinder Chronicles: City of Strangers. Copyright 2010, Paizo Publishing, LLC; Author: James L. Sutter.