Difference between revisions of "Blood Mystic (Apath)"

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Revision as of 09:28, 14 January 2014

ApathApath Logo
Unofficial rules compendium

Blood oracles are doubly gifted - their blood carries a connection to both the arcane and divine. This allows them to delve into a breadth of power unavailable to anyone else. Tasks impossible to a mighty cleric or wizard comes naturally to them.

Class Information

This is a merged prestige class.

Prestige Class: mystic theurge.

Build Classes: oracle, sorcerer.

Role: The blood mystic has a unique palette of powers, and is able to both support her party and control the battlefield. Skimming across such a wide array of abilities forces the blood mystic to make many hard choices, both between what powers to seek in their blood and in how to use those powers.

Alignment: Any. Blood mystics are created by chance, and the diversity of their powers draws them to chaotic alignments. But some bloodlines are more settled than others, and some individuals choose law over chaos.

Hit Die: d6.

Class Skills

The sorcerer's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int) Use Magic Device (Cha) In addition, blood mystics receive additional class skills depending upon their mystic bloodline and blood mystery.

Skill Ranks per Level: 2 + Int modifier.

Class Abilities

Table: Blood Mystic Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Spells

A blood mystic casts arcane spells drawn from the cleric/oracle and sorcerer/wizard spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a blood mystic must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a blood mystic’s spell is 10 + the spell’s level + the blood mystic’s Charisma modifier.

Like other spellcasters, a blood mystic can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Blood mystic. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A blood mystic’s selection of spells is extremely limited. A blood mystic begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new blood mystic level, she gains one or more new spells, as indicated on Table: Blood mystic Spells Known. The blood mystic picks these spells from either the cleric/oracle and sorcerer/wizard, but the first spell selected of each level must be from the cleric/oracle spell list. Unlike spells per day, the number of spells a blood mystic knows is not affected by her Charisma score; the numbers on Table: Blood mystic Spells Known are fixed.

In addition to the spells gained by blood mystics as they gain levels, each blood mystic also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the blood mystic is capable of casting them. This choice is made when the blood mystic gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered blood mystic level after that (6th, 8th, and so on), a blood mystic can choose to learn a new spell in place of one she already knows. In effect, the blood mystic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A blood mystic may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, a blood mystic need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Blood mystics do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Blood Mystery

At 1st level, a blood mystic picks a mystery from those available to oracles. She gains the bonus spells and class skills from this mystery, but not any revelations. If the class skills granted by the blood mystery are already class skills for the blood mystic, they are lost.

Blood Curse

Each blood mystic is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The blood curse cannot be removed or dispelled without the aid of a deity. A blood mystic’s curse is based on her blood mystic level plus one for every two levels or Hit Dice other than blood mystic. Each blood mystic must choose one of the curses available to oracles.

Cantrips and Orisons

Blood mystics learn a number of cantrips and orisons, or 0-level spells, as noted on Table: Blood mystic Spells Known under “Spells Known.” These spells can be picked from either the cleric/oracle or sorcerer/wizard table and are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials

A blood mystic gains Eschew Materials as a bonus feat at 1st level.

Mystic Bloodline

At first level, the blood mystic selects a bloodline available to sorcerers. The mystic gain the class skill and bloodline arcana of this bloodline, but does not gain any bloodline feats or bloodline powers. If the class skill granted by the mystic bloodline is already a class skills for the blood mystic, it is lost.

Mystery Spells

At 2nd level, and at every even level thereafter until level 18, the blood mystic learns a spell from her mystery. This spell is added to her spell list and list of known spells.

Bloodline Spells

At 3rd level, and at odd even level thereafter, the blood mystic learns a spell from her bloodline. This spell is added to her spell list and list of known spells.

Spell Synthesis (Su)

At 20th level, a blood mystic can cast two spells using one action, one from the cleric/oracle list and one from the sorcerer/wizard spell list (including mystery and bloodline spells respectively). Both of the spells must have the same casting time. The blood mystic can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The blood mystic receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. A blood mystic may use this ability once per day.

Table: Blood Mystic

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Blood curse, blood mystery, cantrips & orisons, Eschew Materials, mystic bloodline 3
2nd +1 +0 +0 +3 Mystery spell 4
3rd +1 +1 +1 +3 Bloodline Spell 5
4th +2 +1 +1 +4 Mystery spell 6 3
5th +2 +1 +1 +4 Bloodline Spell 6 4
6th +3 +2 +2 +5 Mystery spell 6 5 3
7th +3 +2 +2 +5 Bloodline Spell 6 6 4
8th +4 +2 +2 +6 Mystery spell 6 6 5 3
9th +4 +3 +3 +6 Bloodline Spell 6 6 6 4
10th +5 +3 +3 +7 Mystery spell 6 6 6 5 3
11th +5 +3 +3 +7 Bloodline Spell 6 6 6 6 4
12th +6/+1 +4 +4 +8 Mystery spell 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Bloodline Spell 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 Mystery spell 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Bloodline Spell 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Mystery spell 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Bloodline Spell 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 Mystery spell 6 6 6 6 6 6 6 5 3
19th ++9/+4 +6 +6 +11 Bloodline Spell 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Spell synthesis 6 6 6 6 6 6 6 6 6