Difference between revisions of "Bloodmage (Apath)"

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'''Hit Die:''' d6.
 
'''Hit Die:''' d6.
 
== Class Abilities ==
 
These are the class abilities of the bloodmage.
 
  
 
=== Class Skills ===
 
=== Class Skills ===
 
The loremaster's class skills (and the key ability for each skill) are  
 
The loremaster's class skills (and the key ability for each skill) are  
 
Appraise (Int),
 
Appraise (Int),
 +
Bluff (Cha),
 
Craft (Int),
 
Craft (Int),
Diplomacy (Cha),
 
 
Fly (Dex),
 
Fly (Dex),
Handle Animal (Cha),
 
 
Heal (Wis),
 
Heal (Wis),
 +
Intimidate (Cha),
 
Knowledge (all) (Int),
 
Knowledge (all) (Int),
Linguistics (Int),
 
Perform (Cha),
 
 
Profession (Wis),
 
Profession (Wis),
 
Spellcraft (Int), and
 
Spellcraft (Int), and
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'''Skill Ranks at Each Level:''' 2 + Int modifier.
 
'''Skill Ranks at Each Level:''' 2 + Int modifier.
 +
 +
== Class Features ==
 +
These are the class features of the bloodmage.
  
 
=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
Loremasters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a loremaster's movements, which can cause his spells with somatic components to fail.
+
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
  
 
=== Spells ===
 
=== Spells ===
A loremaster casts arcane spells drawn from the sorcerer/wizard spell list. A loremaster must choose and prepare his spells ahead of time.
+
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
 
 
To learn, prepare, or cast a spell, the loremaster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a loremaster's spell is 10 + the spell level + the loremaster's Intelligence modifier.
 
 
 
A loremaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Loremaster. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
 
  
A loremaster may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the loremaster decides which spells to prepare.
+
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
  
'''Starting Spells (See Spellbooks below):''' A loremaster begins play with a spellbook containing all 0-level loremaster spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The loremaster also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At any time, a loremaster can also add spells found in other spellbooks to his own (see Magic).
+
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
  
'''Spells Gained at a New Level:''' Loremasters perform a certain amount of spell research between adventures. Each time a character attains a new loremaster level, he gains [b]one[/b] spell of his choice to add to his spellbook. The free spell must be of spell levels he can cast.
+
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer 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 sorcerer 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.
  
=== Arcane Ties ===
+
Unlike a wizard or a cleric  a sorcerer 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.
At 1st level, loremaste3rs develop a bond with magic similar to a wizard's. The loremaster chooses between an [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp- arcane bond] and an [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-School arcane school]. Loremasters can only pick the divination school. Whichever option is chosen, it works just like the corresponding wizard class ability, counting loremaster levels as wizard levels.
 
 
 
=== Bonus Languages ===
 
A loremaster may substitute Draconic for one of the bonus languages available to the character because of his race.
 
 
 
=== Bookish ===
 
A loremaster must put at least two skill points per level into knowledge skills.
 
  
 
=== Cantrips ===
 
=== Cantrips ===
 
Loremasters can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Loremaster under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A loremaster can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
 
Loremasters can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Loremaster under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A loremaster can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
  
=== Knowledge Focus ===
+
=== Bloodline ===
At first level, the loremaster gains Skill Focus as a bonus feat and must apply it to a Knowledge skill, such as Knowledge (Arcana).
+
Each bloodmage has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. These abilities and the selection of bloodlines are the same as the same of the [http://www.d20pfsrd.com/classes/core-classes/sorcerer#TOC-Bloodline sorcerer], but the bloodmage develops his abilities slower.
 
 
=== Lore ===
 
At 2nd level, a loremaster adds half his level to all Knowledge skill checks and may make such checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge and similar abilities.
 
 
 
=== Secret ===
 
At 4th level and every four levels (8th, 12th, 16th, and 20th), the loremaster chooses one secret from Table: Loremaster Secrets. Half his is level plus Intelligence modifier determines which secrets he can choose. He can't choose the same secret twice.
 
{| class="wikitable"
 
|+'''Table: Loremaster Secrets'''
 
| valign="bottom" align="center"| '''Level + <br>Int Modifier'''  || valign="bottom"| '''Secret''' || valign="bottom"| '''Effect'''
 
|-
 
| valign="top" | 1 || valign="top"| Instant mastery || valign="top"| 4 ranks of a skill in which the character has no ranks
 
|-
 
| valign="top"| 2 || valign="top"| Secret health || valign="top"| Toughness bonus feat
 
|-
 
| valign="top"| 3 || valign="top"| Secrets of inner strength || valign="top"| +2 bonus on Will saves
 
|-
 
| valign="top"| 4 || valign="top"| The lore of true stamina || valign="top"| +2 bonus on Fortitude saves
 
|-
 
| valign="top"| 5 || valign="top"| Secret knowledge of avoidance || valign="top"| +2 bonus on Reflex saves
 
|-
 
| valign="top"| 6 || valign="top"| Weapon trick || valign="top"| +1 bonus on attack rolls
 
|-
 
| valign="top"| 7 || valign="top"| Dodge trick || valign="top"| +1 dodge bonus to AC
 
|-
 
| valign="top"| 8 || valign="top"| Applicable knowledge || valign="top"| Any one feat
 
|-
 
| valign="top"| 9 || valign="top"| Newfound arcana || valign="top"| 1 bonus 1st-level spell per day<ref name="Ability"> As if gained through having a high ability score.</ref>
 
|-
 
| valign="top"| 10 || valign="top"| More newfound arcana || valign="top"| 1 bonus 2nd-level spell per day<ref name="Ability"/>
 
|}
 
<references/>
 
 
 
=== Extra Languages ===
 
A loremaster can learn any new language at 6th and 10th level.
 
 
 
=== Greater Lore (Ex) ===
 
At 14th level, a loremaster gains the ability to understand magic items. Whenever a loremaster examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check.
 
 
 
=== True Lore (Ex) ===
 
At 18th level, a loremaster's knowledge becomes vast indeed. Once per day a loremaster can use his knowledge to gain the effect of a ''legend lore'' spell or an ''analyze dweomer'' spell. If used to create a legend lore effect, this ability has a casting time of 1 minute, regardless of how much information is already known about the subject in question.
 
  
== Table: Loremaster ==
+
== Table: Bloodmage ==
 
{|class="wikitable"
 
{|class="wikitable"
 
|rowspan=2|''' Level'''||rowspan=2|''' Base Attack Bonus'''||rowspan=2|''' Fort Save'''||rowspan=2|''' Ref Save'''||rowspan=2|''' Will Save'''||rowspan=2|''' Special'''||colspan=10|'''Spells per Day'''
 
|rowspan=2|''' Level'''||rowspan=2|''' Base Attack Bonus'''||rowspan=2|''' Fort Save'''||rowspan=2|''' Ref Save'''||rowspan=2|''' Will Save'''||rowspan=2|''' Special'''||colspan=10|'''Spells per Day'''

Revision as of 16:39, 25 January 2014

ApathApath Logo
Unofficial rules compendium

Bloodmages are arcanists who believe there’s literal truth to the old aphorism that “magic runs in the blood”. Bloodmages are consummate spellcasters, often operating as heavy artillery in battle, but their potential to run amok when strained can make them nearly as dangerous to their friends as to their enemies.

Class Information

This is a prestige class archetype.

Prestige Class: bloodmage.

Build Classes: sorcerer

Role: Bloodmages are untiring as log as they handle their abilities very, very carefully. If they fail to do so, they are explosively violate. Theoretically, this makes them good at careful sustained spellcasting, but in practice most bloodmages are as explosive as their blood.

Alignment: Any. While bloodmages are even more chaotic and short-fused than most sorcerers, the most undiciplined ones are quickly culled.

Hit Die: d6.

Class Skills

The loremaster's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

These are the class features of the bloodmage.

Weapon and Armor Proficiency

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells

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

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

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer 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 sorcerer 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.

Unlike a wizard or a cleric a sorcerer 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.

Cantrips

Loremasters can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Loremaster under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A loremaster can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Bloodline

Each bloodmage has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. These abilities and the selection of bloodlines are the same as the same of the sorcerer, but the bloodmage develops his abilities slower.

Table: Bloodmage

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0+1 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane ties, bookish, cantrips, knowledge focus 3 1
2nd +1 +0 +0 +3 Lore 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Secret 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Bonus Language 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Secret 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus Language 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Secret 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 Greater Lore 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Secret 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 True Lore 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Secret 4 4 4 4 4 4 4 4 4 4