Bloodmage (Apath)

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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 Abilities

These are the class abilities of the bloodmage.

Class Skills

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

Skill Ranks at Each Level: 2 + Int modifier.

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.

Spells

A loremaster casts arcane spells drawn from the sorcerer/wizard spell list. A loremaster must choose and prepare his spells ahead of time.

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.

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).

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.

Arcane Ties

At 1st level, loremaste3rs develop a bond with magic similar to a wizard's. The loremaster chooses between an arcane bond and an 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

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

At first level, the loremaster gains Skill Focus as a bonus feat and must apply it to a Knowledge skill, such as Knowledge (Arcana).

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.

Table: Loremaster Secrets
Level +
Int Modifier
Secret Effect
1 Instant mastery 4 ranks of a skill in which the character has no ranks
2 Secret health Toughness bonus feat
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Weapon trick +1 bonus on attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell per day<ref name="Ability"> As if gained through having a high ability score.</ref>
10 More newfound arcana 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

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