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 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