Sanguine Wizard (Apath)

From Action
Revision as of 09:02, 15 October 2014 by Starfox (talk | contribs) (→‎Blood Pool (Su): wk)
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium

Obsessed with the study of the effects of blood and bloodlines on arcane magic, sanguine wizards replicate the powers of sorcerers by consuming the blood of sorcerers and magical creatures.

Class Information

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

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

Build Classes: Wizard.

Role: Sanguine wizards are coldly calculating, seeking the perfect point at which to overwhelm their opposition with an unexpected blood surge.

Alignment: Any. Sanguine wizards 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 sanguine wizard's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Fly (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).


Skill Ranks at Each Level: 2 + Int modifier.

Class Features

This archetype has all normal wizard class features, except as noted.

Spell Focus

Sanguine wizards gain Spell Focus as a bonus feat at 1st level. This replaces Scribe Scroll.

Hemophilia (Ex)

Sanguine wizards are 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 sanguine wizard, 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.

Blood Pool (Su)

At 2nd level, a sanguine wizard gains a pool of blood points, representing an overload of his system with excess blood to extend his arcane abilities beyond their normal level. A sanguine wizard’s normal pool of blood points is equal to half his sanguine wizard level.

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

In addition, the sanguine wizard 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 sanguine wizard’s current number of blood points is greater than half his class level 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 randomly with his most damaging attacks and abilities at friends and foes alike for 1d6 rounds or until his blood pool is reduced to 0 (whichever comes first). At the end of the rage, his blood points drop to 0, his hit points drop to –1, and he begins dying.

Each day, when the sanguine wizard rests to regain spells, he regains blood points up to half his class level but not beyond (so if his sanguine wizard level is 10 but he currently has 8 points, he remains at 8 until he spends the extra points).

Some sanguine wizards 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 sanguine wizard the option of subtracting 1 point from any surging rolls (see below) 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 sanguine wizard abandoning the rituals for a day (also during spell preparation), which removes it immediately.

This replaces arcane school.

Bloodsurge (Ex)

A sanguine wizard can exert himself as a free action to instantly gain extra blood points, but doing so puts himself at risk of a dangerous collapse. At 2nd level, the sanguine wizard can bloodsurge once per day to gain 1d4 points. At 8th, he can surge twice per day, and the die roll becomes 1d8. At 14th, he can surge three times per day, and the roll becomes 1d12. At 20th, he can bloodsurge 4 times per day.

Bloatmage Initiate

A sanguine wizard gains Bloatmage Initiate as a bonus feat at 4th level.

Absorb Bloodline

At 6th level the sanguine wizard learns how to absorb bloodlines. By drinking 1 pint of fresh blood (which inflicts 1 point of Constitution damage to the donor) from a sorcerer with the given bloodline or from a creature affiliated with that bloodline, the sanguine wizard gains limited access to that bloodline for one hour. This ability is usable once per day and drinking the blood normally requires a full minute, but sanguine wizards with the Brew Potion feat can distill the blood into a potion-sized draught that can be stored and consumed as a standard action. Making such a potion is ten minutes of work and must be begun right after the blood is tapped. Gentle repose can be used to preserve a corpse for later bloodtapping.

Though the sanguine wizard gains no physical nourishment from drinking blood, this practice is likely responsible for many of the stories linking sanguine wizards and vampires.

In addition to sorcerers of the given bloodline, Table: Creature Type to Bloodline presents examples of creatures whose blood is considered affiliated to a bloodline. There may be others who work equally well, at the GM’s discretion. The creature must be corporreal and have blood for this ability to work. Consuming the blood of summoned creatures give no benefit.

At 6th level, the sanguine wizard can access any bloodline spell of a level he can cast, at the cost of one blood point per spell level. He can access bloodline spells from any bloodline he has absorbed. The blood points are expended as a part of the action to cast the spell.

A sanguine wizard with a familiar can use this ability to cast the bloodline spells of his familiar through the link the two share. For regular familiars, this is the arcane bloodline. For improved familiars, the bloodline depends on the creature type of the familiar (as above). Not all improved familiars have an appropriate creature type for this.

At 12th level, a sanguine wizard can temporarily access all of the bloodline powers of an absorbed sorcerer bloodline as if he were a sorcerer of his sanguine wizard level.

At 18th level, a sanguine wizard can temporarily access an absorbed bloodline's bloodline arcana.

Table: Creature Type to Bloodline
Creature Type Bloodline
Aberration Aberrant
Animal Animal
Dragon Draconic
Fey Fey
Magical beast Destined
Monstrous Humanoid Accursed from Pathfinder Roleplaying Game Ultimate Magic.
Ooze Ooze from In One's Blood. Copyright 2010, Spes Magna Games; Mark L. Chance.
Outsider, chaotic evil Abyssal
Outsider, chaotic neutral Protean from Pathfinder Roleplaying Game: Advanced Player's Guide.
Outsider, elemental Elemental
Outsider, good Celestial
Outsider, lawful evil Infernal
Outsider, neutral evil Daemon from Pathfinder Player Companion: Blood of Fiends.
Plant Creatures Verdant from Pathfinder Roleplaying Game: Advanced Player's Guide.
Undead Undead
Vermin Pestilence from Pathfinder 29: Mother of Flies.

Corpulence

At 10th level, a sanguine wizard becomes so massive that his rolls of fatty, blood-laden flesh grant his a +1 natural armor bonus. At 16th level, this bonus increases to +2 but reduces his speed by 10 feet. This penalty stacks with the penalty from the Bloodmage Initiate feat. This reduction in speed can never reduce the sanguine wizard’s speed below 5 feet, nor does it affect magical flying effects.

Table: Sanguine Wizard

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 Arcane bond, cantrips, hemophilia, Spell Focus 3 1
2nd +1 +0 +0 +3 Bloodsurge (1d4 1/day) 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Bloodmage Initiate 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Absorb Bloodline (spells) 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Bloodsurge (1d8 2/day) 4 4 3 3 2
9th +4 +3 +3 +6 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 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Absorb Bloodline (powers) 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 Bloodsurge (1d12 3/day) 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 Corpulence (+2 AC -10 speed) 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 Absorb Bloodline (arcana) 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 Bloodsurge (4/day) 4 4 4 4 4 4 4 4 4 4

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Arcane School
  • Scribe Scroll
  • Bonus feats
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.