Paragon Path: Blood Magus

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BLOOD MAGUS
"My blood is stronger than yours!"

Prerequisite: Arcane Initiate Feat, Ritual Caster Feat, Warlock Class

You have learned to combine the power of warlock blood with the wizards arcane formulas to cast more powerful spells. The Blood Mage wizard was your guide... but the blood in your veins is beyond even his understanding of power.

Blood Magus Path Features

Blood Vision (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls and ignore cover and concealment until the start of your next turn, but only against living targets. Construct, Elemental and Undead creatures are not considered "living" for this purpose.

Blood Curse (11th level): You have learned to fuel your Warlock's Curse with the power in your blood. As a free action you can treat yourself as an enemy for the purpose of Warlock's curse, dealing your warlocks curse damage to yourself and loosing one healing surge. Until the begining of your next turn you add your Intelligence bonus to all warlocks curse damage and you are not limited applying this damage to one target per round.

Blooded Implement (11th level): Any weapon that dealt damage can be used as an implement for the remainder of the encounter. Treat If the weapon as a wand with the same enhancement bonus but no daily power.

Book of Scars (16th level): You learn to etch the formulas of your spells into the flesh of your body. Treat your body as a wizards spell book. You gain the wizards' Spellbook ability, see Players Handbook page 158. You do not automaticly gain any rituals, but you always have room for any spell or ritual that you aquire.

Blood Magus Powers

Gathering of Blood_____Blood Magus 11 Attack
You rip the very source of life from the viens of your enemies as their corpses gather into piles of gore.
Encounter + Arcane, Implement, Weapon
Standard Action Close
burst 3
Target: Each enemy in burst
Effect: Each target must shift 2 and end adjacent to you, if
possible. Each target is now under the effects of your Warlock's Curse. A target that can’t end adjacent to you doesn’t move. You can then attack any targets that are adjacent to you (close burst 1).
Attack: Intelligence vs AC
Hit: 1[W] + Intelligence modifier damage.

Vampric Coagulation_____Blood Magus 12 utility
You reflexivly siphon the life of your enemy into your viens, as he dies you are reborn.
Daily + Arcane, Healing, Implement, Weapon
Immediate Interrupt Personal
Trigger: You are reduced to 0 hit points or fewer
Effect: You spend a healing surge and regain your Intelligence modifier in additional hit points. You must have at least one healing surge remaining to use this Power.
Secondary Target: The creature that hit you.
Secondary Effect: You spend a healing surge but regain no hit points.
Instead, the secondary target takes damage equal to your healing surge value. You must have at least one healing surge remaining to use this effect.

Blood Empowerment _____Blood Magus Attack 20
You pour every ounce of you life into the purpose of ending the life of another.
Daily + Arcane, Implement, Weapon
Free Action Melee or Ranged weapon
Target: One Creature
Effect: You apply your Warlock's Curse to the Target. You must have no other daily power remaining to use this power.
Sustain Move: You spend a healing surge but regain no hit points. Instead, you deal your a healing surge value in damage to the target. You must have at least one healing surge remaining to sustain this power (save ends).
 
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Changes...

8/2/08 3:04 AM
- Changed the Prerequisites
- added Weapon keyword to powers.. and modified powers to represent this change.
- modified the blood curse ability..

7/30/08 6:11 AM
- replaced the blood cut ability.. with the Blood curse ability
- formated the text

7/28/08 4:00 AM
- Clarified the Book of Flesh ability
- Added the Ritual caster feat as a preq to path...

7/27/08 11:46 PM
- Tied all 3 power effects into the Warlocks curse.
- Limited the Attack 20 power to only be maintained IF you already used all your other daily powers.

7/26/08 1:45 AM
- Modified Powers to work with Warlocks curse.
- Modified Attack 11 to push targets to center of burst...
- Modified Attack 20 to key off healing surge value for damage... fits better with the theme of the path..


7/26/08 12:26 AM
- Droped the proficiency bonus for the implement--- to good.
- Carified how the weapon works as an implement.
 
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come on people.. i need feedback...

is it good, bad.. how. where.. what do you like.. not like...

i dont want to bother my dm with it untill i get a few eyes on it...
 


I don't see anything particuarly wrong, but the daily seems a bit weak.

well.. considering a level 20 Warlock with max could have a healing surge that is 20+... you are talking about alot of potential damage.... not really weak in my oppinion. especially since you are talking about ADDING this damage to another power, potential striking multiple targets...
 

I'm more worried about a warlock who blows all of his healing surges then demands that the party rest so he can recover. I know the damage can be good, but using your surges so rapidly just sounds bad.
 

what if I put a restriction on the sustain minor.. it can only be sustained IF you have NO other daily powers left..
 

That seems a little more reasonable. It moves towards the "I'm out of daily's and we're screwed. Time to give it my all." type affect, which sounds cool.
 

I guess the next thing i need to work on is the Book of Scars ability...

The wording seems rather long.. basicly it should be the same as the Wizard ability..

this basicly doubles the # of utility & daily powers you have to choose from...
... Also.. it seems that with the wording I used... I could choose Wizard spells even tho I did not spend the feats to swap powers...

Should I fix the wording.. or add the 2 power swap feats as prereqs for the path?


Not sure.. but I think a Wizard.. with power swap feats to take warlock daily & utility powers would get 1 wizard & 1 warlock per feat... (only 1 of those "memorized" of course...)
 

I clarified & abreviated how the book of flesh ability functions...
- exactly like the wizards spellbook.. but... you do NOT gain the automatic rituals, and you have unlimited capacity...

the ritual caster feat is a balance point.. wizards already have it.. warlocks dont.. so multiclass warlocks must spend an additional feat to qualify for the path.. which is ok. They are gaining more benifits from the path.

I made the spellbook capacity unlimited becouse.. who cares... its bookkeeping that noone really cares about...

A standard spellbook.. even with the feat to gain more known spells still only uses a fraction of the space in a standard spellbook....

I guess I could say all spells fit in teh book of flesh.. but rituals must be put into actual tomes... what do you think?
 

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