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DC's PrC reworking thread
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<blockquote data-quote="Dragon Child" data-source="post: 918170" data-attributes="member: 12217"><p><strong>Blooood Magus!</strong></p><p></p><p>Thanks for the praise, I hope you like them all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Next up, Blood Magus...</p><p></p><p></p><p></p><p></p><p>Ahh, good old Blood Magus. For some reason, people seem to love this PrC. The problem is, its a spellcasting PrC with half-casting... its like playing a Fighter that takes a PrC with wizard BAB (ok, its actually WORSE, but still). So how to fix? Well, being a spellcaster PrC it should need at LEAST 7-8 caster levels over 10 levels... heck, 10 would possibly work even, especially if you're playing with FR PrCs. Also, the homunculus you get is WEAKER then that by Improved Familiar (and all around crappy feat). The Blood Magus needs some work... so lets see what I can do.</p><p></p><p></p><p></p><p><strong><u>Blood Magus</u></strong></p><p>A blood magus is a spellcaster that taps into himself- more specifically his blood- to power his spells. As he grows in strength, he can even tap into others blood, becoming a dangerous foe indeed.</p><p></p><p><strong>Requirements</strong></p><p>To become a blood-magus, a character must fufill all the following requirements.</p><p><u>Alignment:</u>Any non-lawful</p><p><u>Skills:</u> Heal 4 ranks</p><p><u>Feats:</u> Toughness, Great Fortitude</p><p><u>Spells:</u> Ability to cast arcane spells of 3rd level or higher</p><p><u>Special:</u>The blood magus must have been brought to -9 HP in an encounter and survived, or must have been brought back from the dead through <em> Raise Dead </em>, <em> Reincarnate </em>, <em> Resurrection </em>, or other methods of returning life to the body.</p><p></p><p></p><p><strong> Hit Dice:</strong> d4</p><p><strong> Base Attack Bonus: </strong> 1/2 (as Wizard)</p><p><strong> Saves: </strong>Good Fortitude, bad Reflex, bad Will</p><p></p><p><strong> Class Skills </strong></p><p>The Blood Magus's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4 of the [/i] Player's Handbook [/i] for skill descriptions.</p><p>Skill points at each level: 2+ int modifier.</p><p></p><p></p><p></p><p><strong> Class Features </strong></p><p></p><p><u> Weapon and Armor Proficiency: </u> A blood magus gains no additional proficiencies in weapons or armor.</p><p></p><p>1st: Blood Component, Stanch, </p><p>2nd: Awaken Blood 1/day, +1 Spellcaster level</p><p>3rd: <em> Death Knell </em> 1/day, +1 Spellcaster level</p><p>4th: Thicker Than Water (DR 1/-), +1 spellcaster level</p><p>5th: Blood Drought, +1 spellcaster level</p><p>6th: Awaken Blood 2/day, +1 Spellcaster level</p><p>7th: <em> Death Knell </em> 2/day, +1 Spellcaster level</p><p>8th: Thicker Than Water (DR 2/-), +1 Spellcaster level</p><p>9th: Infusion, +1 Spellcaster level</p><p>10th: Awaken Blood 3/day, +1 Spellcaster level</p><p></p><p></p><p></p><p><u>Spells per Day:</u> At level 2 and every level after, a Blood Magus gains a new spells per day (and spells known) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she recives from the prestige class, and so on), except for an increase effective level of spellcasting. If a character had more than one spellcasting class before becoming a blood magus, she must decide to which class she adds the new level for purposes of detemining spells per day and caster level.</p><p></p><p><u>Blood Component (Su):</u> If a blood magus is armed with a slashing weapon, she may slash herself for 1 point of damage for each level of the spell (minimum of one). If you do so, you may add two to your caster level or the save DC of the spell.</p><p></p><p><u>Stanch (Ex):</u>A Blood Magus expects a certain amount of cooperation from her own blood. As a result, the Blood Magus’ wounds automatically stabilize. She suffers no extra damage when she falls below zero hit points, nor does she suffer additional effects from wounding weaponry or other effects that cause continual bleeding.</p><p></p><p><u>Awaken Blood (Su):</u> At 3rd levl, the blood magus gains the supernatural ability to bestow momentary consciousness on an opponent's blood. Once per day per three blood magus levels possessed, he can make a melee touch attack against a living foe. If he hits, the opponent's blood attempts to her free-all at once. The hydrostatic pressue disrupts the victim's tissues, dealing 1d10 points of damage per blood magus level possesed. If he misses, the blood magus can try again until he is successful against an opponent. "Counscious" blood returns to its natural state after 1 round.</p><p></p><p><em><u>Death Knell (Sp):</u></em> Once per day at 3rd level, and twice per day at 7th level, a blood magus can use <em> Death Knell </em> as a spell-like ability.</p><p></p><p><u>Thicker Than Water (Sp):</u> At 4th level, the blood magus's vital fluids are partially under his conscious control. The blood magus gains DR 1/-. This increases to DR 2/- at level 8.</p><p></p><p><u>Blood Draught (Ex):</u> At 5th level, the blood magus learns how to store spells in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium (see page 80 of the <em> Player's Handbook </em>). All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once "brewed", a blood draught remains in circulation within the magus's body. The maxiumum number of draughts stored at one time is equal to his levels of blood magus plus his Constituion score. Also, unlike normal potions, there is no level limit to the Blood Draught.</p><p>To consume the draught, the blood magus prickes his skin, automatically bringing forth the desired effect. This is a standard action that draws an attack of oppertunity, like drinking a potion. Others can also partake of a blood draught (if they have a strong sotmach)- the blood magus concentrates to draw the desired draught to the surface.</p><p></p><p><u>Infusion (Ex):</u> At 9th level, the blood magus prepares a special one-time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of constitution.</p></blockquote><p></p>
[QUOTE="Dragon Child, post: 918170, member: 12217"] [b]Blooood Magus![/b] Thanks for the praise, I hope you like them all. :D Next up, Blood Magus... Ahh, good old Blood Magus. For some reason, people seem to love this PrC. The problem is, its a spellcasting PrC with half-casting... its like playing a Fighter that takes a PrC with wizard BAB (ok, its actually WORSE, but still). So how to fix? Well, being a spellcaster PrC it should need at LEAST 7-8 caster levels over 10 levels... heck, 10 would possibly work even, especially if you're playing with FR PrCs. Also, the homunculus you get is WEAKER then that by Improved Familiar (and all around crappy feat). The Blood Magus needs some work... so lets see what I can do. [b][u]Blood Magus[/u][/b] A blood magus is a spellcaster that taps into himself- more specifically his blood- to power his spells. As he grows in strength, he can even tap into others blood, becoming a dangerous foe indeed. [b]Requirements[/b] To become a blood-magus, a character must fufill all the following requirements. [u]Alignment:[/u]Any non-lawful [u]Skills:[/u] Heal 4 ranks [u]Feats:[/u] Toughness, Great Fortitude [u]Spells:[/u] Ability to cast arcane spells of 3rd level or higher [u]Special:[/u]The blood magus must have been brought to -9 HP in an encounter and survived, or must have been brought back from the dead through [i] Raise Dead [/i], [i] Reincarnate [/i], [i] Resurrection [/i], or other methods of returning life to the body. [b] Hit Dice:[/b] d4 [b] Base Attack Bonus: [/b] 1/2 (as Wizard) [b] Saves: [/b]Good Fortitude, bad Reflex, bad Will [b] Class Skills [/b] The Blood Magus's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4 of the [/i] Player's Handbook [/i] for skill descriptions. Skill points at each level: 2+ int modifier. [b] Class Features [/b] [u] Weapon and Armor Proficiency: [/u] A blood magus gains no additional proficiencies in weapons or armor. 1st: Blood Component, Stanch, 2nd: Awaken Blood 1/day, +1 Spellcaster level 3rd: [i] Death Knell [/i] 1/day, +1 Spellcaster level 4th: Thicker Than Water (DR 1/-), +1 spellcaster level 5th: Blood Drought, +1 spellcaster level 6th: Awaken Blood 2/day, +1 Spellcaster level 7th: [i] Death Knell [/i] 2/day, +1 Spellcaster level 8th: Thicker Than Water (DR 2/-), +1 Spellcaster level 9th: Infusion, +1 Spellcaster level 10th: Awaken Blood 3/day, +1 Spellcaster level [u]Spells per Day:[/u] At level 2 and every level after, a Blood Magus gains a new spells per day (and spells known) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she recives from the prestige class, and so on), except for an increase effective level of spellcasting. If a character had more than one spellcasting class before becoming a blood magus, she must decide to which class she adds the new level for purposes of detemining spells per day and caster level. [u]Blood Component (Su):[/u] If a blood magus is armed with a slashing weapon, she may slash herself for 1 point of damage for each level of the spell (minimum of one). If you do so, you may add two to your caster level or the save DC of the spell. [u]Stanch (Ex):[/u]A Blood Magus expects a certain amount of cooperation from her own blood. As a result, the Blood Magus’ wounds automatically stabilize. She suffers no extra damage when she falls below zero hit points, nor does she suffer additional effects from wounding weaponry or other effects that cause continual bleeding. [u]Awaken Blood (Su):[/u] At 3rd levl, the blood magus gains the supernatural ability to bestow momentary consciousness on an opponent's blood. Once per day per three blood magus levels possessed, he can make a melee touch attack against a living foe. If he hits, the opponent's blood attempts to her free-all at once. The hydrostatic pressue disrupts the victim's tissues, dealing 1d10 points of damage per blood magus level possesed. If he misses, the blood magus can try again until he is successful against an opponent. "Counscious" blood returns to its natural state after 1 round. [i][u]Death Knell (Sp):[/u][/i] Once per day at 3rd level, and twice per day at 7th level, a blood magus can use [i] Death Knell [/i] as a spell-like ability. [u]Thicker Than Water (Sp):[/u] At 4th level, the blood magus's vital fluids are partially under his conscious control. The blood magus gains DR 1/-. This increases to DR 2/- at level 8. [u]Blood Draught (Ex):[/u] At 5th level, the blood magus learns how to store spells in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium (see page 80 of the [i] Player's Handbook [/i]). All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once "brewed", a blood draught remains in circulation within the magus's body. The maxiumum number of draughts stored at one time is equal to his levels of blood magus plus his Constituion score. Also, unlike normal potions, there is no level limit to the Blood Draught. To consume the draught, the blood magus prickes his skin, automatically bringing forth the desired effect. This is a standard action that draws an attack of oppertunity, like drinking a potion. Others can also partake of a blood draught (if they have a strong sotmach)- the blood magus concentrates to draw the desired draught to the surface. [u]Infusion (Ex):[/u] At 9th level, the blood magus prepares a special one-time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of constitution. [/QUOTE]
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